This review first appeared in IPW, the newsletter for all discount games club members. Contact colin@allusedgames.demon.co.uk for details. Airbridge to Victory (GMT) Around four years ago, I had a strange dream. I vividly remember finding this lamp, rubbing it and a genie appearing, granting me three wishes. Sadly, in the morning there was no sign of either world peace or Kim Basinger moving into my flat! Happily, however, my first wish came true. At long last, a well balanced, fast paced, manageable and not overly complex simulation on Operation Market Garden was finally available. It is called Airbridge to Victory, by GMT games. Arnhem must surely be a wargamer's fantasy. Massed tank columns trying to drive across Holland, cross the Rhine and into Germany with the assistance of a daylight assault by an entire airborne army. It's little wonder it has been the subject of so many games and must compete with 'the bulge' as Western Europe's most popular WWII battle. Each a.m. game turn commences with removing fatigue markers from units not adjacent to the enemy and determining initiative and weather. The player who rolls the lowest number on a ten sided die chooses whether he goes first of second on this and the following p.m. turn. Weather is either clear or foul, which affects movement and grounds all air support. Players receive reinforcements, some of which are airborne (for the allies), before taking their movement phase. It is in the combat phase, though, where this game really excels and breaks new ground. There are three types of combat: bombardment, manoeuvre and assault. Bombardment is by artillery within range and air points and results in step losses for the enemy if successful. Success depends on what type of terrain exists in the target hex, with clear offering no shelter and woods or urban hexes offering the best. Manoeuvre combat is based on traditional odds with modifications for terrain, supply and either the attacking or defending units having the best efficiency rating - a measure of a unit's training, effectiveness and cohesion. Artillery and air support can also be added. Results tend to be retreats and fatigue, though step losses are also possible. Assault combat sees attacking units advance into the defender's hex. Attackers are subject to a possible defensive bombardment, after which, first the defender, then the attacker roll on the assault CRT. This is modified by terrain and possible fatigue. Combat results are step losses only and a lot of them! It is possible for the same hex to expericnce all three types of combat in the same phase, though by different units. Mobile units may be able to retreat before combat, enemy units adjacent to hexes under attack may attempt to enter the hex prior to combat. Both cases depend on units' efficiency rating. Both manoeuvre and assault combat die rolls are modified by armour and anti-tank effects in ways familiar to players of the Europa series of games. The game turn finishes with the mechanised movement phase. Add rules for overrun and bridge blowing to an excellent situation, with allied supply depending on one highway and German reinforcements entering at points along both flanks and you have one hell of a game. The combat rules are too sophisticated for beginners, but, all the same, this is not a complex game and is playable solo. One or two points in the rules could use greater emphasis, so read them carefully, but all in all, this is a great game that is well worth owning. Alan Sharif