TripleA Manual Gamesave Post for game: D-Day 2 Improved
Game History
Round: 5 Germans Reinforcements - GermansCombat Hit Differential Summary :
J2
45 IPCs
1 mIC (12)
1 DD (8)
4 SS (24)
save 1
Combat
1 Inf Anh to Hop (mt)
1 Inf Anh to Kwe (mt)
1 Inf Hun to Yun
1 Inf, 7 Fig, 5 Tac, 2 Strat Kwa to Yun
2 Inf Cha to Sui
1 Fig Jeh to Sui
Hop twol
Kwe twol
Sui
Attack (2 Inf, 1 Fig)
Rolls: 2@1 1@3; Total Hits: 12@1: (2, 4)1@3: (1)
Defense (1 Inf)
Rolls: 1@2; Total Hits: 11@2: (2)
Yun
Attack (2 Inf, 7 Fig, 5 Tac, 2 Strat)
Rolls: 2@1 7@3 7@4; Total Hits: 82@1: (2, 6)7@3: (4, 3, 5, 4, 4, 2, 3)7@4: (6, 6, 1, 2, 3, 3, 3)
Defense (2 Inf)
Rolls: 2@2; Total Hits: 12@2: (4, 1)
Cha twlo 1 Inf
Yun twlo 1 Inf
Non-coms
All air Yun to Kwa
1 Fig Sui to Anh
4 Inf, 3 Art, 1 Mech Anh to Hun
1 Art Hun to Kwa
5 Inf, 1 Art, 1 AA gun Jeh to Anh
2 Inf Man to Jeh
3 TT SZ 6 to SZ 36, take
3 Inf, 2 Art, 1 Arm Jap to Kwa
1 SS, 1 TT SZ 6 to SZ 33, take
1 Inf Jap, 1 Inf Iwo to Car
2 DD, 1 TT SZ 33 to SZ 36, take
1 Inf Car, 1 Inf Pau
Place
1 mIC Sha
4 SS, 1 DD SZ 6
Collect
33 + 10 NO + 1 leftover = 44 IPCs
USA turn 2
–>Purchase & repair
purchase: 1 CV (16) + 1 Fig (10) + 1 DD (8 + 2 TT (14) = 48
save 4 ipc
–>NCM
z11: 1 TT --> z26 (drop cargo in Haw)
z10: 2 CV, 2 Fig --> z26
Gua: 1 Fig --> z26
z54: 1 TT + 2 INF --> z57
–>Placement
z10: 1 CV, 1 Fig, 1 DD
z101: 2 TT
–>Income
territories: 52
saved: 4
total: 56
China turn 2
–>Purchase & repair
purchase: 5 INF (15) = 15
save 0 ipc
–>Combat movement
Sze: 2 INF, 1 Fig --> Yun (land Sze)
–>Combat
Yun
A:
Rolls: 2@1 1@3; Total Hits: 12@1: (2, 1)1@3: (6)
D:
Rolls: 1@2; Total Hits: 01@2: (5)
Yun twol
–>NCM
/
–>Placement
Kan: 1 INF
Sze: 4 INF
–>Income
territories: 6
no’s: 6
total: 12
UK turn 2
–>Purchase & repair
UKe: 9 INF (27) + 1 ARM (6) = 33 save 0 ipc
UKp: 4 INF (12) + 1 ARM (6) = 18 save 0 ipc
–>Combat movement
going to try a different approach, see how it works
z92: 2 Fig --> z96 (land z98+Egy))
z81: 1 DD --> z96
Egy: 2 INF, 1 ART --> TT from z81+z76 --> Syr
Eth: 1 ART --> TT --> Syr
Egy: 1 ARM --> Syr
Sud: 1 TacB --> Syr (land z98)
z76: 1 CA --> bombard Syr
–>Combat
z96
A:
Rolls: 1@2 2@3; Total Hits: 11@2: (5)2@3: (2, 6)
D:
Rolls: 1@2; Total Hits: 11@2: (1)
Syr
A:
bombard
Rolls: 1@3; Total Hits: 11@3: (1)
round 1
Rolls: 4@2 1@3 1@4; Total Hits: 44@2: (2, 3, 2, 3)1@3: (3)1@4: (2)
D:
Rolls: 4@2 1@3; Total Hits: 14@2: (4, 6, 1, 5)1@3: (5)
Nice defense guys. :lol:
z96 twlo 1 DD
Syr twlo 1 INF
–>NCM
z92: 1 CV, 1 DD, 2 CA --> z98
z92: 1 TT --> z89
Rho: 1 INF --> Tang+Con
z110: 1 DD --> z92
Uk is lost anyways, so I’d rather save my planes --> Gib
z39: 1 DD --> z37
Shn: 3 INF --> Bur
Ont: 1 INF, 1 ART --> Que
–>Placement
Uk: 9 INF
Saf: 1 ARM
Ind: 4 INF, 1 ARM
–>Income
UKe: 27 -1 = 26
UKp: 17
Anzac turn 2
–>Purchase & repair
purchase: 2 DD (16) = 16
save 0 ipc
–>Combat movement
Jav: 1 INF --> TT --> Dgu
–>NCM
z62: 1 DD --> z54
Alx: 1 INF --> Egy
–>Placement
z62: 2 DD
–>Income
territories: 14
I can actually opt not to convoy you, which I will do in Syria. So UK collects 27 instead.
I2
….gotta make up for those crappy dice in Syria somehow. Hm.
14 IPCs
1 DD (8)
1 SS (6)
save 0
Combat
1 Art, 1 Mech Tun to Alg (mt)
1 Arm Lib to Alg
2 Inf Bul to Gre
1 Fig Sita to Gre
2 Fig, 1 Tac Fra to Gre
Fleet SZ 99 to SZ 97, take
1 Inf Nita,
2 Inf, 1 Art Tob to Gre
1 Inf Tob to Alx (mt)
1 Inf Ken to Eth (mt)
Eth lwol
Alg twol
Alx twol
Gre
Attack (5 Inf, 1 Art, 3 Fig, 1 Tac, 2 CA, 1 BB)
Rolls: 4@1 2@2 5@3 2@4; Total Hits: 54@1: (3, 3, 4, 5)2@2: (2, 1)5@3: (6, 4, 5, 3, 3)2@4: (6, 3)
Defense (4 Inf)
Rolls: 4@2; Total Hits: 04@2: (6, 5, 5, 6)
I don’t want to cause any trouble but…where in the rules is it stated that convoy disruptions are optional? (looking at the Europe rulebook here atm)
Never thought it was optional and never played like it, that’s why I’m asking.
Kinda takes the sting off of Syria.
Gre twol
Non-coms
3 Fig, 1 Tac Gre to Sita
1 SS SZ 93 to SZ 97
1 DD SZ 99 to SZ 96
1 Inf, 2 Art Sfr to Nita
1 Arm Sfr to Sita
Place
1 SS, 1 DD SZ 97
Collect
18 IPCs
To explain the convoy thing-
It doesn’t specify it in the Europe book, but it’s in the Pacific rule book-
Pg 20, “Conduct Convoy Disruptions”
3. At least one enemy warship must be in the sea zone, and the intent to disrupt the convoy must be declared.
That’s how I’ve always understood it; it simply doesn’t come up much in play.
ah ok, I was a bit too lazy and should have looked up my Pacific rulebook, it is MUCH clearer explained that way.
France turn 2
–>NCM
z81: 1 DD --> z98
Uk: 1 Fig --> Mor
Fca: 1 INF --> Fea
probably my last turn for the night, so take your time
No problem.
G3
53 IPCs
15 Inf (45)
2 Art (8)
save 0
Combat
Sealion!
5 Inf Sco to UK