My plastic storage trays are set up so that the butternut-grey ANZAC-pattern ANZAC pieces from AAP40(2) stand in for Australia, New Zealand and South Africa while the butternut-grey British-pattern ANZAC pieces from AAP40(1) stand in for Canada (which is understood to include Newfoundland, and which in principle would also include Eire if it ever went from being neutral to Allied).Â That covers the six Commonwealth Dominions, in two groups of three each.Â The only cross-set transfer I had to do was to allocate some of the AAP40(2) ANZAC AAA guns to the Canadian set, since AAP40(1) lacked an AAA sculpt.
I would have used the generic AA gun for Canada just for zero cross-set transfer
The terms D-Day and H-Hour are used for the day and hour on which a combat attack or operation is to be initiated. They designate the day and hour of the operation when the day and hour have not yet been determined, or where secrecy is essential. For a given operation, the same D-Day and H-Hour apply for all units participating in it. When used in combination with numbers, and plus or minus signs, these terms indicate the point of time preceding or following a specific action. Thus, Hâˆ’3 means 3 hours before H-Hour, and D+3 means 3 days after D-Day. (By extension, H+75 minutes is used for H-Hour plus 1 hour and 15 minutes.) Planning papers for large-scale operations are made up in detail long before specific dates are set. Thus, orders are issued for the various steps to be carried out on the D-Day or H-Hour minus or plus a certain number of days, hours, or minutes. At the appropriate time, a subsequent order is issued that states the actual day and times.
Correct. Good explanation. WWII had many “D-Days”, but the one on June 6 1944 became so famous that it has tended to overshadow the rest, and to occupy a category by itself.
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.
@SS-GEN WOW! so it doesn’t matter how many planes are there. only how many Artillery pieces. I have been playing it wrong! Thanks 🙂
“Shoot Down Air Units: Artillery can shoot down attacking air units. Whenever an order card so directs, each artillery
can fire on one air unit in its zone. Roll one die per artillery against an air unit: On a roll of 1, that air unit is destroyed.” AN air unit. not EACH air unit.