Shouldn’t it read:
Don’t be such a Gargantuan Contrarion?
Nice use of sacrasm here…
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.
Well actually the battle of britain itself was not necassarily a German mistake.Â The way the battle of britain was fought was a mistake.Â In the beginning of the battle the Germans were smart to only target the British airforce.Â However, the air battle was lasting longer than Hitler wanted… so he decided he would bomb London instead.Â All of the german generals thought this was a huge mistake and wanted to keep attacking the airforce.Â In fact on the day that they started targetting london there were only 14 operational planes in the whole UK.Â If the German generals would have had their way the Germans would have won the battle of britain.
Even assuming Germany “wins” the air war, they never win the battle of Britain. Britain never gets successfully invaded, Germany just doesnt have the operational power to do so.
The mistake was in attacking Britain, rather than the Med. Taking Egypt (and gaining access to Iran/Iraq oil) and depriving UK of supplies was the only way to “win” (which eventually would not have worked as the USA would eventually enter the war and supply Britain with whatever was needed).
Had the med been conquered and become an axis lake, you could delay Torch till 44. Perhaps egypt is never retaken until 45. Which would give Germany time to mass produce its "super-weapons). This also assumes the blunders on the eastern front are also ignored.
You would think. What hurts Allies is if they can’t land on beaches more than once and for axis killing planes with art.
Most say game favors axis.
I’ve been testing using a d8 die and so far
Allies 4 to 1. Every allies win game down to getting 3rd city on t9. Only thing I have come across is axis art against planes. May increase number. By going to d8 or chance of rolling a 6 decrease with a d8 instead of a d6. This helps allies with less chance of landings on beaches. Plus an but increase in deployment but that goes both ways
“Did you take into consideration that the Naval Bombardment can only target the pillboxes?”
Yeah. They just need to take out the pillboxes at Omaha(bombing is out of the question because of the 3 AA, otherwise that would work nice), taking on 7 is a lot better than 9…
"I would think that you could get yourself in trouble simply getting to Cherbourg if you do this. If your opponent is in the habit of abandoning it he can bog you down pretty good around Utah. You might try encircling St. Lo from the Cherbourg side while concentrating your Ftrs in those reinforcement zones. That might force the Germans in on the Caen side and bring them in range of the British overrunning that city faster leaving less for the US to root out of St. Lo. Not march on St. Lo per se but march on the reinforcement zones on that side of the board. Overrun it with your tanks.
I certainly agree that clearing the Omaha beachhead is a no. 1 priority."
Personally, I like it when the Cherbourg Axis units assault the beach. The majority of the first American units are infantry so it’s hard to get a quick start anyhow, and if the battle goes down at the beach, the Axis only have 15 units or so (plus you can bomb them), so although they may inflict some heavy damage at first eventually they die off and you only have to march one infantry (or one tank to move faster) up to Cherbourg. And, if they get lucky at the beach you know how much you have to compensate, while when you have to march all the way to Cherbourg there is a chance that you could misestimate.
Although, maybe I just haven’t seen an Axis player handle a Utah beach well yet.
I’ll try the reinforcement rush sometime, it sounds like it could work out well…
the thing is, with how I have done this strat games so far the brits are hurting a lot more than the U.S., and I generally end up with more than sufficient in St. Lo units while Caen is in danger of being pincered by both the Rouen/Chartres reinforcements and some of the Renn/Chartres reinforcements, so I don’t even know if I’d want Renn/Chartres going to Chartres.
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
D-day is the only A&A game with cards other than setup or things like unit stats in minis. D-day is much shorter than most maybe all other games. I don’t think any of the games I’ve played have been longer than three hours and I would guess much shorter like 1 hour 45 minutes to 2 and 1 half hours.
While I’ve never played Memoir '44, I have played Battlecry which is a similar system and the cards are not really similar. There are three sets of cards: Order, Fortune and Tactics. The Order cards are the only ones you must play with and they are basically the phases of the turn. As the game progress some of the phases no longer happen and those cards can be removed from the game.
The Fortune and Tactics cards are optional. Tactics cards give you a one shot benefit to be used during a particular order. You use them once and they are removed and can’t be used again. Fortune cards ask you to roll a die. Depending on the outcome of the roll one side will gain a benefit or suffer a hinderance. Fortune cards come up everytime you come to the Order card they are associated with. If the order no longer applies then the Fortune card can be removed as well.
I think D-Day is a nice game and it is a good intro to A&A for younger players or a nice quick game if you want to play more than one.
This forum doesn’t seem to get much love lately so I’ll keep populating with new D-Day experiences. Our last game was particularly wild because we threw in the forture cards and tactic cards. The tactics didn’t hurt as much as the fortune cards did. In reality, my bad fortune probably won me the game in the end.
On the first turn the allies bombardment missed all the block houses and his bombers concentrated on some lone panthers, which were destroyed. My blockhouses did some major damage across the beaches, removing a sherman and hurting Omaha’s landing forces badly. My German forces at Omaha beach would end up holding their position the entire game and repel all landings. His U.S. forces came in slow enough he kept to Utah, and when he did have a few on Omaha they managed to land adjacent to my units because he got the positive effect from a fortune card.
I thought hard about bringing a notepad and counting out the times we would roll to see if his fighters were as inconsistant as I thought mine were. This way I could do the math and say my fighters really did suck wind, but alas I neglected to bring one. With the way I rolled for some fortune cards, I was kicking myself for not tallying the rolls. Quite a few times allies rolled a 6 for shore bombardment and his six dice had to hit blockhouses on 1’s. At least four times when I rolled for the movement phase fortune card, I rolled a 6 and received “fuel shortage” meaning I could only move units from two zones! This completely crippled my movement from the reinforcement areas and pretty soon Caen was swimming in a huge army of Brits due to my lack of counter attack. I picked some off where I could, but I was severely slowed. My reinforcements were coming in quickly and soon the bottom and east side of the map was saturated with zones stacked 8 high.
Around turn 7 Caen was still out of my control, Cherbourg was close to being taken, but St Lo had the bulk of a fueless German front languishing around it. I realized that it would be difficult for him to swing his U.K. army to take St Lo, while protecting Caen from the two German armies I had massed to the east of it. The U.S. army that managed to reach Cherbourg was so far removed from St Lo it couldn’t pressure it and I moved Germans towards Cherbourg to prevent any ease of travel south. The game ended on turn 10 with St Lo still in my control. I knew I’d win even if I didn’t press for Caen or Cherbourg, but I went for it anyway.
Caen was still contested by the end of turn 10 with Germans and Brits fighting it out on the streets. Cherbourgs fighter defenses strafed my stack to oblivion, leaving panther left to swing and miss at the defenders… it died in the return fire. I faced a lot of fighter cover attacking Cherbourg, no one in their right mind would face that volley. Last turn, I hoped the odds would be with them, they were entirely in his court. The 1’s popped up everywhere.
So it ended in a German victory by holding St Lo. Here were some funny occurances due to the cards.
Allies once rolled a 6 for fighter coverage and on a 4+ roll for each fighter would ground it for that turn. He rolled 8 dice, and at the end only 1 fighter could provide strafing coverage for that turn. Of course on that turn I also rolled a 6 for my movement and only 2 zones could move so no benefit for me.
The Axis and Allies have a card where artillery can make a targeted attack againsted an enemy unit in the zone adjacent to it. I used this card and got over 7 shots at allies and managed to take out a few units to include 2 shermans.
I once rolled a 1 for the blockhouses firing to sea and needed to hit on a 5 or less, on the other hand he devastated a unit of tanks when he rolled a 1 for his bombers, allowing them to hit on a 5 or less, and then compounded the pain by using the tactic which allowed his bombers to roll an additional die.
Once we went a few turns with the cards it became pretty easy to know what was coming next and the gameplay accelerated. Again we had a good time with this game, a few beers, some pizza, and famous tank battles going on in the background!