Bid for the allies regarding how many turns they get to win, lowest bid plays allies(similar to a VP bid in A&A Pacific).
If the game truly favors the axis, bids will most likely be around 12-14. If some tough guy if feeling bullet-proof, he can bid 9 and learn how wrong he really was...
I've only played twice: once as axis, once as allies. I won both times and can honestly say that It was a result of the dice exclusivly, my strategy changed the outcome very little
What happens on the A&A: D-Day gameboard for 8 or 9 turns is almost irrelevant to the final outcome. The game almost plays itself.
This is largely due to:
- the game having a set number of turns.
- low unit movement rates. This particularly impacts the Allies negatively, since they have the burden of attacking and advancing across the map.
- the physical location of a key VP city (St. Lo) being close to the German board edge, and distant from the Allied reinforcement areas.
- the Order of Appearance of German units ame placing heavy reinforcements almost atop St. Lo at the endgame.
To draw a parallel, if the Alllies got Heavy Bombers/A-Bomb on Turn 15 of every game of A&A, it would have been consigned to the scrap heap a long time ago. Your challenge Larry, will be to balance the expected historicity of a known battle with having a gameplayer's actions contributing to the final outcome.
- Imperious leader
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Another possibility...After turn 10” Each Army (German American and British) rolls a die. The number rolled is the number of reinforcement units that can appear on the board this turn. Following the silhouettes on the BOTTOM of the reinforcement charts. Reading them from RIGHT to LEFT place those type of units on the board. If you roll a 6 you receive no reinforcements that turn.
As Imperious leader said: join our forum and make your contributions to the site.
Anyway, I'll try to join in more frequently.
Let me ruminate on your ideas below, Larry. Intuitively, however, the real problem with D-Day is that there seems to be too few zones. When combined with low movement rate, this leads to telegraphed blows, the inability to really surprise your opponent and an overall lack of strategic depth.
This is why there is more then one type of A&A game. Revised, Europe and Pacific have lots of strategic depth... I think D-Day does a great job at what it was meant to do... those guys where hitting the beach and taking lots of caualties and only had one direction.. straight ahead! So it is more of a luck style game... for seasoned A&A players. I know new players might not know what to do with there fighters and they will go used incorrectly etc.zeitsev wrote:...overall lack of strategic depth.
I just love the thrill of rolling the dice and getting lucky... seeing my German opponent roll a 6 and be told he'll only get 1/2 his rolled Reinforcements. So many of my friends get so wrapped up in the strategy of the game.. they forget to have fun. If I roll a 3 1's with my A&A gun and kill all there fighters... you'd think it was the end of the world... it should be fun with both players looking at each other and laugh about it then shake there heads... I've seen my friends put wholes in his wall over a bad dice roll... I think they need professional help! J/k incase they read this
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