End of turn 9. Axis win.
Came down to allies lost 5 figs and bombers only hit like 15%. A lot of bomber attacks where in pairs against tanks. So Ave would be 1 kill but not this game. Bombers only had like 3 or 4 hits the whole game. That hurt big time.
Turn 8 allies had 7 defense hits to clean out St Lo but on turn 9 the figs didn’t get good move hits on axis and couldn’t clear out St Lo turn 9 in combat rounds.
Allies are a bit stronger in this game. As mentioned above Ger art placements are key ( killed 5 figs most early )and mid turn allies fig placements can be challenging due to so many Ger zones to cover.
Germany may of had a chance for Caen but,
UK Gold beach units and so on have to go towards St Lo. Just watch the Germans on the back side.
I did use the on fig return card u rolled a d8 die.
1 = lose a plane
8 = get a plane back
Rolled a 1 once and next turn rolled a 8 so ends up 1 fig couldn’t get used 1 turn.
And that’s that !
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.
@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.
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.
“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.
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.