Option Play for D-Day

Axis & Allies D-Day begins as Operation Overlord, the invasion of German-held Normandy, is underway -- 130,000 soldiers of the United Kingdom, Canada, and the United States are poised to assault Fortress Europe. You and your fellow world powers control their fates.
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Larry
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Post by Larry » Wed Jun 16, 2004 10:30 am

That's very coool... I like it. :P

I don't like the 5:0 Axis ratio however...
This has nothing to do with the 10 turn time limit does it?
Also, what would you think about fighters hitting with 2's? - Too much?

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elbowmaster
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Post by elbowmaster » Wed Jun 16, 2004 11:38 am

Larry wrote: I don't like the 5:0 Axis ratio however...
This has nothing to do with the 10 turn time limit does it?
Also, what would you think about fighters hitting with 2's? - Too much?
the 10 turn limit has alot to do with it...if by turn 6, and the allies dont have a force to "start" an attack on st lo, all the axis has to do is shoot a few units into st lo to stop the allied hold for 1 complete turn...

in our game 5, though the BOGGED DOWN, UNCOORDINALED stumbling infantry (only able to attack 1 zone each) stopped the allies cold, it was just long enough to have that few axis units to hold...

the casualty ratio was at least 2 - 1 in favor of the allies...this has only been the case in one other game, where allies were able to win...

our total games including the artillery rule change, is

allies 2 - axis 23...

we think 2 or less strafing is too much...though we have not tried it...

strafing already has a psychological impact on axis movement and in our games...effective enough not to increase that power...

but thats only us, if you would like for us to try, we would be happy to do so...

its really hard to tell in this game to the extreme randomness using the cards...(we like that) we feel it should be hard for the allies to win...others may feel differently...


-cheers

-elbowmaster

edit: additional comments on strafing...

perhaps if the mechanic / and this is using your 2 or less rule (we havent tried) if strafing the total units, instead of how we do it, one at a time (unless all units are same, then we roll the number of units all at once) is to have it like your artillery rule, a 1 strafer picks, and on a 2, defender (axis picks casualty)

just a thought...

we are excited to try the newer artillery rule, 1 gets a pick 2 axis picks, and we plan on testing tonight...

im still trying to get over the game 5 allied debacle...

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elbowmaster
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game 6, including artillery casualty choice...

Post by elbowmaster » Thu Jun 17, 2004 9:32 am

game 6 starts off with an "ok" rating for the allies...airborne assaults not so hot, but not tragic...average bombardement, and ok bombing, taking out a tank this turn...while playing allies t1 we like to use our fighters in the reinforcement zones, using numbers to try and dictate reinforments...this start, the chartres zones had 2 ftrs and the others 1. axis had a fortunate reinforcement and did not suffer any hits, but didnt reinforce in chartres as allied plans...both sides had good reinforcement rolls...


turns 3 - 4

t3 allies get improved targeting, killing 5/6 shots at beach houses...then followed by the uncordinated stumbling infantry which stalls attacking...


both sides get good reinforcements out, even with the axis getting fuel shortages and sabatoge they still maintain somewhat order...allies still wanting axis reinforcememts out of chartres, adding extra strafing fighters in those locations...axis do not take the chance of 2 ftr strafs in those zones...


t4 brings the rest of the UK into the battle, as reinforcements for them are exhasted...usa making way to the final battle of cherborg, bombing on this turn was concentrated at cherborg for a softening up, managed to take out defending axis armour...axis flooded omaha this turn...and allies again, BOGGED down on movement phase, slowing them down again...allies seem to be taking the artillery initiative...UK has taken it on the chin a bit this game, but is still in strength and poised to take its main objective of Caen...


the artillery choice so far is very smooth, axis has managed to hit with 1's and retain the pick, a 2 was rolled at one time, allied picks inf for casualty, this rule will come into play more soon...


unit loss totals so far...


AXIS

14 beach houses destroyed

9 artillery

7 armour

16 infantry


UK

6 armour destroyed (axis had hedgehog disruption t3, uk paid the price with a mangling of its armoured forces...) though they now have 7 artillery units poised to pound on caen

6 artillery

1 ftr (hit by aa gun while trying to disrupt reinforcements at rennes)

8 infantry

USA

3 artillery

10 infantry


more later...

-cheers

-elbowmaster

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elbowmaster
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game 6 results...

Post by elbowmaster » Fri Jun 18, 2004 12:51 am

T3

Starts well for allies…fortune card; improved targeting, getting an outstanding 5/6 hits!! This unfortunately was followed with the stumbling uncoordinated infantry card…

T4

UK has all reinforcements in play, but again, axis flood Omaha beach, and allies roll for bogged down status…good thing axis rolls for fuel shortages and sabotage as well…

Unit loss totals thus far…

Axis
Beach houses – 14
Artillery – 9
Armor – 7
Infantry – 16

UK
Artillery – 6
Armor – 6
Infantry – 8
Fighter – 1

US
Artillery – 3
Infantry – 10

T5

Reinforcement zones were still the prime targets for allies trying to create a foil using chartres as the wing…this round as previous reinforcements start building anti aircraft zones, 2 ftrs were taken out…

Axis gets uncoordinated infantry and artillery start to take shots at dead zones, main caen area…long range 88’s taken this turn, and allies manage to get airfield construction for fighter recovery…


Unit loss totals thus far…

Axis
Beach houses – 15
Artillery – 11
Armor – 11
Infantry – 23

UK
Artillery – 7
Armor – 6
Infantry – 12
Fighter – 2

US
Artillery – 4
Armor - 1
Infantry – 13

T6

As axis reinforcements empty, focus shifts for allies and a mad scramble for positioning. Fighters focus energy at Caen limiting the remaining axis force from reinforcing that zone…

Omaha battle end with allies miss with 1 arm 7 inf…as the mad rush to gain position, allies use long range howitzer card, 12 howizers poised to strike on 3 main areas, caen, cherbourg, and st lo…11 misses, hitting only at cherbourg eliminating the last of the axis presence in that area…ugly !!

Heavy strafing losses occur with axis movement, making a substantial hit to axis armor…

Volunteers from the home front card used, even though cherborg was only VC in control, UK needed something…anything…2 inf back to UK…

Unit loss totals thus far…

Axis
Beach houses – 16
Artillery – 16
Armor – 13
Infantry – 24

UK
Artillery – 7
Armor – 6
Infantry – 11 (two back from volunteers)
Fighter – 2

US
Artillery – 4
Armor - 1
Infantry – 15
T7

Finds allies desperate and on the offensive, fighters take offensive stance, blocking, defending…airfield unreadiness limits allies to 3 ftrs…luftwaffe attack takes out uk bomber…fighters are still able to assist in offensive movement for allies…omaha manages a stall with allied inability to clear zone…

The use of the artillery choice comes more into play as 2’s are rolled for defending choice of casualties…


Unit loss totals thus far…

Axis
Beach houses – 17
Artillery – 20
Armor – 15
Infantry – 31

UK
Artillery – 7
Armor – 6
Infantry – 14
Fighter – 2
Bomber - 1

US
Artillery – 4
Armor - 1
Infantry – 16

T8

Allied fighters still on offensive initiative, targets of opportunity hits axis tank, clear roads set the initiative for a last push for victory…axis stall at Omaha beach limits artillery landing…

Caen is in allied hands…

Cherbourg is in allies control…

The stage is set in St Lo…

Unit loss totals thus far…

Axis
Beach houses – 17
Artillery – 23
Armor – 19
Infantry – 35

UK
Artillery – 7
Armor – 8
Infantry – 18
Fighter – 2
Bomber - 1

US
Artillery – 6
Armor - 1
Infantry – 17

T9

3 fortunes in a row were rolled for allies, clear roads, coordinated infantry, taking that to what was left at St Lo hitting the axis with a substantial final attack…

Unit loss totals…

Axis
Beach houses – 17
Artillery – 25
Armor – 22
Infantry – 45

UK
Artillery – 7
Armor – 8
Infantry – 19
Fighter – 2
Bomber - 1

US
Artillery – 6
Armor - 2
Infantry – 21
Fighter - 1

axis victory...

Image


: notes on game, we enjoy new artillery role, and the choice in allocating units, works well, even after one game...we like it...

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Larry
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Post by Larry » Fri Jun 18, 2004 7:49 am

Thanks for that blow by blow... you sound like a sports news guys but talking about the Normandy invasioin. - Way cool photo..

Guest

results...

Post by Guest » Fri Jun 18, 2004 9:21 am

hey its fun, and kinda what i do during my day job...

this was the closest allies were in 6 games, though the last game used the additional adaption...

axis 6 allies 0

we realize that there is also some card play, ie just exactly when to use...but other than that, we are finding it hard to win as allies when using all the cards...

we are not sure having more the 25 games under our belt if we would be considered advanced player of dday, but i think we game it pretty good...

you did want this tested with all the cards? correct? from what i read people are having a hard time with our results, ie axis advantage, which we feel the they do...

the new artillery method, we like alot...

ready for us to test anything new, just shoot a post with them...

-cheers

-elbowmaster

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elbowmaster
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Post by elbowmaster » Fri Jun 18, 2004 10:57 am

oops...forgot to login...

fun game...

very hard to win for us as allies...

-cheers

-elbowmaster

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elbowmaster
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game 7...

Post by elbowmaster » Sat Jun 19, 2004 3:52 pm

t1

Image

t2

Image

best start for allies thus far...axis takes chance on different strat and takes heavy early losses...

more later...

-cheers

-elbowmaster

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