Arnhem (SPI) and the thoughts of FOG OF WAR

I have just finished playing this game (solo), and it is the first board wargame I have played in over 20 years, so it was just as much a game of getting back into the way these games are played just as much as it was getting to know and learn the rules of a new game.
It finished with a tactical victory for the Germans ( for those interested).
This game did throw up one question about the rules. This was if a unit forced to retreat off the map, does the opponent get the appropriate Victory Points. i decided they did, even though it never stated this much in the rules, so I just treated it as a normal eliminated unit.
But a very intriguing aspect came to light halfway through the game, which was that throughout the game I never looked in advance to see what reinforcements were to come on in each game turn for either side. Now you could say that this is something any player should know - when his reinforcements are appearing - and I would agree with this, but since this game was my first time playing this game and first time playing any board wargame in over 20years, i was just familiarizing myself with everything.
Now, the aspect it did raise was FOG OF WAR. After I played the Allies 5th turn, and started the German 5th turn, this is when I realise that German reinforcements were to come on the map very close to the 2 hexes where Allied ground reinforcements enter. this allowed the Germans to block Allied ground units communication lines. This action cost the Allies a victory.
Now this experience, did make me think that it would be a good idea when 2 players play a game, especially if they have never played it before, that neither player should know when their opponents reinforcements should arrive.....and where! Obviously, the more times you play a specific game, you will learn when and where to expect the opposition reinforcements, but even so, it does give a nice bit of FOG OF WAR.
FOG OF WAR is one aspect in wargaming where computer games have the advantage. Even in old games like Panzer General had FOW, which really turned a lot of conflicts on there head and really mad e you think twice before you started committing units to an attack.
Are there any games out there that try to employ FOW, and how do the do it?

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Comment by Carlos Alberto Laport de Miranda on August 8, 2010 at 6:46pm
Hummm, my WaW #11 Afrika Korps is still with my brother in the U.S. (where he lives), he is holding a lot of games for me now, hope to have them by October. This one particularly interests my a lot, as I'm a big fan of the African Theater of War, is it a good game ?

The mechanics for distribution of reinforces seem very good, and the fact that your opponent don't know when they will come can throw a lot of doubts in his heart. The down side is that YOU don't know when his reinforcement will arrive, either.

Is there any other highlight in the game/system ?

In the same vein, I just subscribed WaW to receive the games/magazines right here, without the delays of having to wait for my brother to come visit me :) But having to pay a big sum as shipping and handling :(
Comment by Roger Morley on August 8, 2010 at 3:41pm
The delayed reinforcements is something I have come across before, as was the case in the Arnhem game, which can help to make these battles a little less predictable and give the player a little bit more command over his units.
Comment by Eric Walters on August 8, 2010 at 10:37am
In answer to your last question, there have been games with variable reinforcements (units and times)--the latest example is Joe Miranda's AFRIKA KORPS game in WORLD AT WAR (Issue #11) magazine. Players get reinforcements by half-year and must roll for each one to see what month it actually arrives--you know when your reinforcements arrive ahead of time, but your opponent does not. Some tactical games also employ it to a degree; there are chances of historical reinforcements coming in earlier or later than what actually happened. Far more common are options to delay scheduled reinforcements from entering, sometimes with the benefit of entering at a different area than what is originally scheduled.
Comment by brian s. b. on August 7, 2010 at 6:53pm
well, it's a solution-a lot off this old games have these "flaws" that can be exploited by "gamey" tactics. there is a very famous one in NAPOLEON AT WATERLOO that also involves reinforcements...i play a lot solo so it's not much of an issue.

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