In thinking about it some more I think I understand where you are coming from. You are saying German reinforcements are subject to strafing, Allied units are not. And I suppose that is accurate to a very limited extent.
Yes, that is my point.
Conversely, the Allies will have a tough time jamming 24 reinforcements in one turn so they have their own inherent difficulties in bring in that many units.
Yes but you have eliminated the highest values which does not bring the Allies up against ‘clogged beaches’ with a big roll (over 7) as often as it does Axis up against air power with a small roll (less than .)
Allies and Axis roll the same thing for reinforcements with the OOB rules. They roll the same thing with this change. It does not result in a net advantage to either side. What it does do is remove a wide statistical variance for a smaller one, reducing the factor chance plays in the fate of the game which conversely increases the factor strategy plays in the fate of the game.
Yes. It does. I am incorrect on any change in the difference between results.
Maybe go 2 infantry if you are going to do it by amount of units not cost of units. We tried a bid of 9 (3 inf were placed) and the axis got steam rolled each time.
So your saying with fortune cards not in game Allies win 40% of the time without 2 inf but 60% with the 2 inf bid?
Negative. I am saying a bid of 6 where the allies placed 2 inf resulted in balanced matches whereas a bid of 9 where the Allies placed 3 infantry lead to strong allied victories.
Obviously, skill, dice and players use of the tactics cards all contribute to the end game result however if you are using a bid for the first time I am just making the suggestion that a bid of 6-7 is a good starting point. That way your group can play a few games and work out if you need more or less.
You are right little boots the game is horribly unbalanced in the axis favour. It is so unbalanced you were able to notice it after only your first play. Th#e more you play it the more you realize how unbalanced it is.
End of turn 9. Axis win.
Came down to allies lost 5 figs and bombers only hit like 15%. A lot of bomber attacks where in pairs against tanks. So Ave would be 1 kill but not this game. Bombers only had like 3 or 4 hits the whole game. That hurt big time.
Turn 8 allies had 7 defense hits to clean out St Lo but on turn 9 the figs didn’t get good move hits on axis and couldn’t clear out St Lo turn 9 in combat rounds.
Allies are a bit stronger in this game. As mentioned above Ger art placements are key ( killed 5 figs most early )and mid turn allies fig placements can be challenging due to so many Ger zones to cover.
Germany may of had a chance for Caen but,
UK Gold beach units and so on have to go towards St Lo. Just watch the Germans on the back side.
I did use the on fig return card u rolled a d8 die.
1 = lose a plane
8 = get a plane back
Rolled a 1 once and next turn rolled a 8 so ends up 1 fig couldn’t get used 1 turn.