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.