No landing on damaged carriers. Planes need viable landing spot or they splash.
D-Day, TGC (Allies) vs VictoryFirst (German)
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@VictoryFirst In this case, since all the reinforcement zones are covered by allied fighters, we will leave this alone for now but in the future, the maximum amount of units you can order into a zone is 8. All moves are declared first and then strafes are rolled.
You cannot send units in one at a time and observe the result of the strafe before moving on. You cannot move ten units into a territory even if two are destroyed by strafes.
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Round 1 dice results: Allies -.92 actual, -3 Low Luck // Axis +3.32 actual, +2.83 Low Luck
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@VictoryFirst A2 Fighters.tsvg
AA gun in G39 [dice 1d6]
AA gun in G10 [dice 1d6] -
1d6: 3
1d6: 2 -
both bombers at the AA gun in G6: [dice 2d6]
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2d6: 4, 4
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@dicebot AA gun fires back [dice 1d6]
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1d6: 5
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A2 Reinforcements:
USA [dice 2d6]
UK [dice 2d6] -
2d6: 2, 6
2d6: 2, 6 -
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A2 Final.tsvg this file has our emails for “play by email”
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G2 Reinforcements
Rennes/Chartres: [dice 2d6]
Rouen/Chartres: [dice 2d6] -
2d6: 5, 5
2d6: 4, 2 -
I will place:
2 inf in G32
2 inf and 1 art in G34
2 inf and 3 art in G36
1 inf, 1 art and 1 tank in G40
1 art and 2 inf in G 39 -
Sorry, I made the same mistake again. I miscounted and placed one unit too many in G36, making the total amount of units 9. You got two AA hits however so I now am down to 7. I realized it just after I moved them in and rolled for AA… will pay more attention to this in the future.
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I just caught this but in cases where there are more than one fighter over the territory, we have to use the dicebot. The TripleA will never roll more than one dice per unit on strafes. This is fine in territories with one fighter but in territories with two fighters, its best to use the dice bot.
So for example in this last turn, the Allies should have had one more roll from their fighter in the G10 space before rolling for combat. Let’s just get this one out of the way now (if its okay with you):
G10 pre-combat strafe: [dice 1d6]
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1d6: 2