Lt. Col. Timmes had only a single airborne machinegun during his defence of the orchard. A single source claims 'two' but also makes some other suspect claims such as a 37mm gun. During scenario creation every American paratrooper platoon has an inherent machinegun, resulting in an unhistorically high number. My initial workaround was to break up the platoons into squads and move the machinegun squads into a locked-in corner of the map thinking this would make them inaccessible and so solving the problem. However, this was not to be. During a play-test today I noticed something that I had overlooked as I was too focused on programming the German A.I. Plans.
What I noticed was this ... when the game launches, the program 'randomly' selects which elements to place in the locked-in corner and which elements to put in play. Resulting once again in too many machineguns for Timmes. Blaaaah! 
The only other workaround would be to eliminate the platoons altogether in recruit them as straggling 'teams' but this would mean scouts, snipers, bazookas ... oh my ... anything but riflemen!.
So now I am humbugged and don't know what to do.
The only other workaround would be to eliminate the platoons altogether in recruit them as straggling 'teams' but this would mean scouts, snipers, bazookas ... oh my ... anything but riflemen!.