TripleA Manual Gamesave Post for game: D-Day 2 Improved
Game History
Round: 5 Germans Reinforcements - GermansCombat Hit Differential Summary :
USA#9
IPCs: 71
Builds:
2rtl (8)
3trn (21)
5dd (40)
Combat Moves:
1ss sz22 > sz22 (1dd)
2fig 1tac sz33 > sz22
Rolls: 1@2 2@3 1@4; Total Hits: 21@2: (3)2@3: (1, 4)1@4: (3)
1dd sz26 > sz23 (1dd)
4fig sz33 > sz23
Rolls: 1@2 4@3; Total Hits: 21@2: (6)4@3: (6, 2, 4, 3)
1dd sz10 > sz4
2mec YU > ALA
Didn’t roll DD’s def
sz22
Rolls: 1@2; Total Hits: 01@2: (3)
sz23
Rolls: 1@2; Total Hits: 01@2: (3)
It appears you didnt have to roll their defense shots. Note to self: If you are going to use kamikizee ships, at least make sure they can hit their target!
NCM: map
Mobilize:
3trn 5dd sz10
2rtl CUS
Collects: 53(tt) +20 (no) = 73
Did you forget to take off the transport by Soviet Far East, or did you not want to kill it with your destroyer?
Interesting, thought you’d go for Spain. I think not taking Spain is going to bite you in the butt.
China#9
IPCs: 25
Builds: 7inf save 1
Mobilize 7inf YUN
NCMs on map.
Collects:23+1 = 24
UK: NCM on map
Anzac: IPCs 26
Builds: 2bmb (24)
Save: 2
Combat Move: 1dd sz37 > sz19
NCM: map
Mobilize 2bmb QUE
Collects: 12 (tt) + 2 (saved) + 10 (NO) = 24
France will NCM after Italy like this:
IF italy can open sz104, france will move 1CA there and the DD in sz91.
I forgot to delete your transport in sz4, take care of it during your turn please.
What about the British in Caucasus? Are they defending the Turks or moving at all?
oh, it just was not declared…never mind
Didn’t I move them all in Turkey? That was my plan
Okay, just because you declared that you were going to put France in the path of danger, and I like the idea of not allowing them to exist anymore (can’t can open Italy) I was going to attack SZ 104.
I was not going too…so I won’t.
Italy:
Buy(36)
Combat Moves:
8 Infantry, 4 Artillery, 2 Mechanized Infantry, 5 Armor from Iraq to Turkey
Infantry from N. Persia to Caucasus
2 Strategics from Bulgaria to Turkey
Infantry from Algeria to Spain - Activate Neutral
Assuming OOL in Turkey is like a normal fight, except the British equipment dies first.
Attacker:
Rolls: 6@1 8@2 5@3 2@4; Total Hits: 66@1: (6, 5, 1, 6, 6, 2)8@2: (5, 5, 2, 4, 3, 1, 3, 2)5@3: (3, 5, 6, 4, 6)2@4: (4, 5)
Defender:
Rolls: 12@2 4@3; Total Hits: 512@2: (2, 5, 6, 3, 4, 1, 6, 5, 4, 2, 5, 3)4@3: (2, 4, 2, 4)
Didn’t I move them all in Turkey? That was my plan
Yes, but I didnt see it in your typed move. I got them there.
Well, both one under expected (or two for attacker, if you’re an optimist.)
Attacker:
Rolls: 1@1 8@2 5@3 2@4; Total Hits: 91@1: (1)8@2: (4, 3, 3, 1, 2, 6, 1, 1)5@3: (1, 5, 3, 6, 6)2@4: (1, 1)
Defender:
Rolls: 6@2 4@3; Total Hits: 36@2: (3, 5, 4, 4, 6, 1)4@3: (1, 4, 3, 5)
Attacker:
Rolls: 6@2 5@3 2@4; Total Hits: 66@2: (6, 4, 6, 4, 5, 2)5@3: (2, 5, 1, 3, 5)2@4: (3, 4)
Defender:
Rolls: 1@3; Total Hits: 11@3: (1)
Yeah I made wrong calculations with turkey’s def damn… this will hurt unfortunately.
Land bombers in Bulgaria (if you built an airbase for Volgograd that you forgot to place, I want to land these bombers elsewhere and move the Italian armies as well.)
Fleet retreat to N. Italy
2 Infantry from Algeria to N. Italy
Units from Egypt to Jordan - of course
Build: Fighter in S. Italy
Build: Mech, 2 Armor in Egypt
Build: 2 Infantry, Artillery in Iraq
Collect: 16 NO + 26 TT = 42 IPC
Germany:
Buy(61)
Combat Moves
Tactical Bomber from W. Germany to Gibraltar - SBR Naval Base
Infantry to Novgorod
2 Infantry, 2 Fighters, Tactical, 2 Strategics to Baltic States
Infantry from Norway to Sweeden - Activate Neutral
Destroyer, 3 Fighters, 2 Tactical Bombers to SZ 104
Destroyer, 2 Fighters, Tactical Bomber to SZ 109
(if the French go there, I may have to adjust this attack, odds are they went if Italy cleared the American ship, but since they did not, they go to the Americans in SZ 91.)
Combat:
Naval Base:
Rolls: 1@1; Total Hits: 01@1: (4)
Yeah I made wrong calculations with turkey’s def damn… this will hurt unfortunately.
Really…thought they were political prisoners. My bad.
Damage:
Rolls: 1@6; Total Hits: 11@6: (1)
Yay…one damage… Think that shuts down the base, however. I know Larry was talking about all or nothing on bases…
SZ 104:
Attacker:
Rolls: 1@2 3@3 2@4; Total Hits: 31@2: (3)3@3: (4, 2, 3)2@4: (3, 5)
Defender:
Rolls: 1@2; Total Hits: 11@2: (1)
That was excruciating…took forever for the screen to error out…I did not hit the refresh button!
SZ 109:
Attacker:
Rolls: 1@2 2@3 1@4; Total Hits: 11@2: (6)2@3: (4, 6)1@4: (2)
Defender:
Rolls: 1@1; Total Hits: 01@1: (3)