Some explanation of my effort is required. Influenced by the modern maps, I am trying to differentiate between main highways (red), connecting highways (orange), and local roads (yellow) (assumes a correlation to their construction). I think it enhances the feel of the road net. In game terms players might consider only allowing column movement on red and orange roads. Which roads are which are my guesses, I wish I had better info on their construction. The other major addition is the green band on some portions of the river depictions. The Ardennes was a plateau with steep, deep, forested river valleys. In game terms this creates a blocked hexside, impassable to armor (MF greater than 5, per errata). I think this is absolutely essential to capture the feel of the Ardennes, otherwise the rivers appear flush with the surrounding ground. Bridge depictions eliminate the blocked hexside, even if the bridge is blown (I was too lazy to break the depiction at all the bridges). Another change is the use of slope hexsides to depict the defensible high ground or slopes (brown "arrowheads" pointing down slope). In game terms I just shift the odds one left if all attacking units are from across a slope hexside. I probably added too many small rivers (with bridges to be blown). I think I did this because each stream in the Ardennes creates such a steep valley (detectable by close contour lines) that they were hard to ignore. If you have comments feel free to respond, can't promise I'll respond or act on any suggestions. Gary Boyce