Game History
Round: 2 Purchase Units - Americans Americans buy nothing; Remaining resources: 40 PUs; Turn Complete - Americans Americans collect 20 PUs; end with 60 PUsCombat Hit Differential Summary :
2d6: 5, 6
2d6: 3, 5
Rennes/Chartres reinforcements: [dice 2d6]
Rouen/Chartres reinforcements: [dice 2d6]
2d6: 2, 2
2d6: 1, 2
I almost want to concede now.
3 tanks and 1 infantry from the Panzer Lehr Division, the 654th Panzerjager Brigade (1 tank), the 101st Panzer Brigade (1 tank), and 1 tank form the 12th SS Panzer Division Hitlerjugend move into G34.
Germany Turn 1 Reinforcements Complete D-Day Game 30.tsvg
I so want to reroll that dice right now…
A2 Combat.tsvg I don’t think that was fatal in the context of the rest of the game so far.
Germany Turn 2 Combat Complete D-Day Game 30.tsvg
I was definitely lucky that the fighters didn’t hit so far. It would’ve been a disaster otherwise (I really, really need that artillery in those crucial first two turns of reinforcements to cover all those tanks that come at the beginning, and they’re so sporadic early on, I’m sure you understand).
2d6: 2, 4
2d6: 3, 4
Rennes/Chartres reinforcements: [dice 2d6]
Rouen/Chartres reinforcements: [dice 2d6]
2d6: 2, 1
2d6: 2, 3
2 tanks and 1 artillery from the 12th SS Panzer Division join 2 tanks from the same division already in G36. 1 artillery from the 1st SS Panzer Corps also moves into G36. 1 artillery from the Panzer Lehr Division and 2 infantry from the 77th Infantry Division move into G34. 1 infantry from the 346th Infantry Division moves into G40.
Germany Turn 2 Reinforcements Complete D-Day Game 30.tsvg
Still underrolling on those reinforcements. Those strafe rolls were… disheartening to say the least.
@SuperbattleshipYamato said in SBY (German) vs TGC (Allies) D-Day with TGC balance:
Germany Turn 2 Reinforcements Complete D-Day Game 30.tsvg
Still underrolling on those reinforcements. Those strafe rolls were… disheartening to say the least.
@VictoryFirst @SuperbattleshipYamato
This is not how two fighters over a territory work and I cannot accept the result in G36. Two fighters does NOT make eight strafe rolls - it makes two rolls per unit. This means that any second kill from a ‘snake eyes’ result is ignored and not dispersed to another unit.
Unless VF comes up with some magic to make this work in accordance with the rules, I will say there are two acceptable ways to resolve this. 1) Let TripleA roll the dice for one fighter and the survivors get rolled for the remaining fighters per unit on the forum or 2) roll all the dice for moves into territories with two fighters on the forum (the exception to this is if there is only one unit - then everything I mentioned is not applicable and can be done through TripleA)
@SuperbattleshipYamato just re-roll the entire roll for G36 if you please. Two dice per unit. Not eight dice total. It will be too difficult to find out what’s fair using the current roll. Thats my two cents anyway. If anyone feels differently, let me know.
@The_Good_Captain @SuperbattleshipYamato
Thank you for pointing that out. You are completely correct and I missed that. The FighterX units indeed don’t take into account the fact that units can be killed during the strafe rolls, they’ll always roll the same number of dice.
What I would suggest is using the normal fighters and rolling for any additional fighter strafe rolls by hand, using dice bot for example. Just like we used to be doing.
Or, an alternative is to use the Fighter1 unit and only move one unit at a time, that will work as well. However, that might not be convenient when moving 8 units 😀 However, it could be a viable option when you only need to move 3 or 4 units.
Unfortunately because of TripleA limitations, it cannot be more engine-enforced than this.
@The_Good_Captain In the next update, I will add some things to make reinforcements more manageable. I was thinking about making each square on the chart an actual territory and then having a moveable unit function as a marker to keep track of where you left off with reinforcements.