Post by Larry » Fri Oct 24, 2008 8:31 pm
Great blow by blow… sounds to me like you’re having too much fun.
…finally with regular Allied combine arms vrs. mostly Ge. guns (with Fortune on the side of the Axis power). This lead to major Allied defeat, with only a few reinforcements left, and, allot of Ge. gun crews left (lower than usual reinforcements hurt the Allies, and, your air constantly faces Axis A.A. guns, does not help).
The same setup but with only Axis troops, got the game to round ten, with Allied armor, too late , in round nine to get to Cherbourg (here Allied air kick in, and, the game ended with a dozen Allied units left, and, 6 blockhouses). Thanks, Pellulo
Regular forces both sides, but, with reserve Ge. tanks…
…, all 18, four spaces away. Here was set tanks (3-4) assign to each beach, it took two turns to get to them. Allied air took out seven of them, but, they helped take out US Omaha & Brit. Sword beachead (the other two Brit. beacheads were ignore, those tanks were diverted to help take out those Omaha & Sword beacheads).
By Round Five, heavy reinforcements for all sides, has resulted in heavy losses, for all. Here of the orginal 23 Ge. tanks, only 5 remain, by Round 6, the Allies have back, all their beacheads. By Round 7, all reinforcements are used up, and, the last of the large ground battles, mostly foot and guns are finish. Finally Round 10, the Allies win.
Now the same setup with Axis getting all the good luck from the Fortune Cards. Here by Round 2 & 3 (with 18 Axis tanks left), all Allied Beacheads are destroyed, but, by Rd. 4 all GE. reinforcements are used up (plenty left for the Allies). Here the Classic “will enough ever be landed” to make a breakout occurs, finally by Round Six, all Allied Air is gone, by Round Nine the last of the Brits. are destroyed, to be followed by the USA by the following Round (with mostly a dozen guns & five tanks left for the Axis). Thanks, Pellulo
Setup with tanks on the beach, but, also the Axis get…
Post by pellulo » Sat Nov 01, 2008 10:39 pm
…ting the Fortune cards, in their favor. To help out a bit the Allies, the Naval bombartment can also target Ge. Armor, on the landing beacheads.
Turn one all beachead landings wiped out, by 2& 3, a small presense is felt on the beacheads, due to and also rapidly diminishing Allied air power. In turn four the Axis player used up all reinforcements, while the Allies have the bulk in reserve. Gridlock on the beaches for the Allies, the Allies move cards is worthless, so far.
Turn 4-5-6 the Allied beacheads are taken out again twice, but, Axis losses in counterattacks, especially beacheads protexted by air, has taken its toll. The Ge. can longer protext all beaches with maxium forces, can they hold out, especially with Allied reserve still not approaching single digets.
By turn seven it seemed the Allies rally for a breakout, but, failed, turn 8-9, reserves run out, and, by turn 10, the Axis win (with 6 blockhouses left, 5 tanks, &, the Allies left with trooper, gun, &, two tanks). Thanks Pellulo
Pellulo