Game History
Round: 1 Research Technology - Russians Purchase Units - Russians Russians buy 8 infantry; Remaining resources: 0 PUs; 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 1 submarine and 1 transport moved from Karelia Sea Zone to North Sea Zone 1 armour moved from Soviet Far East to Novosibirsk 2 infantry moved from Soviet Far East to Yakut S.S.R. 2 infantry moved from Evenki National Okrug to Yakut S.S.R. 1 infantry moved from Yakut S.S.R. to Soviet Far East 4 infantry moved from Caucasus to Karelia S.S.R. 2 armour, 1 fighter 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 PUsSBY (German) vs TGC (Allies) D-Day with TGC balance
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@The_Good_Captain @SuperbattleshipYamato
Thank you for pointing that out. You are completely correct and I missed that. The FighterX units indeed don’t take into account the fact that units can be killed during the strafe rolls, they’ll always roll the same number of dice.
What I would suggest is using the normal fighters and rolling for any additional fighter strafe rolls by hand, using dice bot for example. Just like we used to be doing.
Or, an alternative is to use the Fighter1 unit and only move one unit at a time, that will work as well. However, that might not be convenient when moving 8 units 😀 However, it could be a viable option when you only need to move 3 or 4 units.
Unfortunately because of TripleA limitations, it cannot be more engine-enforced than this.
@The_Good_Captain In the next update, I will add some things to make reinforcements more manageable. I was thinking about making each square on the chart an actual territory and then having a moveable unit function as a marker to keep track of where you left off with reinforcements.
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I am looking at your guys’ situation and it is actually unclear to me exactly how TripleA assigns the casualties from the strafe rolls. I did some testing and I only got more confused. I will get back to this later, but just letting you know that using the normal fighter might also not work correctly.
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@VictoryFirst said in SBY (German) vs TGC (Allies) D-Day with TGC balance:
I am looking at your guys’ situation and it is actually unclear to me exactly how TripleA assigns the casualties from the strafe rolls. I did some testing and I only got more confused. I will get back to this later, but just letting you know that using the normal fighter might also not work correctly.
I haven’t seen or felt any reason not to use TripleA for the single fighter. The results seem random enough to me. I haven’t seen any evidence there of foul play.
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Ohhh…
That makes sense.
1 artillery: [dice 2d6]
1 artillery: [dice 2d6]
1 tank: [dice 2d6]
1 tank: [dice 2d6] -
2d6: 5, 3
2d6: 6, 2
2d6: 6, 3
2d6: 2, 5 -
No hits! Woo hoo!!!
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2d6: 2, 5
2d6: 3, 6 -
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Rennes/Chartres reinforcements: [dice 2d6]
Rouen/Chartres reinforcements: [dice 2d6] -
2d6: 1, 2
2d6: 6, 6 -
1 infantry and 1 artillery from the 77th Infantry Division join 1 infantry from the same unit in G34. 1 infantry from the 2nd Fallschrim Division also moves into G34. 2 infantry and 1 artillery from the 353rd Infantry Division join 1 infantry from the same unit in G40. The 7th Werfer Brigade (1 infantry, 1 artillery) moves into G40 as well. The 2nd Panzer Division (3 tanks, 1 artillery), the 9th Werfer Brigade (1 infantry, 1 artillery), and 1 artillery from the 47th Panzer Corps move into G39.
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Germany Turn 3 Reinforcements Complete D-Day Game 30.tsvg
Underrolling for Rennes 3 times in a row… hope that’s recoverable…
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Germany Turn 4 Combat Complete D-Day Game 30.tsvg
Not at all pleased with the dice in A38…
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@SuperbattleshipYamato
R4 reinforcements:USA [dice 2d6]
UK [dice 2d6] -
2d6: 3, 2
2d6: 2, 1 -





