Board indexHarris GamesAxis & Allies: D-Day
SearchAdvanced search
Round Robin…
Post Reply
SearchAdvanced search
53 posts
Page 1
pellulo
Posts: 1282
Joined: Wed Oct 27, 2004 10:12 pm
Location: P.R.
Contact:
Contact pellulo
Round Robin…
Post by pellulo » Fri Sep 26, 2008 9:18 pm
at last got to round robin the game, with allot of “if” setups. Basically it falls down to games with just the order cards and games with the order & fortune & tactics cards. The latter game gets played twice, with one side getting all the “lucky situations” and the other the “cra y situations”.
A setup would be e.g. armour vrs. all, here all armour is tanks, tank destroyers, AA motorized units, motorized guns, APCs, mobil infantry, troops in “buffalos”, armor cars, troops in “ducks” (in other words troops are riding in this invasion). Here all Allied units are represented by the tank unit (helps if you have other games to borrow more tanks). Meanwhile the Germans have combined regular setup of arms (troops. tanks, guns).
Going down the line, I threw in a historical “what if” all the panzars (about 15 from the setup board) were on the beaches(the bay area)as Rommell wanted them, and, yes to those Navy people out there, they can be targeted!
Later, tanks, Pellulo
Last edited by pellulo on Tue Jan 13, 2009 5:40 pm, edited 1 time in total.
Pellulo
Quote
Top
pellulo
Posts: 1282
Joined: Wed Oct 27, 2004 10:12 pm
Location: P.R.
Contact:
Contact pellulo
Air vrs. GE. combine arms…
Post by pellulo » Mon Sep 29, 2008 9:29 pm
…went one round (limited due to card play), cause Air Power cannot hold/much less take any ground.
Games with just Allied armor(& paratroopers) vrs. GE. combine arms, another only GE. guns, and, finally just GE. armor. The Allies won all three, it progressivly got harder and harder to win. Here with the second game taking out a large chunk of Allied Air, and, the third game, an easy possible GE. victory, if they only got better reinforcements, in the early rounds (Allied air chewed them up, as they were all armor). Later, Pellulo.
…vrs. regular GE. forces, here the allies barley won, at round 9.
As for Guns vrs. only GE. Guns, air power is quite limited, and, after 10 rounds:one US gun in Cherbourge, two on the way to battle, two US guns in St. Lo, outside locked in combat, 6 USA guns vrs. 4 GE. guns, and, in Caen, two allied fighters and one Ge. gun. Thanks, Pellulo
Pellulo
Troop vrs. Troop…
Post by pellulo » Sat Oct 04, 2008 11:25 am
here both sides got into allot of locked combat, stalling the Allies from getting, into their cities, or, ejecting the enemy. Fortunitly Allied Air power surrounded (with troops) the cities ,& , prevented GE. from interfering.
The game ended by round 7, with still allot of GE. units unable to get near the cities, due to Airpower & troops. Combat can get heavy even with Attack of 1 & Defense of two (no guns for GE. to try to shoot down air). Thanks, Pellulo
Regular D-Day Allied Forces face off GE. only gun force…
Post by pellulo » Sun Oct 05, 2008 5:41 pm
…so far by round 4, Allied Air is next to worthless for attack (hey all GE. units have A.A. abilities), and, locked in battle situations have led to only one city occupied (hard for the UK/Canadians not to take Caen). NO I DO NOT USE A SEPERATE CARD/TROOPS FOR THE CANADIANS (let next edtion of D-Day do that).
The cards can be trite sometimes, but, in a battle specfic game, it is a neccessary evil. By round 6 both sides have run out of reinforcements, now it is the bit of manuvering, that could be brought into play. Along with the luck of the dice, as both sides are closly match in point value, by round 7, by round 8 the front stabilized, and, by 9 the Allies won (with heavy losses).
As for regular Allied forces vrs. only Ge. armor, it went, to the tenth round, for an Allied Victory. The losses were slightly less than the above game, but, here AIR Power was responsible for victory (no A.A. for Ge.) Thanks, Pellulo
Pellulo