@leemorrison
Looking forward to it. Cheers! GG
TGC (Allies) vs. Ragnell804 (Germans) D-Day
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I was about to insist that you let St Lo be captured and avoid the strafes this turn - and now I see that there is an issue with changing the victory conditions instead of just adding an 11th turn.
Adding an 11th turn isn’t as hard on the Germans. Changing the victory conditions to the allies only having control of all three cities at the end of any turn is much harder on them.
The Germans are now FORCED to attack or risk the game ending as soon as the allies are finished returning fire ON THE CURRENT TURN (unless they all miss in either St Lo or Cherbourg). I shouldn’t have placed the fourth fighter anywhere but St Lo to make it even worse.
Dude, I didn’t even notice this until now. That is fkn harsh and not what we are used to with the 11th turn.
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otherwise, I will do a detailed, turn by turn breakdown and post it here. How many strafes did the allies get. How many AA shots did the Germans get. Land battle results. Reinforcement results. etc…
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Rennes: [dice 2d6]
Rouen: [dice 2d6] -
2d6: 5, 2
2d6: 4, 2 -
St Lo
Inf [dice 3d6<=1]
Inf [dice 3d6<=1]
Inf [dice 3d6<=1]
Inf [dice 3d6<=1]
Arty [dice 3d6<=1]
Arty [dice 3d6<=1] -
3d6<=1: 4, 6, 3; Hits: 0
3d6<=1: 3, 1, 5; Hits: 1
3d6<=1: 1, 4, 4; Hits: 1
3d6<=1: 5, 6, 6; Hits: 0
3d6<=1: 6, 1, 5; Hits: 1
3d6<=1: 4, 5, 6; Hits: 0 -
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@dicebot forced attack into St Lo - rolling for you
infantry [dice 4d6]
infantry [dice 4d6]
artillery [dice 4d6]
artillery [dice 4d6]
tank [dice 4d6]
tank [dice 4d6]
tank [dice 4d6] -
4d6: 4, 3, 3, 6
4d6: 2, 4, 5, 6
4d6: 5, 6, 2, 1
4d6: 6, 4, 4, 1
4d6: 2, 1, 6, 1
4d6: 3, 4, 5, 4
4d6: 2, 6, 2, 5 -
G9 game over.tsvg i just did the last turn since it was mandatory attack.
all the German pieces are gone by mid turn 9.
i think we can just toss this one out due to the anomalous German reinforcement rolls… bleh