TripleA Manual Gamesave Post for game: D-Day 2 Improved
Game History
Round: 4 Germans Combat Move - GermansCombat Hit Differential Summary :
Russia SBR:
Defender:
Rolls: 1@1; Total Hits: 01@1: (6)
Attacker:
Rolls: 1@6; Total Hits: 11@6: (6)
Forgot them pesky Techs:
Rolls: 2@1; Total Hits: 02@1: (2, 3)
Chart 1:
Rolls: 1@6; Total Hits: 11@6: (6)
Russia takes 6 damage.
NCM:
3 Fighters, 5 Tacticals, Strategic, 10 Infantry, 2 Artillery, 3 AA Guns to Belarus
3 Fighters to W. Germany
Infantry to Norway
8 Infantry, 3 Artillery, 6 Armor to E. Poland
Build: 6 Infantry, 4 Artillery in Germany
Build: 3 Infantry, Artillery in W. Germany
Collect: - 4 CRD + 5 Novgorod + 5 Norway + 48 TT = 54 IPC
So gotta wrap these two up so we can test out the new rules. Granted, the instant we test the new stuff, Larry will post more new stuff.
Big change with Mongolia, if Russia attacks any Japanese controlled territory that borders Mongolia (before Mongolia goes Pro-Allies) then Japan can attack Russia with impunity without worrying about Mongolia…
@Cmdr:
So gotta wrap these two up so we can test out the new rules. Granted, the instant we test the new stuff, Larry will post more new stuff.
Big change with Mongolia, if Russia attacks any Japanese controlled territory that borders Mongolia (before Mongolia goes Pro-Allies) then Japan can attack Russia with impunity without worrying about Mongolia…
I’m not sure what you’re saying. Are you surrendering in our current 2 games?
Is there an updated rule document? If so can you link me to it. I gave up on following the constant changing FAQ, otherwise i have no time to actually play.
R7 $35
1 LR on hand
Rolling 1d6:
(2)
Tech Missed
Purchase $35
Repair 4
1inf, 4art, 2tnk
CM: None
NCM: Per Map
Place Units:
1inf, 4art, 2tnk-Russia
Collect $31
Larry’s been updating the rule set almost continuously the past couple of weeks. Things like Mongolia will never be pro-axis to Mongolia can be stopped from joining the Allies to Convoys have to be attacked instead of automatic, to any damage to a factory or airbase turns that base or factory off until completely repaired, etc. I am linking and pasting the rules to our own forum (sticky thread under the global 1940 heading) as fast as I can. It’s just tricky when he goes into a big post and edits one or two phrases…(cause we have a limit on post length here, I have to go find which one to edit and repair it.)
Japan:
Buy(49)
Combat Moves:
INfnatry Hai to Cel
Infantry Hai to Jav
DD
Heavy Bomber, Destroyer to SZ 43
Heavy Bomber, Destroyer to SZ 37
2 Heavy Bombers, Infantry to Malaya
2 Infantry from KSI, Heavy Bomber from Japan to ANH
5 Infantry, 5 Artillery from Yun to KWE
Infantry, Mech, Arm, 4 Fig, 4 Tac to Hun
Artillery to SZE from SHE
Combat:
Malaya:
Attacker:
Rolls: 1@1 4@4; Total Hits: 31@1: (3)4@4: (1, 2, 6, 2)
Defender:
Rolls: 2@2; Total Hits: 02@2: (3, 4)
KWE:
Attacker:
Rolls: 10@2; Total Hits: 410@2: (1, 6, 1, 6, 3, 5, 1, 6, 1, 4)
Defender:
Rolls: 1@2; Total Hits: 01@2: (6)
ANH:
Attacker:
Rolls: 2@1 2@4; Total Hits: 12@1: (6, 5)2@4: (5, 1)
Defender:
Rolls: 1@2; Total Hits: 01@2: (4)
Hun:
Attacker:
Rolls: 2@1 5@3 4@4; Total Hits: 62@1: (6, 3)5@3: (2, 4, 3, 3, 3)4@4: (4, 2, 5, 6)
Defender:
Rolls: 1@2; Total Hits: 01@2: (5)
SZ 37:
Attacker:
Rolls: 1@2 2@4; Total Hits: 21@2: (1)2@4: (5, 3)
Defender:
Rolls: 1@2; Total Hits: 01@2: (6)
SZ 43:
Attacker:
Rolls: 1@2 2@4; Total Hits: 21@2: (4)2@4: (4, 3)
Defender:
Rolls: 1@2; Total Hits: 11@2: (1)
NCM:
4 Fighters, 4 Tactical Bombers, 2 Infnatry, 5 Strategic Bombers to KWA
2 AA Guns to Hon
Submarine to SZ 39
Cruiser, Battleship to SZ 20
Infantry to Sham State
Build: Minor Complex in Hong Kong
Build: 3 Infantry, Artillery in Japan
Build: 2 Transports in SZ 6
Collect: 10 Saved + 57 TT = 67 IPC
US7 $74
3 LR on hand
Rolling 3d6:
(2, 2, 4)
Tech Missed
Purchase $74
1CV, 2DD, 3SS, 1TP
1fgt
1inf, 1art
CM:
1bmb Gib>UK SBR
Sco (1inf)
1inf Mor; 1tnk Alg via 1tp sz92>109
2inf, 1art Gib; 1art Mor via 2tp sz91>sz109
1CA
Shn (1inf)
4fgt Ind
Malaya (1inf)
2fgt, 1tac
Dice…
UK SBR
AA:
Rolls: 1@1; Total Hits: 01@1: (4)
1bmb if AA misses
Rolling 1d6:
(1)
Only the second worst outcome….jeez!
Sco rd1
A: 3inf, 2art, 1tnk, 1CA
Rolls: 1@1 4@2 2@3; Total Hits: 51@1: (4)4@2: (1, 4, 1, 2)2@3: (3, 3)
D: 1inf
Rolls: 1@2; Total Hits: 01@2: (3)
Shn rd1
A: 4fgt
Rolls: 4@3; Total Hits: 24@3: (3, 2, 5, 5)
D: 1inf
Rolls: 1@2; Total Hits: 11@2: (2)