7f35d98f-f143-4912-8a69-396c52ec078a-triplea_42127_1chi.tsvg
AndrewAAgamer (Allies) vs. Germany (Ragnell804)
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FYI, Blockhouse attacks are targeted. So I did an edit to take your highest value units away instead of the inf you took in the attacks.
The edits that took place are:
Utah - Lost 1 arty, gained 1 inf back
Omaha - Lost 1 arty, gained 1 inf back
Gold - Lost 1 tank, gained 1 inf back
Juno - Lost 1 tank, gained 1 inf back
Sword - Lost 1 tank, gained 1 inf backThese changes did not affect your dice outcomes except in Omaha Beach.
Since one arty hit and the other missed, I will do a dice roll here to determine if you would have hit with the lone arty. The dice roll will be on 50/50 odds, with 3 or less giving you the hit and 4 or higher, meaning it missed.
[dice 1d6<=3]
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1d6<=3: 4; Hits: 0
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@AndrewAAGamer this is due in small part to the blockhouse casualties being assigned to the allied infantry as opposed to the armor/artillery.
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i think we responded at literally the same time
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I also did edit my losses to take inf away instead of the block houses.
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Thanks for correcting it! I will let the Axis roll for all blockhouses next game and going forward in this game.
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@AndrewAAGamer said in AndrewAAgamer (Allies) vs. Germany (Ragnell804):
Thanks for correcting it! I will let the Axis roll for all blockhouses next game and going forward in this game.
I would advise against this. It will make things take longer. OOL is armor/arty/infantry and I don’t think there is any argument otherwise.
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@The_Good_Captain said in AndrewAAgamer (Allies) vs. Germany (Ragnell804):
OOL is armor/arty/infantry and I don’t think there is any argument otherwise.
Works for me.
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Rennes
Inf [dice 2d6<=1]
Inf [dice 2d6<=1] -
2d6<=1: 2, 2; Hits: 0
2d6<=1: 1, 5; Hits: 1 -
Over to you for allied reinforcements. We use the dice roller here. You can copy what I used but label one for the US and one for the UK, as shown below (These are not your rolls but how we typically label them).
UK [dice2d6]
US [dice2d6] -
To make the roll work, you need to put a space after the word ‘dice’
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@Ragnell804 said in AndrewAAgamer (Allies) vs. Germany (Ragnell804):
US first followed by UK…
[dice 2d6]
[dice 2d6] -
2d6: 5, 6
2d6: 3, 1 -
TripleA Manual Gamesave Post: Germans round 1
TripleA Manual Gamesave Post for game: D-Day 2 fix
Game History
Round: 1 Germans Reinforcements - GermansCombat Hit Differential Summary :
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That has to be the worst Allied Turn 1 I have ever seen.
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Good thing I only need to win 50% of the time to prove my point. :)
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Actually, 40% probably proves my point too.
10-20% = You guys are right.
30% = Toss up
40% or better = I am right.5 games each by February?
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@AndrewAAGamer said in AndrewAAgamer (Allies) vs. Germany (Ragnell804):
That has to be the worst Allied Turn 1 I have ever seen.
Without seeing the Turn 1 strafe results, the current standings are:
Allies net: -0.83
Germans net: +2.33…I’m a bit concerned about clarity around the dice in these games so I’m just going to book them all going forward (same as in all the games we played, Theo).
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Not sure how you arrived at those numbers, especially since I screwed up the German Blockhouses firing to sea.
However, the Paratroopers completely whiffed as did the Bombardment which means there are extra German troops already on the board before they go and in this case went over projections per your +2.33 comment. Also, the reinforcement roll couldn’t have been much worse. I am basing my comments on how poorly the game looks at the end of round 1, especially for Omaha Beach. I have never seen the Germans so strong and the Allies so weak as in this case in that sector.
Not that it matters. If one side rolls poorly they are going to lose; assuming equal caliber of players. Still a long time to go for the Allied dice to get hot or the Axis dice to go stone cold. If this game is lost by bad dice that is going to happen and should not skew the winning percentages. A win is a win is a win.





