Game History
Round: 1 Purchase Units - Russians Russians buy 8 infantry; Remaining resources: 0 PUs; Combat Move - Russians 4 infantry moved from Caucasus to Karelia S.S.R. 1 armour moved from Soviet Far East to Novosibirsk 1 infantry moved from Soviet Far East to Yakut S.S.R. 2 infantry moved from Evenki National Okrug to Yakut S.S.R. 1 fighter moved from Russia to Karelia S.S.R. 1 submarine and 1 transport moved from Karelia Sea Zone to North Sea Zone Combat - Russians Trigger Russians Can Move: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Russians Trigger Russians Can Move: Setting movementRestrictionType to disallowed for rulesAttachment attached to Russians Non Combat Move - Russians 2 armour and 4 infantry moved from Russia to Karelia S.S.R. Place Units - Russians 8 infantry placed in Karelia S.S.R. Turn Complete - Russians Russians collect 24 PUs; end with 24 PUsD-Day, TGC (Allies) vs VictoryFirst (German)
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Round 6 aggregate game dice results: Allies +9.7 actual, +.83 Low Luck (Reinforcements -1) // Axis +7.28 actual, +.83 Low Luck (Reinforcements +0)
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3d6: 4, 1, 6
1d6: 6 -
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Airstrikes on tank and artillery that want to move to St. Lo
1st:
T [dice 1d6]
A [dice 1d6]2nd:
T [dice 1d6]
A [dice 1d6] -
1d6: 3
1d6: 6
1d6: 2
1d6: 6 -
Hmm, am I getting six airstrikes actually? 4 for leaving G25 and 2 for entering St. Lo?
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@VictoryFirst Yeap. Six air strikes.
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T [dice 4d6]
A [dice 4d6] -
4d6: 3, 2, 3, 1
4d6: 4, 5, 3, 2 -
Just so you know, I am in the middle of my final exams, so that’s why I was a little slow the last two weeks. I only have two ones left that are not very difficult, so I will be able to play normally again.
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@VictoryFirst oh nice that your finals are almost over. no worries at all on the ‘delay’.
AA guns St. Lo [dice 4d6]
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4d6: 4, 1, 1, 4
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Round 8 aggregate game dice results: Allies +7.95 actual, -1.5 Low Luck (Reinforcements -1) // Axis +8.7 actual, +2 Low Luck (Reinforcements +0)
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Four airstrikes for the infantry in G25
[dice 4d6]
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4d6: 4, 5, 3, 1
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Just to be sure - the Allies have to control all three cities for one complete round of play to win, right? This means they have to control them at least at the end of turn 9?
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@VictoryFirst said in D-Day, TGC (Allies) vs VictoryFirst (German):
Just to be sure - the Allies have to control all three cities for one complete round of play to win, right? This means they have to control them at least at the end of turn 9?
Yep - the 10th turn may not be necessary.