How many people have doubts about the theory? What are your doubts and questions? What doesnt add up?
This is the place to put these thoughts and inquiries. You can also respond to some of the questions.
I think the Germans were a different color too. One set was dark black and other was i little lighter in black. Got 2 different blockhouse colors. Man I was pissed when bought 2nd set. I needed more infrantry for Uk and Germany for IL’s WW2 game that starts with 600 pieces. I try not to use chips if I can. Ended up buying like 2000 pieces of each kind of piece on e bay couple years ago. because I also needed Russian infrantry and tanks. That was nice got like 100 infrantry for each country and all the tanks you needed and ships. Just waiting for Coach and FMG to come up with the L crusiars, L AC, tankers,air transporters for game with the added pieces. also pacific sold Japan as red as well but use them for neutrals do to needed ships. painted rest.
Germany definitely has a bit of an edge, but when played right (i.e. using the air power correctly) it’s not impossible for the Allies to win, or at least be competitive. My dad and I have been playing this one again fairly regularly, and we’ve had several extremely close games (coming down to the last two turns, and often seeing where specific tactical mistakes tipped things in favor of the Axis rather than dice rolls/inherent imbalance). We just recently played one that came down to two German tanks clinging on to St. Lo, thanks to me (Allies) panicking over Caen and diverting a few too many American tanks, for example. The Allies have less margin for error, but it’s by no means insurmountable.
When I first got this game when I was younger I initially thought it was heavily unfair, but I had missed the 8 unit per side stacking limit in the rulebook. Once that was implemented, the games got a good bit closer and more interesting. Though Battle of the Bulge is still my favorite theater game, I still enjoy this one a lot. I also find it’s a good one to get newbies introduced to the A&A combat system. Since the reinforcements are predetermined, and the turns are kept track via cards (plus the very doable 2-3 hour playtime), new players (or those unfamiliar with even light wargames) don’t get quite so overwhelmed by all the choices a regular A&A game presents. Because of this, aside from my Revised and 1942 editions, D-Day is probably the one that’s gotten the most use on the table, though oh do I wish I could find more people willing to play Bulge.
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.