@The-Janus Thanks for the help in protecting my fleet!
D-Day, TGC (Allies) vs VictoryFirst (German)
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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
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now we have to roll an extra die for the two artilleries and one infantry that survived the first fighter strafe in G36:
artilleries [dice 2d6]
infantry [dice 1d6] -
2d6: 5, 3
1d6: 3 -
@VictoryFirst so it looks like all the extra strafes missed so no worries there. My recommendation: edit the pieces adjacent to the territory you want them to enter and move into the territory (since its still your “non combat movement phase” when you’re placing reinforcements).
Then roll dicebot dice for each unit that survived after the first fighter (if there was more than one fighter over the territory).
Sorry about the confusion. It gets easier, I promise.
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Round 2 aggregate game dice results: Allies -.07 actual, -4.33 Low Luck (Reinforcements +1) // Axis +4.27 actual, +4.16 Low Luck (Reinforcements +2)
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