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Generic Module: Take 2 BKN Ladder Wojtaszczyk vs Olufsen Journal

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Entry # Time Turn Player Title Entry
145 8/19/2019 6:32:00 PM Turn 6 Kevin(Germans) Message Likewise at Gold beach, the Corps/FA can not regroup to the beach in night regroups because Gold is contested.
144 8/19/2019 3:42:00 PM Turn 6 Kevin(Germans) Message Saw your log, just a couple corrections in Utah.

a) When regrouping you can regroup from contested -> owned area, but you can't do it the other way. (ie. you can't regroup into a contested area) So the 4th/inf and 4/FA would not be able to move into contested St.Mere, but the forces in St.Mere can regroup back to the allied owned Utah beach. (maximum of 5 over a flooded bridge boundary)

b) other than DDay, only 5 units max can land at a beach. you had 6 move on to utah, so one of them has to stay in the approach box.

Side note:
Starting on the 8th, you can also move units over to a different beach of the same nation. In which case you move them from their approach box over to the big Offshare space. Then during reinforcements they can move to any beach approach box of the same nation. (back to the same one they came from too if you wanted)
So that extra 101st could move over to the Omaha approach if you wanted and then land at Omaha during the 8th for example.

I'll let you identify the changes. You can just write them and I can update the map file or you can update the map and re-upload. Whichever is easiest.
143 8/19/2019 1:53:00 PM Turn 6 Kevin(Germans) Message Yeah, it definitely is a game which has many layers. After 2-3 playings on each side though, you get the hang of it because most of the rules work well with each other and become easier to remember. Also seeing how both sides are played by others starts to open ones eyes to different strategies and approaches.

The charts though are referenced for exact bonuses even by the experts, as most don't have them explicitly memorized. lol But most cases the core ones like 3+ in all clear in an area you own is an air refit, and repairing normal bridges are 5+ (6+ if over flooded) and seizing is 4 base with +1 for each fresh defending unit on the opposite side.

I think you are doing a great job with all the rules so far. Definitely more than capable with how the game is played to start the path toward what are the best strategic choice to make. Many of those come after seeing how others play and experimenting in your own games trying to go one way or another or try small stacks or 20+ stacks or setup FA parks to bombard, bombard, etc..

I'll catch my nice pulse later tonight when I am home from work.

PS> You also keep a good pace going at a move a day roughly and you let me know if you will stray from a move a day. I think in PBEM that is the biggest sportsmanship item with the async play. Once a day keeps games moving and keeps ones ideas in place on what next to do, but most can't keep on such a schedule so the times you haven't been able to you popped a note it will be the next day which is great. Albeit, it is always the case with everyone so you will see a mix of that as you start playing various different players, though most are good in that aspect too.


142 8/19/2019 1:04:00 PM Turn 6 John(Allies) Message I wasn't aware of the possibility of using supply points a repair attempts. There are so many options and strategies in this game, no wonder the game still is played by so many gamers 25 years after it's original publication.

Regroups uploaded.
141 8/18/2019 1:37:00 PM Turn 6 John(Allies) Message I'm ok with the corrections.
I'll post my regroups tomorrow evening after work, going out to play soccer now.
140 8/18/2019 8:19:00 AM Turn 6 Kevin(Germans) Message Also you don't have to refit everything, so you could leave a unit spent to save an extra supply to get to 10 more saved and buy another impulse if you wanted.
139 8/18/2019 8:16:00 AM Turn 6 Kevin(Germans) Message German regroups posted.

Over to Allied regroups.
138 8/18/2019 8:15:00 AM Turn 6 Kevin(Germans) Die roll request Request: 6-sided die x 1

3


Message from Kevin(Germans):
You added one too many in Omaha, but you can also night repair bridges out of areas you own, so I'll shift that to this roll, 5+ to repair bridge.

The Merville unit can't be supplied because Sword is contested, so supply is only available to the beach with none saved, so I put the Merville unit back to spent.
137 8/18/2019 8:14:00 AM Turn 6 Kevin(Germans) Edit Supply Kevin(Germans): from 8 to 0
John(Allies): from 9 to 9
136 8/18/2019 4:28:00 AM Turn 6 John(Allies) Message 4/12 sucessfully supplied

Utah 10 depot: Supply Utah supply spent 4th FA and 4/51. St Mère-Eglise supply
spent 4/22, 101/502, 101/506 and 101/501.
Omaha 2 x 10 depot: Supply 7 spent units, save 13 supply points. The two
rangers do not get supply.
Gold 1 x 10 depot: Supply 4 spent units, none saved.
Juno 1 x 10: Save 10
Sword: Supply Sword 6 spent units. Supply Merville spent unit(2), none
saved.

6 saved from last round, fixed this in the logfile. Total of 29
supply points, buy two impulses.
135 8/18/2019 4:26:00 AM Turn 6 John(Allies) Edit Supply Kevin(Germans): from 8 to 8
John(Allies): from 6 to 9
134 8/18/2019 3:35:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

2
6
2
3


Message from John(Allies):
Air Supply in St.Mere-Eglise
+2 German-Controlled area, success on =>7
4/22
4/12
101/501
101/502


133 8/17/2019 8:43:00 AM Turn 6 Kevin(Germans) Message And that's it for the 7th. ( EOD roll 4 < current impulse 5 ) So over to refits.

German Refits

Zone units refit for free.

They are at 5/per because it was all clear weather.

#1-In Montebourg: Supply 2 in St.Mere for 5 - save 0
#2-In A48: Supply spent(1) and 2 in Pont(4) - save 0
#3-In Caen: Supply 3 and Sword CA(2) - save 0
#4-In Troarn: Merville(2), last Caen(3) unit - save 0
#5-In Thury: Aunay(2), Lehr/901(2) to spent - save 1
#6:In Potigny: 2 to fresh(2), d1->spent(2) - save 1

2 total saved, +8 in bank = 10, I will buy on impulse
to start at 8G1

Over to Allied refits. Remember you get Air supply too.

Also, you own Omaha beach so the 2 rangers leave the game after regroups, so don't supply them.

Gold and Sword won't be able to save any extra supply because they are still contested.

132 8/17/2019 3:15:00 AM Turn 6 John(Allies) Message Grandcamp CA flipped

131 8/17/2019 3:14:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

2
2
1
3


Message from John(Allies):
7A5.1 Air Bombardment
US Air bombards Grandcamp
5 vs 1
130 8/16/2019 5:21:00 PM Turn 6 Kevin(Germans) Message stopped in A48 spent.

Over to 7A5.1
129 8/16/2019 5:20:00 PM Turn 6 Kevin(Germans) Die roll request Request: 6-sided die x 1

2


Message from Kevin(Germans):
7G5.1 Activate Cherbourg, Flak and 101st move into Valognes and then Pont'lAbbe, under 2 flak cover which offsets the interdiction. (1 each fresh flak)

242/inf move Valognes into A48 and then tries to reach A46
128 8/16/2019 5:10:00 PM Turn 6 John(Allies) Message Correct turn notation should read 7A5.1
127 8/16/2019 5:09:00 PM Turn 6 John(Allies) Message Flip Mountebourg CA
126 8/16/2019 5:06:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

6
6
1
6


Message from John(Allies):
7A5
US naval bombards Mountebourg
8 vs 4
125 8/16/2019 4:18:00 PM Turn 6 Kevin(Germans) Message Manages to seize the bridge, but then is knocked to D1 in A48

Over to 7A5

Also remember you have US Air and Naval
124 8/16/2019 4:18:00 PM Turn 6 Kevin(Germans) Die roll request Request: 6-sided die x 2

4
1


Message from Kevin(Germans):
7G5 Activate Valognes and a 709/739 inf will try to seize the bridge(die1) to Pont l'Abbe (4+) and then move to A48 and try for A46(die2)


123 8/16/2019 3:25:00 PM Turn 6 John(Allies) Message +1 Allies
CA to Spent
122 8/16/2019 3:23:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

1
4
6
3


Message from John(Allies):
Oh, I should have known that.
Cancel last move.
Instead,activate Sword.
Everybody except FA attacks the CA
3/8, 3/9, 3/185 and 1SS, 4SS attacks the CA
10 vs 5

121 8/16/2019 2:06:00 PM Turn 6 Kevin(Germans) Message To enter an uncontested area, or across an enemy bridge, for land vs a fort, it causes a mandatory assault. So you would have to roll an attack to see if you can get into Caen.
120 8/16/2019 2:01:00 PM Turn 6 John(Allies) Message 7A4
Activate Juno, 3 CA 7th and 3 CA 17th to Caen, no assault
119 8/15/2019 7:01:00 PM Turn 6 Kevin(Germans) Message (correction, it was 7G4 Activate Zone C)
118 8/15/2019 7:01:00 PM Turn 6 Kevin(Germans) Message other one goes D1 in same place, so I will stop pressing my luck. the other 3 just move to Zone D.

Over to 7A4

Overall the Germans want 2 or 3 units of the Lehr from Zone C closer to Tilly/Villars so they can be fresh and have one each fresh defending those VP locations to start the 8th.

If Bretteville got taken early, they would need to run sooner to cover to try and prevent any early capture of Tilly/Villars

117 8/15/2019 6:58:00 PM Turn 6 Kevin(Germans) Die roll request Request: 6-sided die x 1

1


Message from Kevin(Germans):
d1 in Thury-harcourt, 902/inf tries same
116 8/15/2019 6:58:00 PM Turn 6 Kevin(Germans) Die roll request Request: 6-sided die x 1

1


Message from Kevin(Germans):
makes it, 901/inf tries the same
115 8/15/2019 6:57:00 PM Turn 6 Kevin(Germans) Die roll request Request: 6-sided die x 1

4


Message from Kevin(Germans):
7G4 Activate Zone B and try to move 1/armor A12->A13
114 8/15/2019 1:00:00 AM Turn 6 John(Allies) Message Port-en-Bessin CA flipped
113 8/15/2019 12:59:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

5
4
1
3


Message from John(Allies):
7A3
Gold Beach 3rd CA Artillery bombards Port-en-Bessin CA

6 vs 1 TEM
112 8/14/2019 3:33:00 PM Turn 6 Kevin(Germans) Message Guess your planes are out searching. Just the 654/armor makes it to Caen. The rest got stopped in Potigny, 711/inf as D1 and 711/FA and 101/armor are spent.

Over to 7A3
111 8/14/2019 3:31:00 PM Turn 6 Kevin(Germans) Die roll request Request: 6-sided die x 8

1
5
2
4
6
4
2
4


Message from Kevin(Germans):
No worries. Yes, you are correct, you got an OR but used 2MP attacking a fresh unit in your space, so that just left 3MP or 2MP(rangers), which couldn't do much.

The German player can sometimes try to keep that CA from damage on DDay if they can which prevents any overrun. To do it you would have had to spend an extra impulse to bombard first to flip the CA to spent, then could assault, costing 1MP, and having 4MP with the 29th to have hit Grandcamp or Port-en-Bessin with the OR.

One correction I made on the map is your 1st/FA is still fresh because any division artillery can only help an assault if one of their division units is in the battle.

So an alternate idea at Omaha, you could have had the 1st/FA try bombarding the Omaha CA first to hopefully flip, then assault and have some overrun additional assault with the 29th.

7G3 I will try moving some units to Caen that are too slow to enter Caen if you have a spent unit in there, and so I can make it stronger for next turn to cause you headaches. If I make the interdiction rolls! :-)

The units will roll two dice, first die is the move from A4->A5, second from A5->Caen. If the first die rolls a 1 or 2, the second one just ends up not having an effect but still is assigned to that unit. Just makes it a quick one roll interdiction, though I can do it each space at a time for each unit moving at a time, stop whenever, and continue however. Just interdicted units are done moving or those who use all their MP.


711/inf (d1-2)
711/FA (d3-4)
654/armor (d5-6)
101/armor (d7-8)

German armor is great for defending against allied bombardments because they cost more AP to reduce.

110 8/14/2019 1:35:00 PM Turn 6 John(Allies) Message +6
CA destroyed
I think that is an overrun, but no, I do not have the required Movement points-
+ 2MP Assault, 4 MP to assault into an area containing fresh defenders.
109 8/14/2019 1:31:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

4
4
6
1


Message from John(Allies):
I apologize, I forgot to do my move yesterday - I somehow thought it was your impulse.
7A2.2
Activate Omaha Beach
29/116, 2nd and 5th Airborne supported by 1FA and 29 FA attacks the 4 CA + 1 TEM
10 vs 5
108 8/12/2019 5:55:00 PM Turn 6 John(Allies) Message I'll do my next move tomorrow afternoonm around midday for you.
107 8/12/2019 4:52:00 PM Turn 6 John(Allies) Message Oh, that is an excellent analysis. Exactly what I need to learn. I need to clear the beaches first and foremost, I guess. Then I can resupply cheaper, and try probing around as you described. I worry about getting whacked by the artillery in Caen, so that’s why I try to suppress it using arty. But forgot about the rule precluding this.

106 8/12/2019 3:16:00 PM Turn 6 Kevin(Germans) Message can=can't double impulse
105 8/12/2019 3:13:00 PM Turn 6 Kevin(Germans) Message It is impulse 2 because we started on impulse 1 because I spent 10 supply to buy one impulse. Your 7A1 pulse was the assault into St.Mere.

FA's can not be a target, so I will figure the other fresh Pz is typical and take the 4AP with that as the lead, which is would be like you figured, the fresh unit to spent for 2AP and the 21pz/armor to D1 for 2AP.

Typically armor are the AP sinks germans try to use to keep other units fresh or at worst spent. So the 21pz/FA is fresh still. I updated the map in the file.

One aspect of BKN which comes into play as you get more experience with it is counting pips to figure out how much one needs to send in to either contest or clear an area.

With Caen you have:

German lead is 3DV + 1fresh + 4TEM = 8DV Originally it was a 6DV lead + 3fresh + 4TEM = 13DV. So with you bombardments you managed to knock the DV down by 5 which is great at making the area easier to attack successfully and contest.

To clear an area though it goes deeper. You can take the 8DV and then add all the CP that are needed. So for Caen I have one D1 unit = 2 (goes to D2 for one and retreats for another CP), two spent units = 6 (3CP each, spent->D1, then D1->D2, then retreats) and one fresh unit = 4. (same as above, just adding in another CP step from fresh->spent) which gives:

8DV + 12CP = 20

That 20 can then be used in analysis of success at clearing. Typically for critical areas you need to take for VP's or for the Germans critical areas like Caen they have to make sure is never taken.

The Germans hold the Advantage, so the Allies can use it to double impulse and attack Caen with two sets of units, so the max attack available to Caen would be 9AV from Juno.

11AV from Gold is possible on overrun IF everyone in Caen was spent. As currently such a move is one move too far. 1MP to attack non-fresh units in your area +1MP to move to Juno if overrun + 4MP to attack a fresh unit in another area. (3MP if only non-fresh units are present)

Same issue is in Sword. Takes 2MP to attack the fresh unit which doesn't leave enough to attack Caen.

In the end, that means to attack Caen it at best is 9 vs 8 and impossible to clear, even if you roll a 12:2 since that would just give me 11CP to take and I have 12CP in Caen.

For Caen it is definitely critical for the Germans to avoid any game losing 12:2 assaults of Caen, but if units are scarce or needed elsewhere, it is a risk decision for the Germans if a +8 roll can clear, or +5 roll, etc... and likewise for the Allies, contesting Caen is needed just for the 0.4VP and securing the beaches from counterattacks, but capturing Caen is difficult, but if the Germans leave a whole and a double impulse could get good odds... take the shot as you never know. Or if there are multiple bombardments, the CP count and DV count can be worked down till a large 20+ attack has a +3 or better to clear it for instance.

So long story short, Caen is still looking good from my german view, so I don't have to try and run interdiction from Zone B and maybe get a bunch of units D1 or spent, so can do something else.

7G2.2 Activate Troarn and move the 711/inf into Merville.

Over to 7A2.2

104 8/12/2019 2:13:00 PM Turn 6 John(Allies) Message Forgot to designate a Primary Target again, but I was thinking of the 21 Pz FA.
+ 4 AP
21 Pz FA flips + one of the armor units goes to Disrupted, presumably the pz 21/22.

103 8/12/2019 2:08:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

1
4
1
1


Message from John(Allies):
GT2-7A.1.2 BR Air bombardment of Caen
- Is this game turn notation correct? It is still my first impulse, since I have only conducted a Naval Bombardment so far?
+5 vs +4

102 8/12/2019 1:12:00 AM Turn 6 Kevin(Germans) Message destroyed, over to 7A2.1
101 8/12/2019 1:12:00 AM Turn 6 Kevin(Germans) Die roll request Request: 6-sided die x 1

6


Message from Kevin(Germans):
Yep 5 AP.

Just for future, you would need to mention the target of the bombardment. The target just can't be an FA. If you target a D2 unit, then I have to use all the hits that happen. (ie. if you target a fresh armor, it takes 3AP to hit, but if you only hit for 2, no damage. So targeting a D2 unit and rolling 2 in that case, I couldn't take the tank and I'd have to use the 2 on something else.)

For Caen a 5-6-5 pz is the big defender and typical lead so he flips to spent for 2AP and that leaves 3AP and I have to use as much as there is if it is possible which gives my only choice the Armor for the other 3AP.

Now to 7G2.1.

There is no standard convention on naming. Some use letters, numbers, what have you. I look at it like math when repeating impulses. The first time an impulse happens it is like 7G2.0 and in math the .0 just isn't written so it is 7G2. For a second impulse of the same number, I then do 7G2.1. So using decimals for it and math counting from 0... Overall it doesn't matter so long as the impulses stay on the right track.

7G2.1 : Attempt to destroy the Gold<>Bayeux bridge at 2+
100 8/11/2019 4:50:00 PM Turn 6 John(Allies) Message + 5 AP
Not sure that was the most effective use of my resources. I could use some hints again. Should probably have cleared Gold and tried to attack Bayeux.

I'll send my next move tomorrow evening, it will be a bit busy tomorrow also.
99 8/11/2019 4:47:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

3
6
6
2


Message from John(Allies):
GT1-7A.1.1
BR Naval Bombardment of Caen
8 vs 4

98 8/11/2019 10:06:00 AM Turn 6 Kevin(Germans) Message The AV is 14. Maybe you missed this one:

With the 4 bridge opening, many players do the other thing you can do on this map, move the 101st division back to Utah. That would give you the ability to attack across the flooded bridge (5 units max) with 2x4th + 4/FA helping + 3x101st = 14 AV in clear weather. 6 lead + 5 others + 2 divisions + 1 clear = 14.

Yes, that was all the magic bridge talk and not giving too good odds of losing it as then St.Mere can block everything.

So it was 14:7, even dice = 7CP -1 for bocage = 6CP

Lead infantry goes D2 and retreats for 4CP total and CA goes to D1 for the remaining 2CP

7G2: Activate Montebourg and move the 91st/inf into St.Mere

Over to 7A2. I'll be out most of the day.
97 8/11/2019 7:22:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

1
3
3
1


Message from John(Allies):
7A1

I scanned through some strategy articles in the General,and mr. Maly says St.Mere Eglise must not become too much of a a bottleneck for the Allies. I think you hinted at it also.

Activate Utah
4/22 lead, assisted by 4/12, 505/101, 505/102 and 505/106. Also assisted by the FA.
6 +4 units, +1 FA +1 Divisional integrity
12 vs 3 7 (Forward unit 3+1 Fresh unit + 3 TEM)
+5
96 8/10/2019 1:47:00 PM Turn 6 Kevin(Germans) Message Also, your naval and air do not advance the impulse marker or change the weather. So they are free impulses provided you use them before the day ends.

95 8/10/2019 12:07:00 PM Turn 6 Kevin(Germans) Message and still missed the bayeux one. over to 7A1
94 8/10/2019 12:06:00 PM Turn 6 Kevin(Germans) Die roll request Request: 6-sided die x 2

1
6


Message from Kevin(Germans):
7G1 Activate Gold and demo bridges

A18<>A20: 2+
A18<>A16: 2+

( 2's or better because the Bridge Demo/Repair chart is used and the state of the two areas determine the bonuses. I am free on one side of the bridge for +3 and contested friendly in gold for +2, so +5 total. Best time for the Germans to blow bridges. )
93 8/10/2019 12:04:00 PM Turn 6 Kevin(Germans) Message Looks good. For reinforcements the "Deploy Xth" buttons can be clicked and all the reinforcements pop on to the map where they are supposed to go. Germans which choices go between the zones they could start in.

I put all my Lehr in C and SS in B. All Allied troops have no choices on where to go on the 7th. So over to 7G1.

92 8/10/2019 11:16:00 AM Turn 6 John(Allies) Message Did the St-Mere Eglise to Utah regroup, uploaded the savegame and logfile.

As you said, not much to do. Over to you for reinforcements.
91 8/10/2019 9:49:00 AM Turn 6 Kevin(Germans) Message German regroups .vlog and .vsav files posted. The regroups are usually the best use of the .vlog file and then save the log and the file at the end and upload both.

If you make any mistakes, you can always just start again in vassal from the beginning. Right now you don't have much you can legally do, you can move units from Gold->Juno if you wanted to get them all together in a bigger stack, or leave units in Gold so they can assault, overrun and continue moving/attacking.

With the 4 bridge opening, many players do the other thing you can do on this map, move the 101st division back to Utah. That would give you the ability to attack across the flooded bridge (5 units max) with 2x4th + 4/FA helping + 3x101st = 14 AV in clear weather. 6 lead + 5 others + 2 divisions + 1 clear = 14.

Usually the june 6th allied regroups aren't much, especially since you got all your FA's landed already too.
90 8/10/2019 6:35:00 AM Turn 6 John(Allies) Edit Supply Kevin(Germans): from 8 to 8
John(Allies): from 0 to 6
89 8/10/2019 6:35:00 AM Turn 6 John(Allies) Message Allied refit
Air supply
Air supply cont.
A51 4 FA to fresh
A51 4/12 to fresh
A51 4/22 stays spent
A51 4/8 to spent

Beach supply depots
#1 in Utah (x8)
A51 4/22 to fresh (1)
A50 101/501, 101/502 and 101/506 to Fresh (6)

Save 1

#2 and #3 in Omaha(2x7)
A30 1 FA, 29 FA, 29/116, 2nd and 5th Ranger to fresh (5)
A30 1/16, 1/18, 1/26 and 29/116 to Spent (8)
Save 0 - contested area

#4 in Gold(x9)
A18 3 FA, 50th FA, 8th Armor,50/69, 50/151, 50/231 to fresh(6)
2CA to Spent(2)
Save 0

#5 in Juno(x10)
A17 3CA7, 3CA8 and 3CA9 to fresh (3)
A18 (Gold) 56th to Spent (2)

Save 5

#6 in Sword(x8)
A8 3 FA, 3/185, 3/8, 3/9, 1SS, 4SS to fresh(6)
27th Armor to Spent 82)
Save 0

Total Saved: 6

Over to you for German regroups
88 8/10/2019 5:56:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 4

6
5
2
4


Message from John(Allies):
Allied refit

Air supply
I'll designate the 4 paratroopers in Utah because of the favourable DRM.

+4 DRM Free Area

4 FA
4/12
4/22
4/8
87 8/9/2019 4:09:00 PM Turn 6 Kevin(Germans) Message You only can improve 1 level total. (either air or depot, but if you miss on an air supply roll, you can still use a depot to supply the unit.)

One one air supply per unit.

Any extra supply from contested beaches (omaha,gold,sword) can not be saved and is discarded.

86 8/9/2019 4:05:00 PM Turn 6 Kevin(Germans) Edit Supply Kevin(Germans): from 0 to 8
John(Allies): from 0 to 0
85 8/9/2019 4:04:00 PM Turn 6 Kevin(Germans) Message ( I was extra verbose in my supply. Typically it is obvious and/or abridged summaries. )
84 8/9/2019 4:03:00 PM Turn 6 Kevin(Germans) Message I uploaded a .vlog file that starts from the 6G6.vsav file and also the final .vsav file if you want to just skip the log and jump to the end.
83 8/9/2019 4:01:00 PM Turn 6 Kevin(Germans) Message Congrats, first BKN online turn successfully completed!

Now the refits/regroups stage. It goes:
1. German refit
2. Allies refit (including air supply roll)
3. German regroup
4. Allies regroup
5. German reinforcements
6. Allies reinforcements
7. Begin next day


My refits. Each of my 6 supply markers are worth 5 supply because it was clear the whole day. If 1-3 cloudy impulses they would be at 6 each, if 4-6 then 7 each, etc.. If a day starts cloudy (9th/11th) they are worth 10 supply each and any clear impulses do the same but subtract 1 for every 3 instead of add.

For the Allies each of your supply markers are 10 each minus any fresh CA's on or adjacent to the beaches where the supply markers are from. So in this map, Utah(x8), Both Omaha(x7), Gold(x9), Juno(x10), Sword(x8).


#1 in Montebourg(x5)
A52 91/1058 spent->fresh(costs 1)
A50 709/919 spent->fresh(costs 2)
Save 2

#2 in Treveries(x5)
A29 352/916 spent->fresh(costs 1)
A29 352/FA spent->fresh(costs 1)
Save 3

#3 in Bretteville(x5)
A16 21pz spent->fresh(costs 1)
A16 21flak spent->fresh(costs 1)
Save 3

#4 in Caen(x5)
A10 716 spent->fresh(costs 1)
A8 CA spent->fresh(costs 2)
Save 2

#5 in Bourgebues(x5)
A5 21pz armor spent->fresh(costs 1)
A5 21pz spent->fresh(costs 1)
Save 3

#6 unused, so Save 5

Total Saved: 18 and will buy 1 impulse to start the day at 7G1, and the remaining 8 are banked.

Over to Allied refits.

For Air Supply you get upto 4 dice in one area to refit units. See the Air supply chart for the # needed. (5+ in contested, 3+ in Allied owned for spent->fresh for example)

Then use your beach supply markers. As the map sits today, they all just can go on each beach, because you can not place supply markers into contested areas. (except on a contested beach). Utah and Juno supply can be used in adjacent areas too because you own those beaches and any extra supply from them can be saved or if it reaches 10 can buy a impulse. (every 10 can buy impulses either direction, germans want to shorten the day, allies lengthen it typically)

In the area supply costs are:
1 supply spent->fresh
2 supply D1->spent
2 supply D2->D1

If you cross a boundary to supply units in other others, for each boundary crossed add 1 supply to the base cost.

82 8/9/2019 2:44:00 PM Turn 6 John(Allies) Message The day ends!

I’ll watch a game of soccer now and enjoy a beer.

Will do the Regroup and Refit tomorrow
81 8/9/2019 2:41:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 2

3
1


Message from John(Allies):
Allied end of day roll
80 8/9/2019 2:40:00 PM Turn 6 John(Allies) Message Lands succesfully!

And spent.
79 8/9/2019 2:40:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 1

3


Message from John(Allies):
6A6
FA tries to land at Utah

Interdiction at 2
78 8/9/2019 5:52:00 AM Turn 6 Kevin(Germans) Message Got it that time. Over to 6A6
77 8/9/2019 5:52:00 AM Turn 6 Kevin(Germans) Die roll request Request: 6-sided die x 1

5


Message from Kevin(Germans):
6G6 Try to destroy the omaha<>treveries bridge again.

usually for the germans if a bridge was worth trying to destroy once, it's worth trying to destroy it again :)
76 8/9/2019 5:50:00 AM Turn 6 Kevin(Germans) Die roll request Request: 6-sided die x 2

1
5


Message from Kevin(Germans):
Allied end of day roll
75 8/9/2019 2:01:00 AM Turn 6 John(Allies) Message FA lands successfully

No Vassal file from me as I am at work.
74 8/9/2019 2:00:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 1

4


Message from John(Allies):
I don't have the map/Vassal in front of me, but will try to land the artillery on Sword

Activate Sword approach, FA tries to land

Interdiction at 1

73 8/8/2019 6:00:00 PM Turn 6 Kevin(Germans) Message nope, back to you for 6A5
72 8/8/2019 6:00:00 PM Turn 6 Kevin(Germans) Die roll request Request: 6-sided die x 1

1


Message from Kevin(Germans):
6A5 I will activate omaha and blow the bridge to treveries, 2+
71 8/8/2019 5:58:00 PM Turn 6 Kevin(Germans) Die roll request Request: 6-sided die x 2

4
5


Message from Kevin(Germans):
I'll post the EOD roll:
70 8/8/2019 5:58:00 PM Turn 6 Kevin(Germans) Message 2 dice for end of day roll would be needed.
69 8/8/2019 5:05:00 PM Turn 6 John(Allies) Message Makes it

File uploaded

I am looking forward to the Refit phase, and then the 7th. Not many decisions to make in this part of the game. We'll check in tomorrow morning at work, to try to land some artillery on the beaches again : )


68 8/8/2019 5:01:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 1

2


Message from John(Allies):
6A4 Activate Gold approach, try to land the 50th FA

Interdictioan at 1
67 8/8/2019 3:58:00 PM Turn 6 Kevin(Germans) Message makes it, file uploaded, over to 6A4
66 8/8/2019 3:57:00 PM Turn 6 Kevin(Germans) Die roll request Request: 6-sided die x 1

5


Message from Kevin(Germans):
6G4 Activate St.Pierre(A3) and attempt to move the 21pz/armor to Potigny and then through to Bourguebus. Since I am trying to move more than 1 area in clear weather, I might be air interdicted. roll of 1=d1 in Potigny, roll of 2=spend in Potigny. (ie. the unit doesn't make the area I was trying for and just moved 1 space)
65 8/8/2019 2:03:00 PM Turn 6 Kevin(Germans) Edit Advantage Ownership Kevin(Germans): from to German Owned
John(Allies): from Allied Owned to
64 8/8/2019 1:31:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 1

3


Message from John(Allies):
1


Message from John(Allies):
Using advantage

End of day roll - second roll
Less than 3 ends the day
63 8/8/2019 1:31:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 1

1


Message from John(Allies):
Using advantage

End of day roll -
Less than 3 ends the day

Will go for a workout now, next move in ca 3 hours
62 8/8/2019 12:59:00 PM Turn 6 Kevin(Germans) Message With an end of day roll that is exactly the impulse you are on, the weather changes. Since it is clear the weather will be cloudy starting on 6G4.

You can use the advantage to re-roll if you want.
61 8/8/2019 12:53:00 PM Turn 6 John(Allies) Message Close.

Another file in Dropbox for you
60 8/8/2019 12:52:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 2

2
1


Message from John(Allies):
Both FA lands successfully, as spent units.

For the next 3 impulses, I can only land FA's.

End of day roll - Sort of hoping the day will end
Less than 3 ends the day
59 8/8/2019 12:44:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 1

5


Message from John(Allies):
1st FA lands on Omaha

Will 29th FA make it too?

Interdiction value = 3
58 8/8/2019 8:26:00 AM Turn 6 Kevin(Germans) Die roll request Request: 6-sided die x 1

5


Message from Kevin(Germans):
The infantry is D1 like the other with the 2 interdiction. You have 2 FA's on omaha, one for the 1st and one for the 29th. Odd=1st, Even=29th landed safely with the 5. So you can try to land the other one as the 4th units landing and everyone from omaha approach would be on the beach in some manner of damage.

For the end of day roll, when you don't do an assault, the allies just have to roll two dice at the end of everything they are doing to find out the end of day roll. (ie. when you do a non-assault/bombardment impulse and roll the eod dice, that ends your impulse)

The Allies are the more difficult side to play when learning because you have to think of what to do and in the beginning there are so many options it's hard to pick. Whereas the Germans just react to where the Allies go and have a number of opening to do early on.

57 8/8/2019 1:55:00 AM Turn 6 John(Allies) Message FA lands, and is spent - If this is allowed.
56 8/8/2019 1:54:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 1

5


Message from John(Allies):
Infantry unit to D1

I forgot to roll a separate die for the FA
Interdiction roll 3
55 8/8/2019 1:53:00 AM Turn 6 John(Allies) Die roll request Request: 6-sided die x 1

2


Message from John(Allies):
This without map, I am at work
6A3 - Activate Omaha
1/? tries to land - do not remember the unit designation + the FA
Also trying to land the FA - was planning to do it in night regroup, but that is not possible as you told me.

Interdiction roll 3
This will also double as the impulse/daylight roll, since rolling 2 is possible - ending the day

54 8/7/2019 5:00:00 PM Turn 6 Kevin(Germans) Message you can continue to land units at omaha. upto 5 can land post D-Day. and if any infantry survive interdiction they can assault.
53 8/7/2019 4:59:00 PM Turn 6 Kevin(Germans) Message Overall another good strategy tip for the Allies is making sure their FA's are in good positions for the next turn so they can be useful in helping assaults or bombarding. If they can land for free during night regroups it saves supply, but if they can't, using an impulse to move them onto a beach or further to position them correctly for the next day is a good strategy plan.
52 8/7/2019 4:58:00 PM Turn 6 John(Allies) Message Tough times, but very good learning game.

Good night, will do my move tomorrow around midday for you.
51 8/7/2019 4:57:00 PM Turn 6 Kevin(Germans) Message ( Because Omaha is contested and not allied owned, the FA's wouldn't be able to land during the night regroups. )
50 8/7/2019 4:56:00 PM Turn 6 Kevin(Germans) Message since the fort is down, you will also want to land your FA's so they hopefully get through interdiction and can be refit and be fresh to help on June 7th
49 8/7/2019 4:54:00 PM Turn 6 John(Allies) Message 1/26 to D1
48 8/7/2019 4:54:00 PM Turn 6 John(Allies) Die roll request Request: 6-sided die x 1

2


Message from John(Allies):
6A2 - Activate Omaha
1/26 tries to land

Interdiction roll 3
47 8/7/2019 3:56:00 PM Turn 6 Kevin(Germans) Message 6G3 Activate Troarn and move the 21pz/inf over to Bourgebus.

Over to 6A3

Yes, Omaha was 7:6. It can be tough to clear on DDay/June 6th if the naval and/or air bombardment didn't do much damage so the Germans have fresh units and extra interdiction. But barring other stuff to do, it isn't bad strategy to just keep throwing a unit at it to hope it starts to break down.
46 8/7/2019 2:58:00 PM Turn 6 John(Allies) Message Vassal file uploaded

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