TripleA Manual Gamesave Post for game: D-Day 2 Improved
Game History
Round: 4 Germans Combat Move - GermansCombat Hit Differential Summary :
US 2
Buy:
1AC (16)
2fgt (20)
3dd (24)
2ss (12)
CM
Car (2inf, AAgun)
2tr sz26 with 3inf, 1art Haw » sz33 » Car
2CA, 1BB sz26 » sz33 Bombard
Car
Rolls: 2@1 2@2 2@3 1@4; Total Hits: 22@1: (6, 6)2@2: (6, 1)2@3: (6, 6)1@4: (3)
Rolls: 2@2; Total Hits: 22@2: (1, 2)
Car twlo 2inf
NCM
rest of fleet sz26 » sz33
2AC, 1ss sz10 » sz26
1fgt sz54 » sz26
inf, art Bra » tr sz86 » sz89 » Wei
Place units:
2ss, 3dd, 1AC sz10
2fgt Wus
Collect: 52 + 20 NO = 72 IPC
NOs are marked on the map.
I think we should still use the markers for NOs on Battlemap. When it comes to an “exotic” NO, we get it detailed. What do you think ?
China 2
Buy: 4art (16)
No CM
NCM
5inf Yun » Sze
2inf Kan » Tsi
fgt Kan » Sze
Place units: 4art Sze
Collect : 8 + 6 NO = 14 IPC
Axisplaya,
On the US turn, the battle for the Carolines isn’t over. My aa gun is a valid hit, so I have one infantry remaining. You’ll have to roll another round in that battle. It will take a bit of time to get used to the aa gun changes I think.
I guess I’m ok with using the valid NOs on battlemap. I’m just afraid that I will use it as a “crutch” and it will end up getting me mixed up since some NOs were dropped and other added. But, if that is how you want to do, I’m fine with that.
Omg, you’re right. Sorry about the Car battle.
Car rd 2
Rolls: 2@2; Total Hits: 12@2: (4, 2)
Rolls: 1@2; Total Hits: 01@2: (5)
phew…hopefully, it didn’t change anything.
Guess it will take a few games to get used of the new AAguns !
For the Collect income, i’ll detail them as much as possible, but i’m just not writing the detail for the 20 IPC NO America gets each turn. I think we will clearly see it if one of these isn’t good.
UK 2
Buy:
UK = 6inf (18), 1art (4), 1tnk (6), 1fgt (10)
Ind = 1inf (3), 1art (4), 1mec (4)
CM
Irq (3inf)
2inf, 2art Cpr (2 of them via tr sz80)
1mec, 1tnk Egy
1CA sz80 Bombard
Irq
Rolls: 1@1 4@2 2@3; Total Hits: 21@1: (2)4@2: (1, 5, 1, 6)2@3: (6, 5)
Rolls: 3@2; Total Hits: 13@2: (1, 3, 6)
Irq rd 2
Rolls: 4@2 1@3; Total Hits: 14@2: (4, 4, 1, 4)1@3: (6)
Rolls: 1@2; Total Hits: 01@2: (5)
Irq twlo 1inf
NCM
2dd sz79 » sz80
2fgt sz92 » Egy
1fgt Gib » Egy
2fgt Gib » Uk
1dd sz91 » sz107
2dd, 2CA, 1AC sz92 » sz107
Place units:
6inf, 1art, 1fgt UK
1tnk Saf
1inf, 1art, 1mec Ind
Collect income:
UK = 31 IPC
Ind = 7 -1 Conv = 6 IPC
Anzace 2
Buy:
1ss (6)
1fgt (10)
1inf (3)
save 1
No CM
NCM
dd sz62 » sz34
tr sz62 with inf, art Nsw » sz33 » Car
CA sz26 » sz33
2inf Dgu » Ngu
2inf Que » Nsw
3fgt Que » Car
Place units:
1inf, 1fgt Nsw
1ss sz62
Collect : 10 + 5NO + 1 saved = 16 IPC
z107 for the UK Atlantic fleet??? What’s going on there? I’m watching you…… :-)
Italy, round 2
Purchase: 17 ipc to spend
2 mech ( 8 )
tank (6)
inf (3)
total = 17
Combat:
to Alx: (walk in)
4 inf, 2 art Tob
mech, tank Libya
1 inf, tank Gre > TT z97 > z98 > Alx
to Trj: (1 inf)
2 inf Nita > TT z97 > z98 > Trj
sbr Sita (3 move remain)
BB, 2 CA z97 > z98 for shore bombardment
to Sud: (walk in)
3 inf, art Ken
Battle for Trj:
attacker: 2 inf, sbr, BB, 2 CA
Input ErrorThere was an error in your dice throw: “2” is not correct syntax.
defender: inf
Rolls: 1@2; Total Hits: 11@2: (1)
hmmm, let’s try the attacker again….
attacker: 2 inf, 2 CA, BB, sbr
Rolls: 2@1 2@3 2@4; Total Hits: 22@1: (1, 5)2@3: (5, 6)2@4: (5, 4)
Trj twlo 1 inf
NCM:
to Gre:
sbr Trj
to z98:
2 DD z97
to Fra:
2 art Sfr
to Yugo:
tank Sfr
aa gun Nita
Placement:
2mech, tank, inf in Nita
Collect income:
18 territory + 5 NO = 23 ipc
If you could just split your income collection into “territory + NOs + saved - convoy raiding”, that would be sufficient and awesome for me. Otherwise, feel free to use the Alpha +2 NO markings to your hearts content. By listing the breakdown of your money, it just makes my error checking easier. After all, we are all human and who hasn’t counted up incorrectly at some point? Thanks Axisplaya.
I await the French moves as I say good night.
z107 for the UK Atlantic fleet??? What’s going on there? I’m watching you…… :-)
in sz107, I got a secret hidden special naval base that allow my ships to move 2 more sz than normal. so watch your german fleet in sz112 ! :-D
Seriously, i didn’t like any position with my UK fleet in sz 91 or 92, or in any range of your German fleet. Your best specialty (from what i have seen)is blowing stuff with your planes, and you got 10 of them not far of my fleet. I don’t like that, so i put it in a safe zone ! :lol:
France 2
1inf Alg » Mor
1inf Alg » Tun
1inf Fca » Fea
dd sz79 » sz80
Germany, round 3
Purchase: 53 ipc to spend
1 sbr (12)
4 inf (12)
4 art (15)
2 SS (12)
save 2
total = 53
Red Alert! Red Alert! DOW on Russia!
Combat:
to z114 (BB)
BB z112
4 tac, 3 fig, sbr Wgr
to z124 (SS)
DD, fig, tac z112
to Bes (walk in)
1 inf Rom
to Epl (walk in)
1 inf Hun
to Bal (walk in)
22 inf, 4 art Pol
4 tank, 3 mech Ger
3 tank Hun
to Kar (walk in)
1 inf Fin
to Vyb (walk in)
5 inf Fin
battle for z124
(I’m going to add 1 SS from z112 to this battle)
attacker: DD, SS, fig, tac
Rolls: 2@2 1@3 1@4; Total Hits: 22@2: (5, 1)1@3: (5)1@4: (4)
defender: SS
Rolls: 1@1; Total Hits: 01@1: (3)
z124 cwol
Battle for z114
attacker: BB, 4 tac, 3 fig, sbr
Rolls: 4@3 5@4; Total Hits: 84@3: (1, 3, 3, 1)5@4: (3, 1, 5, 4, 2)
defender: BB
Rolls: 1@4; Total Hits: 11@4: (1)
z114 cleared with one damaged BB
NCM
to Bal
aa gun Pol
to Pol
art Hun
3 inf, 2 art Ger
to Ger
tank Hol
3 inf, 3 art Wgr
to Rom
sbr z114
to Wgr
4 tac, 3 fig z114
to z112
fig, tac z124
to z125
SS z112
Placement:
SS z114
SS z112
sbr, 4 inf, 4 art Wgr
Collect Income:
44 territory + 5 NO + 2 saved =51
Up comes the Russians….