well the aircraft would be waiting for them in those territories so when the germans would enter the territory to initiate the attack each unit was taking 4 dice of strafing fire causing 50% casualties.
Balance ideas ¿some help?
Valladares last edited by
We’ve been playing with all three cards, and the standard rules, but the allies have a hard time winning. Following the limit of 9 turns to capture the 3 cities and defend them in turn 10, and retain the air advantage, it is almost impossible.
We have these ideas, ¿can you help us to prove them?
Option A. An infantry and an artillery, additional at the utah beach head. One British bomber and US bomber, extras. Eliminate the rule of keeping the city for a full turn. Now, they can be controlled in the ten turn, at the end of the card 13.
Option B. An infantry and an artillery, additional at the utah beach head. One British Fighter and Us Bomber. Eliminate the rule of keeping the city for a full turn. Now, they can be controlled in the ten turn, at the end of the card 13.
Option C. Larry H.'s Optional play #2, and Fighters now strafe at 1 or 2.
The regular version, only order cards, is almost balanced as I read. But if the allies have a hard time winning, it could be used Larry H.'s Optional play #2 and/or infantry and an artillery, additional at the utah beach head
If you can give us your impressions, we would appreciate it. We also like to know which of the official LHJ’s extra optional play have you tried, and their results:
1# Dimensional Artillery
1.1# Dimensional Artillery, hit 1-2, but attacker target selec on 2
2# Naval Bombardments.
3# Attack or not Attack
4# 10 turn count continue. (limit, below 12 allied unit on table, allies cant continue)
4.1# 10 turn count continue, no limit of ‘below 12 allied unit on table’. But one die roll for reinforcements at 1-5.
We have had pretty good success with using the below bidding system with an average bid of 6 (2 inf). We ONLY use the tactics and order cards. Fortune cards are NOT used.
The actual bid will be for a number of I.P.C.'s (based on AA Revised IPC values) that the Axis will give the Allies (US and UK ) before the start of the game. Even though there are no IPC’s in the game, this IPC value is an imaginary loan from the bank. This number of I.P.C.'s may be used to buy land units only. You may not purchase air support. Once the bid number has been determined, the Allies will make their purchase and place all pieces on the game board in either beachhead boxes or airborne drop zones. The total number of units in the beachhead boxes and airdrop zones may exceed the silhouette maximum for the bid units place in these zones for turn one only. Airdrop zones may not have armor placed in them as a bid, only infantry.
We found even having those extra 2 infantry in an airbourne drop zone can make a difference. You could also start with 2 infantry and slowly increase it to see what suits your play group.
Results are around 50/50 since implementing this.
Valladares last edited by
Hello. thanks for your ideas. We take them into account. Add 2 infantry, one in the British box and one in the US, it sounds good.
SS GEN have suggested us using d8 system instead d6, but it’s hard to get/buy the dice loose in Costa Rica…
We are not fans Bidding system, because they don’t solve the balance problem, effectively. We prefer specific numbers of units, or changes in placement and order at the star.
When we play only with the order cards, we will put your idea into practice, and report the results. Thanks.
Get d8s here. D8 Truncated Octahedron. Call first might get a deal.
A reminder there is a few very small blank surfaces on these d8’s. Just reroll them or count as a roll for a miss.
Only happens once in awhile. If u look at dies on site and blow up pic you can see them. I can post pic of them if you need it.
If u buy a few quantities but off course for u shipping costs could be 15 - 30 bucks
Other wise you got to use those goofy d8 football dies that don’t roll.