Turn Two Allies still on 4 beaches, Ge. counterattacks trying to take back contested Caen, both sides locked into combat, for that city. A fortune card gives 6/8 fighters the ability to roam, Axis can move only two combat groups, all sides get only hafe reinforcements (these cards kinda cancel each other out).
Turn 3&4 Outside Caen 4 Ge. armor for the lost of one, destroys 3 out of 4 defending Brits. (guns and troops), and, outside St. Lo an attacking 8 unit Ge. force losses hafe of its attacking force (mostly tanks), to a lost of two defending USA combine force of 8 units . The Fortune cards are Allies move only one UK and US force, earlier bombers attacked on five down, and, forgo any AA gunfire. Ge. reinforcements threaten Caen again with lots of armor, while Penisular troops are fightning to prevent reinforcements from getting down, to either side of the St. Lo battles.
Turn 5 All Allies reinforcements used up, Ge. still has 8 left. Allies lost two fighters, Fortune cards limit Allied movements, lets Ge. infantry attack on two.
Turn 6 & 7 The GE. are on the ropes, but, Fortune cards of two movement for non-tanks, and , Infantry attacks on two, has turned the tables on the Allies! It "bleeds" US forces attacking St. Lo, earlier only three of the six fighters go on patrol, due to a Fortune card.
Turn 8 the Germans score again with Fortune movement and attack cards, even while losing tanks to Allied Bombers scoring on five and below, and, immune from AA fire. The game is up for the Allies, losses will not allow a effective drive for St. Lo.
Turn 9&10 Allies take both cities, but, time out, Axis win by delaying the Allies. Again bombers strike on 5 down, face no AA counterattack, unlimited fighter patrol (did little to help at this stage). Even Allies movement of two spaces, all comes too little, too late, Thanks, Pellulo
Turn Two still Allies on the beaches, F-9 lose a bomber, F-10 only one USA & Brit. landing allowed, F-11 only one attack for USA and Brits. each (this turn out to be a Fortune card, for it let weak units Allies on three of the beaches, not having to attack, superior Axis defenders). Again large Allied reinforcements to help boster those beaches.
Turn Three Brits. take Caen (contest it with GE. counterattack), US forces begin to clean up Omaha, while GE. reinforcements are trickling up to the Pensiular, where Cherbough is located. It roughly comes down to a game on noncommunication, as it is hard for both Allies, and, Cherbough and Caen Ge. forces to help each other out.
Another fighter lost, a big Brit. attack falters with 4 units lost for a destruction of just two Ge. units. F14 & 15 both sides get only hafe reinforcenents .
Turn Four just 4 USA reinforcements left and 20 Germans left at end of turn. Another F-3 only hafe the fighters go on patrol, but, face no AA fire on Fortune Card-4, Bomber strike on five down. USA forces lock in combat GE. reinforcements going up the pensuilar to Cherbough.
Turn Five Brits. still fightning for Caen, US forces still trying to break out of Utah, force units both sides nearly even. Again F-3 allies have three fighters out, &, F-8 allies each side moves only one group.
Turn Six Both sides still even in point value, Fortune cards will tilt towards a winner, again F-8 Allies move only one battle group for each US & Brit. force, F-10 Allies can land only at one beach. All offset by F-11 lets the Allies Infantry attack on 2, a major Ge. battle group is decimated by this attack (losing valuable combine arms and also its armor when the Germans counterattack). Also another fighter lost.
Turn 7 US troops finally stop the GE. shuttling of troops,ect. to Cherbough, the city will have to defend itself, with one lone trooper and two blockhouses.
Brits. take Caen for the second time, and, a one Brit. trooper takes St. Lo. Fortune cards let Allies move two spaces, Axis Infantry attack on 2, and, a card nullifies AA for fighters on patrol & returns one fighter to Allies (still two fighters are lost this turn).
Turn 8 In an unusual attack three tanks and two guns Germans attack same Brits. counterparts, the results all attackers and defenders are destroyed.
The Allies are beginning to outnumber Axis forces. Cherbough threaten by nearby Allies,and, Caen finally secured.
Turn 9 Allies take all cities and hold onto them for Turn 10, air losses is HEAVY, only one fighter is left (considering an addtional two were returned to play). Actual point value of Allied forces sans 4 German bunkers is 69 points (including the remaining fighter).
The last Fortune Cards played was Ge. could use only two battle groups for attack and moved two spaces (they the GE. only had two battle groups left, and, were locked in combat so they could not move).
Turn One Bomber survive Axis AA fire of two down, but, a bomber is lost, on return to airfield. Allies allow only two battle groups to attack, and, Germans find it hard to disengage from Caen. Turn Two basically bomber cannot go on bombing run, same non-bomber problems, as in turn one. Turn Three Allies still on beaches (except one Brit. group), and, only move one battle group (US/Brits.), allow to land on adjacent beach (helps a little). Axis move out of two zones and have two attacks, &, has only hafe of its reinforcements.
Turn Four this time Allies move outta two zones, and, get hafe reinforcements. Also Caen falls, again bomber cannot attack. Turn Five bomber lost (really need them for second hafe of game to destroy those Cherbough blockhouses). Allies move two spaces and Infantry attack on two down (Generous Brit. reinforcements from earlier rounds, allow them to do a "Monty" like thrust, on all German battle groups trying to get to St. Lo from Caen. The Germans suffer heavy losses, and, their counterattacks are weak. Except from one small armour battle group, that was boxed in by air, the Caen Germans are wasted). St. Lo falls to USA forces.
Turn Six No return AA fire in one space for fighters, GE. can't get reinforcements to Cherbough, it all comes down to St. Lo to hold out. Luck for the Axis as a task force loses, but, one trooper going thru 3 fighters, and, recapture St. Lo for another lost of a trooper (Allies lose three guns and trooper). Turn Seven No air fighter limits (big deal only three fighters left); no AA for fighters in one area. Allies forgo a move to Cherbough as they get a Fortune card movement limited to two moves and attacks to two areas only, as they try to again recapture St. Lo.
Also Brits. get rid of that pestsky Caen armor group, trying to get from Caen to St. Lo. (but are strung out over the Caen region, too far to give much help to US forces).
Turn Eight No cap on fighters does not help much, suprisingly enough Cherbough and its two bunkers fall to two Sherman tanks for no losses. Turn Nine unfortunitly having Allies only move out of one zone (for UK and USA forces), does not allow the USA player to set up two battle groups to attack St. Lo. Even with one attack and the Ge. counterattack (with the ability of Infantry attack on two down , but, Axis has no Infantry!)the Axis still hold St. Lo, locked by combat, by one gun. Turn Ten Allies finally take St. Lo, but, too late, still 110 points of Allied land forces, 4 German bunkers left. Both sides only allow to attack two zones, really no effect on combat. Thanks, Pellulo
The basic set cards, if you use it for a basic game, could be easily written up on a pasteboard, the size of the A/D chart or smaller, one for each player. But as you throw out sequences that are no longer needed, the need for a card type format is needed, especially as you add the Fortune Cards, ect. (UNLESS BOTH PLAYERS HAVE A FABOULOUS MEMORY).
The cards follow a logical order (that can be modified by house rules), Airborne, Naval Shelling, Fighter & Bombers and their AA fire, Bomber return, Allies move, land, attack, Axis move & attack, both sides reinforcements and fighters return. Of course as you play more & more games, some of theses "card" play just glide into the next play.
Now come the Fortune/Misfortune Cards, along with the "big deal" as it has no effect on play.
Airborne Card let's them attack on a two down, or, lose two airborn and no attack allowed. Definetly a one time card, hard to reuse, unless your airborn was color coded/different pose.
Shelling either on a three or a one down (normally a two).
Bombers hit on five down, or, not at all. AA fire pass on one zone or hits on two down, gain a bomber back (to bad you can't keep for any future losses), or, lose a bomber.
Allies or Axis move two zones, not good when all your forces are locked in combat, are all armor, or, do not need to move two zones, or, Allies or Axis only allowed to move out of two zones (again you may not need to do so or cannot move at all).
Blockhouses hit on a five/one down, either way, it stills hurt.
Landing adjacent is sometimes niffy, while only allowing two landings can hurt/help (especially with e.g. six hungry beach Tigers waiting for you to land).
Allies/Axis Infantry attacking on two down, great if you have that Infantry, or, only attacking in two zones hurts when you have the forces to take a city (also helps that e.g. Omaha beachead not attack an overwhelming defense).
Reinforcements either get hafe or reroll a die, this will definetly hurt or help, in the long run (do not bother if all you have is 4 units or less as reinforcements).
Fighters return either get one back, or, lose one (again too bad you cannot bank this card to get one back, in the future).
Along the way if your losing big, or, boderline, a Fortune card (misfortune for your opponent), may snatch victory for you.
Of course a misfortune card can derail a winning side, in the game, while a fortune card can help or speed up , a winning side in the game. Along the way allot games are won/lost just rolling 2-5 on those cards anyway.
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