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Entry # Time Turn Player Title Entry
79 8/3/2019 3:50:00 PM Master ID = 16783 Game Deleted
78 8/3/2019 3:40:00 PM Turn 6 Kevin(Germans) Message Created Take-2 game. So you can restart from the top over there. :-)


77 8/3/2019 3:39:00 PM Turn 6 Kevin(Germans) Message So you can start again over here. ;-)

3rd try vs Merville 3:3 might work to do some damage?

76 8/3/2019 3:34:00 PM Turn 6 Kevin(Germans) Message Sounds good. Have fun. I've seen all the MCU movies too.

With the very long line, I'll start a new game, so we don't have to scroll. :-)
75 8/3/2019 3:33:00 PM Turn 6 John(Allies) Message I need more luck.
Also, apparently the kids and my wife wants to rewatch Marvel Avengers on the Apple TV. So I'll get back later this evening, or early in the morning. Not sure.

But I do really enjoy the game, except for the dice rolling!
74 8/3/2019 3:30:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

4
2
6
5


Message from John(Allies):
Area 49 Pont L'Abbe bridges 48/49 and 49/54 captured
- Flip Both Paratroopers
Area 50 St Mere Eglise all bridges captured
. Flip all paratroopers

Area 7 Merville 1 Para attacks the CA 3 vs 3
Attacker rolls first, then defender
73 8/3/2019 3:28:00 PM Turn 6 John(Allies) Message That wasn't very smart, seems like the journal does not apply the line breaks at all. The menu is now far out to the right, but can be reached by scrolling.
72 8/3/2019 3:20:00 PM Turn 6 John(Allies) Message Restarting
Drawing a starred line in the journal to make the beginning of the new a bit visually.
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71 8/3/2019 3:13:00 PM Turn 6 John(Allies) Message I think I need to take up the offer to restart, it's hard to stay motivated after all those bad rolls. I'll get to it in a few minutes.

The question you did not understand was badly phrased. What about doing a bombardment roll as the first or 2nd impulse on GT1 if there are a lot of uncontested beaches and unflipped CA's? Is it a good move, or is it too passsive a move?

My wife and I are lucky to have befriended a super coach who runs a very fun and welcoming gym. All kinds of workouts, yoga, swordplay, grappling plus a lot of other stuff. We are getting fitter as we age : ) It is weird it has come to this, I have never been a health fanatic. But there you go.

Good to hear you are a gamesmaster, you must be perfect for the role. Where do you live and what line of work are you doing? Or were doing, as I think you may be a bit older than me - unless your dad got you when he was pretty old.

70 8/3/2019 2:40:00 PM Turn 6 Kevin(Germans) Message 8th. Allied artillery parks in St.Jean(A35), Balleroy(A22), Bretteville(A16) or Troarn(A6)

Bad for the germans if allied corps/fa's and multiple divisional fa's set up in those areas as they can then bombard multiple different VP areas to fork german defenses. Care must be taken though to have a strong defensive strength unit or two in the areas to prevent a german counter attack to contest the area and thus prevent the FA's from being able to fire out into other areas.

69 8/3/2019 2:32:00 PM Turn 6 Kevin(Germans) Message 7. Long 7-12th days

Usually good for the Allies. After the 6th the Germans want shorter days as the sooner it gets to the end of the 12th the less impulses the Allies have to get to 9.6vp.
68 8/3/2019 2:28:00 PM Turn 6 Kevin(Germans) Message 6. Allied beaches not cleared by end of 7th

good for the germans, as the allies are slow off the beaches. the allies want to clear their beaches so they can bank extra supply and be able to move their supply markers in deeper when they start progressing units further in. clearing the beaches are also needed before moving forward on to other key objectives like st.mere, isigny, troarn and/or bretteville.
67 8/3/2019 2:22:00 PM Turn 6 Kevin(Germans) Message Barring horrific dice like you have had on DDay, the typical game turning plays which can start to tilt a game one way or the other are:

1. Long 6th.

Good for the Germans as they can fix the poor starting positions of more units. bad for the Allies because they typically only have things left after DDay to make it to about impulse 6A5. So if they are stuck passing and the Germans still moving units around, it helps the Germans.

2. Short any day but the 6th.

Good for the Germans bad for the Allies. If the 7th-12th end short, by impulse XA3 or 4, the Allies won't get to everything they want to do and start to fall behind schedule toward the core VP areas. While the germans get to refit and move more units closer to the action and save more supply to possibly shorten days.

3. Weather change clear->mud.

Good for the germans. If the weather turns cloudy (mud), there is no interdiction for moving german units multiple areas, they get +1MP and supply is increased +1/3 mud impulses. So a triple whammy against the Allies. Having one pulse isn't to bad, but if it stretches to 2-3+ mud impulses, lots of germans get close to the action real quick making allied assaults to clear areas tough. In mud the Allies also lose the +1 clear weather attack bonus and +2 DV bonus. If an early mud impulse happens on the 6-8th, many allies use the advantage to re-roll the pulse to hopefully avoid the weather change.

4. weather change mud->clear

good for the allies if the 9th or 11th which start cloudy, turn to clear early as that will limit some of what the germans probably planned on doing and allow the allies to get more progress.

5. caen not contested

risky for the allies, as germans can flow through Caen and strike the beaches. critical on the 7th with the Zone B german reinforcements to keep a fresh unit on the beaches, because if only spent are there, if the weather changes to mud and Caen isn't contested, all the Zone B units are 6 movement points and can reach the spend units on the beach for big counter attacks.
66 8/3/2019 1:59:00 PM Turn 6 Kevin(Germans) Message some allies fear the magic bridge so much that they use the Advantage to force a reroll of a success, but I don't think that is as good as just saving the Advantage.

I got the bridge. Over to 6A1
65 8/3/2019 1:59:00 PM Turn 6 Kevin(Germans) Die roll request Request: 6-sided die x 1

5


Message from Kevin(Germans):
Not sure about your question.

In Gold, since the fort is still up, it is a mandatory assault... so things are worse. Since no one was able to assault you lost the assault and all the units are D1. If the fort was not there and you were contesting the beach, then it wouldn't have been mandatory assault landing and they would have just landing and stayed spent.

6G1 The typical first german magic bridge try is to activate Valognes, move the 91st/inf to Montebourg and try to seize the bridge. With no fresh unit in St.Mere, the roll is 4+ to succeed for me.

64 8/3/2019 1:36:00 PM Turn 6 John(Allies) Message BR 8th armor to Spent
That Coastal Artillery unit have a lot of intestinal fortitude.

We'll probably have to go to a restart, but mabye we should do a couple of impulses more first?

Minimum, I would like to try to assault Omaha before I wave the white flag and leave Europe to comrade Stalin and his friends.
63 8/3/2019 1:32:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 1

2


Message from John(Allies):
50/69th to spent
Landing 8th armor
62 8/3/2019 1:31:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 1

2


Message from John(Allies):
50/151 to Spent
Landing 50/69th
61 8/3/2019 1:30:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 1

2


Message from John(Allies):
50/231st to Spent
Trying to land 50/151th

60 8/3/2019 1:28:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 1

2


Message from John(Allies):
All right, I'll try to land the 50/231st on Gold
Interdiction value 2
59 8/3/2019 1:05:00 PM Turn 6 John(Allies) Message Quick question.

Is Air bombardmaent on Omaha in the first impulse, or does it give away too much of the initiative?
58 8/3/2019 12:26:00 PM Turn 6 Kevin(Germans) Message I'll check back in about 90 mins from now, as I gotta start getting all the outside weekend work done.

If you take up my offer to restart, feel free to roll through another DDay.

57 8/3/2019 12:23:00 PM Turn 6 Kevin(Germans) Message Saving one 4th at Utah has these options:

1. could be used to clear beach later on 6th.
2. if beach was cleared, could be 7:5 shot at st.mere later on 6th.
3. if never landed, could lead the 90th division on 7th

Sometimes players land in solo streams at Utah. more risk/return, so depends on play style. But multiple waves might interdict and go d1 but also gives more shots.

Most of the goal at Utah that I have for DDay and 6th is to have two 4th infantry and 4th/fa to be fresh on the beach to start the 7th and have the three 101st fresh. With the 4 bridge opening, if Utah was cleared, the three 101st units could regroup in night regroups to Utah and provide the allies with a 14AV assault into St.Mere on the 7th. ( 2x4th+4/fa and 3x101st, max 5 units crossing flooded boundary, 6AV lead for 6 + 4 more units for 4 + 4/fa support for 1 + 2 division bonus for 2 + clear weather for 1 = 14)

Alternately if one 4th/inf was offshore, it plus the 90th division is 11AV, though would all have to roll through interdiction when landing.

But if st.mere clears and naval/air can bombard all units in Carentan to spent (thus 3MP to attack) the allies could get an early 7th assault into Carentan which is ahead of schedule. Usually the 8th is good point to get Carentan contested, so getting in a day early can put more pressure on the german defenses.

56 8/3/2019 11:42:00 AM Turn 6 Kevin(Germans) Message The backstory on the solo 56th landing at Gold is to give the allies their "magic bridge" shot.

This older site had probability tables for BKN and some article from the AH version days: http://www.philipsmith.ca/breakoutnormandy/Pages/Probabilities/Probabilities3.htm

At 5:6 a +4 roll is needed to clear a spent CA which is a 15.9%. Which is close to the same as a 1/6 roll of the germans capturing the magic bridge in a 3 bridge opening.

It also plays into the strategy of taking some solo shots in the game to just see what happens and having larger followup forces to exploit things if the solo shot worked. If it didn't work, one d1 unit, not a big deal.

If it works, that puts extreme pressure on the Germans, because if Gold is cleared by the 56th, the gold Armor+50th division (AV=11) could land and assault into Bretteville. At best, with the typical German Bretteville cover of the pak and flak from Caen, that is a 6DV. (TEM of 1, 3 DV for lead spent pak, 2 for mandatory assault over enemy bridge)

The allies don't want to try and seize the bridge because it would cost 1 movement point. So it would be 1MP to land at Gold and 3MP to assault the spent units in Bretteville. The armor then would have 2MP left, which is just enough to walk in and capture and empty Villars if the assault rolls up and clears with an overrun. At 11:6 and 2 spent units, it would take 7CPs for an overrun. So a +2 on the die roll which happens 33.6% of the time and almost a winning move for the allies to grab Villars for free.

Similar to the germans seizing the magic bridge and stuffing units in, in the old AH days, that was practically an auto win for the Germans. The L2 version makes it still very hard on the Allies but it hasn't been as automatic of a win nowadays when the germans grab the magic bridge.

So the 56th solo landing is just a risk/reward roughly 1 in 6 shot to setup a possibly 2 in 6 almost winning shot.

Sometimes if the 56th fails, Juno followups might clear the beach to get a later turn shot, but bridges might be blown in that time frame to muck things up, so first impulse try is the typical.

Not much the Germans can do to counter a 56th clearing Gold roll. Best option is probably try to run interdiction to get a unit into Villars and leave just one defending Bretteville, but then you have a great chance of losing Tilly... Or the Germans do as I have done and try destroying bridges, but with Gold cleared the Gold<>Bretteville bridge demo would be at a 4+... so 50% failure rate...

So that is why most players are now doing the solo-56th. :-)
55 8/3/2019 11:22:00 AM Turn 6 Kevin(Germans) Message My typical landings, barring corner cases which change some up, are:

Utah: 2x4th
Omaha: 2x1st, 2 rangers
Gold: 56th
Juno: Armor, 1ca/inf (though I go 3x3ca/inf at times)
Sword: Everyone

54 8/3/2019 11:12:00 AM Turn 6 Kevin(Germans) Message Omaha/Gold are areas you have units so will be the highest priority impulses.

The biggest issues there are the interdiction. Usually Omaha doesn't have 3 fresh CA's near it. That was a tough set of rolls. Many times Port-en-Bessen is hit because it is next to 2 beaches, but you had issue with beach CAs still being fresh so had to use air elsewhere.

Gold isn't great either with 2 interdiction facing it still. So overall you will have to pick your poison per se and try to get on to one of those beaches.

With interdiction you can do it unit by unit. So you can see what unit's made it past and then stop landing at a point and assault.

Probably Gold's 2 interdiction vs Omaha's 3 is easiest and might be the safer course. Gold defense is 6 DV till the fort is cleared, so single 50th/inf would have similar odds of 5:6 as the 56th and with 2 interdiction the whole division won't probably all land in tact.

So you might want to try landing one and assaulting with the first one which makes interdiction. Or you could try the armor which would be a 7:6 assault if it makes interdiction. The armor+1 50th is another option. I wouldn't land everyone though, since it might take two assaults to clear the CA and if any units are left over after Gold clears, they could land and move to assault Pont-en-Bessen to maybe knock down one of the CAs effecting Omaha


For Omaha, single 1st units pack more bunch than a 50th/inf, but the Omaha DV is 8. So still a 7:8 similar odds for single units. With the likelihood of the whole division not landing intact, it is probably single units or bust.

Gauging risk/reward as the Allies is another critical aspect. If the Allies are falling behind they need to risk more in hopes the dice can roll up to get them back on schedule, but if the Allies are ahead, attacking with better odds and less risk is usually preferable. The top BKN player uses a logic of probing attacks first and then follow up with big assaults after seeing what the probing attacks resulted in. Overall it is good to mix in some solo assaults with large 20+ stacks as that combination typically can lead to overall success for the Allies.

At this stage though, you just gotta get your beaches cleared and solo or Armor+solo in Gold, probably is the best chances.

Worst case I am ok if you want to do a restart since it is a training ladder game so you can possibly end up with a better Allied start. It also would give you another pass through the DDay landings process. It's up to you.
53 8/3/2019 10:36:00 AM Turn 6 Kevin(Germans) Message Sword - lowest

Sword was cleared, so the 3/FA can land during night regroups so no real need to land the unit with an impulse on the 6th.

Also, if it lands during night regroups you will not have to refit it as regroups don't change a unit's status.

The only caveat to waiting is the Merville CA will still get a shot at interdiction even during night regroups. Regroups are after refits, so the FA might land in regroups and end up spent and not be usable on the 7th. But it's just a 1 in 6 odds, so worth the wait to do other things on the 6th or land other FA's on beaches which can not regroup to the beach.

52 8/3/2019 10:31:00 AM Turn 6 Kevin(Germans) Message Juno - low

Same situation as Utah. At some point you could land the FA so it is available the next day as Juno. If Juno is cleared at some point on the 6th, then the FA can land during night regroups.

Similar to Utah, if you held back some units, they would have been available for followups. There are two main strategies you will see, some players land most units on the beaches and others land with less in hopes for more followups. Overall you can not do all heavy or all light as putting everyone down on all the beaches leaves none or minimal followups on June 6th and if you land light everywhere the odds of success are less and you might have the day end before you had enough impulses to do all the followup landings. So a mix is definitely the best option which you did, leaving extras on omaha and gold and landing everyone on the other beaches. Though Utah is usually good to land 2 or 1 4th and Juno can maybe hold back the armor to leave a couple different options on the 6th.

51 8/3/2019 10:24:00 AM Turn 6 Kevin(Germans) Message Much of allied play involves prioritization of impulses to do the most critical ones first and less critical ones later because the day end if variable. So I'll list some rough priorities with the various options you have.

Utah - low

Only the FA is left off shore, since the fort is destroyed, you could spend an impulse to move the FA down to the beach under the 2 interdiction roll. Pretty much would give you info if it will be fresh the next day or not. Since the Allies don't own Utah you would not be able to regroup the FA down to the beach in night regroups because you can only regroup into Allied controlled areas.

If you held one of the 4th/inf back on DDay, they could land and assault the beach again. Or if the DDay landings cleared Utah, the held back 4th/inf could land and assault St.Mere at 7:5 because you own the bridge. (Not owning the 50/51 bridge adds 3 DV to make it 7:8, 2 for mandatory assault because of crossing and enemy bridge and 1 more because the bridge is a flooded boundary)

One other aspect of the 4-bridge opening and owning the 50/51 bridge is the German unit on Utah is isolated. So I will be making an attrition roll there during refits, which might kill off the unit. I've seen games where all three 4th division units went D1 and still cleared the beach due to the attrition roll killing the unit!


St.Mere - n/a

No units fresh so nothing to be done there. If any units were fresh a late turn assault at 4:5 is sometimes done in hopes to roll up and clear. Also it is sometimes done in a desperate move to try and clear if the germans seized the magic bridge before they can move units in on their next impulse.

50 8/3/2019 10:09:00 AM Turn 6 Kevin(Germans) Message Sounds good. I'll write up some options you have.
49 8/3/2019 10:09:00 AM Turn 6 John(Allies) Message Oh, you're an excellent teacher. One should always read the rules/ do the homework, so the teacher doesn't become impatient : )
48 8/3/2019 10:08:00 AM Turn 6 John(Allies) Message Ok, noted.
I'm going out for a couple of hours now, I'll probably be back online at 18 or 19, that would be 12AM or 13 PM for you I think. Then onwards I will be available on and off during the evening.


47 8/3/2019 10:07:00 AM Turn 6 Kevin(Germans) Message thanks on the teaching comments. I'm lucky you know a lot of the rules, as I am not the best 101 rules teacher, as I tend to do too much strategy commentary than rules 101. :-)
46 8/3/2019 10:05:00 AM Turn 6 Kevin(Germans) Message both bridges are destroyed, over to 6A1

I uploaded the file to dropbox which also included some of the corrections I mentioned.
45 8/3/2019 10:04:00 AM Turn 6 Kevin(Germans) Die roll request Request: 6-sided die x 2

4
3


Message from Kevin(Germans):
As we enter the impulse stage, typical notation is to name the vassal files with the impulse number and also list the impulse number in ACTS. For the impulse track in the vassal map, the marker zig zags through and usually a nation control marker is put over the impulse just done on the top row or the naval/air marker is moved there later on because those won't move the impulse marker forward and on the german lower track any weather change markers are placed.

For my first impulse I'll do the below, which I only do if both Gold and Juno beaches are still German owned, because the bridge demo in that case is a 2+ roll. Beside that, the standard German move is to move the flak and pak from Caen over to Bretteville to cover that area from any followup Gold or Juno units which clear a beach on overrun to prevent them from walking in without battle any deeper or reach VP areas Tilly or Villars.

6G0 Demo bridges.

When you choose to demo bridges you pick any area on the map, you don't have to own the area even, and then any bridges which are at allied<>german boundaries can be attempted to be destroyed.

So I will pick Bretteville and try and destroy the bridge to Gold(d1) and bridge to Juno(d2)
44 8/3/2019 9:59:00 AM Turn 6 John(Allies) Message I'll keep my move in St Mere Eglise, as it was a conscious move. I have read the pro and con's of the Magic bridge before, + I took your e-mail advice seriously.

Having said that, I always learn something from strategy articles, but I also need to play the game to actually feel the risks and benefits involved of the different approaches.

I like the way you teach the game, keep it coming!
43 8/3/2019 9:57:00 AM Turn 6 Kevin(Germans) Message yes, the forts in Utah, Juno and Sword are destroyed because a spent unit is on the beach. Sword is also cleared. I am tweaking the vassal file, as a typical convention is to put the spent units over the forts when they are destroyed but the beach isn't cleared yet. For Sword I moved the control marker on the fort because you own Sword.

Over DDay wasn't so great for the Allies, so you're getting rid of some bad rolling while learning to save them for later! :-)

42 8/3/2019 9:51:00 AM Turn 6 Kevin(Germans) Message Sword is cleared as the CA takes 3CP to kill and the spent infantry will go D2 and retreat to Caen.

Circling back to the beginning, with your Para's on the Peninsula, the safer 4-bridge opening would be:

One Pont l'Abbe goes spent to take the 49/50 bridge, the other stays fresh

In St. Mere that leaves 3 other bridges to capture, so the 82nd and 2x101st are typically flipped to grab those bridges leaving one 101st fresh.

That is done so that Pont l'Abbe keeps a better defense for any German assault that might try to attack into there.

While in St.Mere, it gives a worse chance of me seizing back the 52/50 bridge, called the 'magic bridge'. Strategically, St.Mere is a bottleneck area that could prevent anyone from Utah beach from going any farther if the Germans can hold it in force. However, if the Allies own the bridges, the Germans can not just move a unit into St.Mere because it would be a mandatory assault to cross an Allied owned bridge. But if the Germans seize the bridge, they can move units in and over the 6th/first move of the 7th, a ton of units could be stuffed into St.Mere and pretty much block all progress from that beach which would make it very hard to ever capture Carentan.

For bridge seize rolls it is a 4+ and is modified one worse for each enemy fresh unit. So if no fresh units in St.Mere it would be a 4+, with one fresh unit (typical 4-bridge opening) it is a 5+ and if a 3-bridge opening is done to keep 2 fresh in St.Mere and not take the 50/51 bridge, it would be a 6+ roll needed.

So if you want to change around your para usage over on the Peninsula you can or you can leave it as it and keep that in mind for future games.
41 8/3/2019 9:49:00 AM Turn 6 John(Allies) Message Uploaded the savefile to Dropbox, havent touched the Impulse markers, though.
40 8/3/2019 9:46:00 AM Turn 6 John(Allies) Message Fortifications at Utah, Juno and Sword destroyed, right?
39 8/3/2019 9:40:00 AM Turn 6 John(Allies) Message 21/15, + 6 allies
Over to you for losses.
Omaha retreats noted, btw
38 8/3/2019 9:39:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

4
4
3
4


Message from John(Allies):
Sword 13:8
37 8/3/2019 9:38:00 AM Turn 6 Kevin(Germans) Message I will also optionally retreat the 352nd/inf and 352nd/FA in Omaha from your assault there. So both are spent in Treveries.

Typically the Germans want some units off Omaha so they can regroup them into better locations at the end of the day and save them from possibly being all killed on the beach or to use up CP damage as retreating is 1CP.
36 8/3/2019 9:38:00 AM Turn 6 John(Allies) Message + 3 allies
Juno CA to D2
35 8/3/2019 9:37:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

3
3
5
1


Message from John(Allies):
Juno 9:6
34 8/3/2019 9:35:00 AM Turn 6 John(Allies) Message Good morning : ) Yes, missed the CA in St Mere Eglise.
I'll follow your rolls from now on, with a possible exception for D1 on the 56th in Gold beach
33 8/3/2019 9:35:00 AM Turn 6 Kevin(Germans) Message So you can roll for Juno and Sword assaults.

Juno would be 9:6

Sword would be 13:8

32 8/3/2019 9:34:00 AM Turn 6 Kevin(Germans) Message That resulted in:

Gold 56th was interdicted and is D1 (in your and my roll! )

Juno had the Armor interdicted D1 and the rest land.

Sword had everyone land.

And we found some 5's and 6's in the die roller! :-)
31 8/3/2019 9:32:00 AM Turn 6 John(Allies) Message 56th D1
30 8/3/2019 9:32:00 AM Turn 6 Kevin(Germans) Die roll request Request: 6-sided die x 11

3
1
5
6
5
6
4
2
5
5
6


Message from Kevin(Germans):
Typically interdiction can be done all in one roll after assigning who is landing before doing all the assaults. I'll roll up the remaining interdiction:

Gold: 56th(d1) at 3 (Pont-en-Bessen, Gold, Juno CAs)
Juno: 3CA/armor(d2), 3ca/inf(d3-5) at 2 (Gold, Juno CAs)
Sword: Armor(d6), 3/inf(d7-9), 2 rangers(d10-11) at 1 (Merville CA)



29 8/3/2019 9:31:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 1

1


Message from John(Allies):
I'll work through the rest of the interdictions.
Gold interdiction, interdiction value 3
Will 56th pass through?
28 8/3/2019 9:24:00 AM Turn 6 Kevin(Germans) Message catching up on your journal.

1. Yes, the naval DV= TEM(1), CA(1), Fort(2) = 4DV

Fresh CA's defend against naval
Fresh Flak defend against air
Fresh FA's defend against FAs
Lead unit+Fresh other units add to defense in assaults.

You did the naval correct. Some bad rolls in there, but it is typically best to get those bad rolls in bombardments instead of assaults. :-)


2. Air looks good too, both missed.

3. For interdiction, each fresh CA on the beach or adjacent would count. So Utah had 2 interdiction (St.mere and Montebourg CAs), but you rolled higher than 2 on all of them so that is ok.

Correct in Omaha with 3 interdiction and just one unit made it through and failed in the assault. Yes, no use for the Advantage to reroll as the odds aren't good.
27 8/3/2019 9:23:00 AM Turn 6 John(Allies) Message + 2 Defender
All landed units become D1
Since it is a 6 vs 9, I do not think a reroll is feasible. It would only stand a 33% chance if I have my math right.



26 8/3/2019 9:12:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

2
6
4
3


Message from John(Allies):
29/115th becomes D1, 2nd ranger becoms D1, 5th Ranger i spent
I'll have to go through with then assault

29/116th bravely assaults.
Your point unit is probably the CA, but you may change this in retrospect as you wrote.

5 + 1 vs 4 + 2 fresh units +1 TEM + 2 fortified area
6 vs 9
25 8/3/2019 8:57:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

1
4
1
3


Message from John(Allies):
Interdiction value is 3, that is very high!

Omaha landing force
29/115 and 29/116 + both rangers
24 8/3/2019 8:55:00 AM Turn 6 John(Allies) Message + 1 Allies
Flip 709/1/919th + flip the three allied units
23 8/3/2019 8:51:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

1
2
2
6


Message from John(Allies):
Everybody lands ok
(6 + 2 Fresh units + 1 DIV integrity + 1 Air) 10 vs 4
22 8/3/2019 8:49:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 3

4
5
4


Message from John(Allies):
Interdiction Utah
Interdiction value is 1
21 8/3/2019 8:42:00 AM Turn 6 John(Allies) Message Landings
"Everbody" excludes the FA units

Utah landing force
4/6, 4/12 and 4/22
Omaha landing force
29/115 and 29/116 + both rangers
Gold landing force
Only the 56th
Juno landing force
Everybody
Sword
Everybody
20 8/3/2019 4:16:00 AM Turn 6 John(Allies) Message No effect again! Isn't there supposed to be such a thing as beginners luck? Somebody must have made a mistake : )
19 8/3/2019 4:14:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

1
1
3
5


Message from John(Allies):
Brits attack Gold, target CA. 5 vs 3
18 8/3/2019 4:13:00 AM Turn 6 John(Allies) Message Woops, rolled too few dice there. That is, only the Omaha rolls were rolled, I guess.
+ 0 for Omaha
17 8/3/2019 4:11:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

5
2
5
4


Message from John(Allies):
Air bombardment
Omaha is the logical beach to bombard for US air. For the Brits, I select Gold beach. I reason that this will potentially reduce the Interdiction modifier for both Gold and Juno.

American air v Omaha beach, target CA. 5 vs 3
Brits attack Gold, target CA. 5 vs 3
16 8/3/2019 3:38:00 AM Turn 6 John(Allies) Message + 5
Flip CA and 736th infantry
15 8/3/2019 3:36:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

1
5
2
3


Message from John(Allies):
Naval bombardments cont
Bombard Sword beach, target CA
8 vs 4
14 8/3/2019 3:34:00 AM Turn 6 John(Allies) Message No effect
13 8/3/2019 3:34:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

2
2
5
6


Message from John(Allies):
Naval bombardments cont
Bombard Juno beach, target CA
8 vs 4
12 8/3/2019 3:32:00 AM Turn 6 John(Allies) Message + 0, no effect
11 8/3/2019 3:30:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

1
5
4
6


Message from John(Allies):
Naval bombardments cont
Bombard Gold beach, target CA
8 vs 4
10 8/3/2019 3:22:00 AM Turn 6 John(Allies) Message + 4

Wait, was the the DV modifiers like this:
TEM + 1
Fortified Area + 2
Fresh CA + 1
Total + 4 DV modifiers

The result is then corrected + 3 AP
Flip 352nd
9 8/3/2019 3:14:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

6
2
4
5


Message from John(Allies):
Naval bombardments cont
Bombard Omaha beach, target 352nd/inf
8 vs 3
8 8/2/2019 7:32:00 PM Turn 6 Kevin(Germans) Edit Advantage Kevin(Germans): from to
John(Allies): from to Allied Owned
7 8/2/2019 7:32:00 PM Turn 6 Kevin(Germans) Message Another way of looking at the results is the +/-. For Utah, the bombardment is 8:3, so at +5, you rolled -5 = 0AP.

The rest of the beaches are all at 8:4 so +4 rolls. Just indicate which unit is the target when you do the rolls.

If there are no choices, just distribute the damage as it should. Or I can make my choices when you go through all of DDay.

When you get the landings, I probably will have a choice of defender at Omaha. Max defense everywhere else, but at Omaha, if their is a fresh infantry, I will use that as my lead defender instead of the CA, even though it will probably mean I am one less in DV.

If the CA and both infantry are spend in Omaha, then I'd stick with the CA as my lead.

But feel free to roll through all the rest of DDay in the morning and you can try getting the vassal map straight or I can get everything initially in vassal when I get up in the morning.

6 8/2/2019 5:15:00 PM Turn 6 John(Allies) Message 11/11
No effect, but it is a very weak unit. No reroll needed, I guess.
5 8/2/2019 5:12:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

1
2
6
2


Message from John(Allies):
Naval bombardments
Area 51 Utah 8 vs 3
4 8/2/2019 5:07:00 PM Turn 6 John(Allies) Message 7-8 or 10-11 to be precise when TEM's are taken into account.
Para 6-5 to D1

Para 6-3 seizes bridge 7, flipa Para

3 8/2/2019 4:56:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

3
4
6
2


Message from John(Allies):

2 8/2/2019 4:51:00 PM Turn 6 John(Allies) Message Opening Airborne
Copied the notation style from another BKN Ladder ACTS game
who is ongoing. I'll also heed yor advice. Should we have a
strategy and tips discussion via e-mail, and keep the ACTS Journal "clean".
Do you have a preference? Also, should I prepare the first logfile? I'm a bit
rusty Vassal-wise, but I think I'll manage.


Area 49 Pont L'Abbe bridges 48/49 and 49/54 captured
- Flip Both Paratroopers
Area 50 St Mere Eglise all bridges captured
. Flip all paratroopers

Area 7 Merville 1 Para attacks the CA 3 vs 3
Attacker rolls first, then defender
1 8/2/2019 3:22:00 PM Turn 1 Kevin(Germans) Change game turn Game turn changed to Turn 6

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