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!
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 played dday and found it to be a nice alternative to the usually lengthy games that are europe, pacific revised ect. dday can be completed in an hour and is very fun, fast paced and histoically accurate. its the choice if you want to get a quick game of A&A in. i havent played nor heard much about the battle of the bulge game so i cant compare the two. but dday is certainly a great addition to A&A.
Our little group has played four games of D-Day so far and the axis won the first three by holding St. Lo. the fourth game was a narrow allied victory only because we added two more rounds to the game. At the end of ten rounds the axis still held St. Lo as usual. It took the two extra rounds for the allies to get it. We are now looking for ways to vary the game so that it does not play out the same every time. One idea I like is to increase the attack value of the allied airborne units to two. I am even thinking of having the two sides place their own units where they will for the starting setup. I would like to vary the unit types as well. We now have added many new types of units since this game was printed. This might require setting up a D-12 system.
@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.
“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.