Test summary from TripleA, engine version: 2.7.14861, time: 21:29:40
Savegame
Axis and Allies: D-Day. TGC (Allies) vs SBY (German) with TGC balance
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The 9th Werfer Brigade (1 infantry, 1 artillery) moves into A36 to support the 265th Infantry Division (3 infantry, 1 artillery) in combat in this zone.
There are 2 British fighters in the zone. 1 fighter already rolled for their strafes, destroying 1 infantry unit.
The remaining British fighter rolls for the 1 German artillery entering the zone:
[dice 1d6]
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1d6: 4
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The fighter misses.
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Still very frustrated with the dice. Especially the battle in A35.
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since the allies have no more reinforcements, you can go ahead and roll for Germany reinforcements.
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2d6: 1, 4
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The 353rd Infantry Division (3 infantry, 1 artillery) and 1 infantry division from the 266th Infantry Division move into G40.
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Germany Turn 7 Reinforcements Complete D-Day.tsvg
Note that I did a mini-experiment during the German combat move, where 2 fighters fired (both missed) at an infantry created using edit mode (I obviously edited it out as soon as possible). Make sure to not count those strafe rolls when calculating dice results.
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End of round 7, game aggregate dice results:
Allies: +.98 actual, -3.66 low luck, +4 reinforcements
Axis: +2.3 actual, -.16 low luck, -22 reinforcements*for the turn only, the Allies were -1.83 low luck and the Germans were -2. Just for your situational awareness - both sides performed almost exactly as poor as the other.
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1d6: 5
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both bombers at the Cherbourg AA gun: [dice 2d6]
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2d6: 5, 5
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AA gun at bomber [dice 1d6]
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1d6: 2
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Yeah, it did seem like we were both equally unlucky the last few turns (and the bad luck usually strikes when we’re attacking).
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