Good stuff. 👍 We always have fun with this version, especially when adding one or both of the optional decks. Totally agree that an aggressive Germany is the Allies' best hope.
A friend and I, both experienced Axis & Allies players, have played D-Day in recent weeks several times. Great game, but none of us has won as the Allies yet. Today one of the two games was at least very close, but still a German win. We are planning to play another game tonight. We would really like to know your two rule changes as we were just searching the usual Axis & Allies forums for a solution. There are rule changes by Larry Harris, and there are tournament rules by General Smorey, who is organizing A&A tournaments. The rule changes by Larry Harris are not very intuitive, and Gen. Smorey favors a bidding for the Allies, using prices from the Revised Edition for infantry, artillery and tanks. As a rule of thumb, two more infantry for the Allies seems to be a standard bid. Just forgot to mention: Pushing to St. Lô is something we always do, the Cherbourg strategy is a very good idea. Getting a maximum of strafing with the fighters is mandatory. But making use of the bombers around Cherbourg is something we need to try for sure. Great video, as always!
Thanks for the comment. I'll detail this out in the final video but I don't like to play hide the ball or make anyone wait. I think the game is nearly balanced or is balanced by adding an 11th turn and by adding a +1 to every American reinforcement roll (i.e. if USA rolled a 7, the pieces entering would be 8). Great read - thanks for posting.
@@thegoodcaptain1217 Thanks for sharing right away and not playing hide and seek. We will try this out. Our impression is that the Fortune Cards prefer the Axis more than the Allies, so while using them, your two suggestions might give the Allies a chance. In tournaments, Fortune Cards are not used, but that's more because of playing time. We actually like them as well as the Tactic Cards.
Great video! I hope we can okay a D-Day game in the near future together. Out of curiosity, particularly compared to 1914, how much does experience make up for the imbalance in this game? Thank you! You forgot to put the Low Luck Lies video in the description box.
D-Day is good anytime my friend - just let me know when you want to roll and what side you'd prefer. When it comes to 1914 and D-Day, I think 1914 is worse in terms of balance with out of box rules. I think if the Entente make 'perfect' moves, the CP basically can't win - I put at less than 3%. With D-Day, I put it a bit higher. I usually ask my opponent to rate their experience level and confidence with these games before we begin so if, for example, someone is playing their first game of D-Day, I'll recommend they take the Germans and I play the Allies as is. If they say they've played 10 or so games and feel confident in their play, I might recommend some balance. And thanks for the LL video reminder again, fixed. =)
I always place 1 fighter in each reinfoircement zone and 1 in caen and St lo, and i always spam bombers on cherbourg so i always need just 4 or 5 gound troops to take it
Hello the good captain about 2 years you made a video on the j1 attack for global 40. I was wondering what your g1 attack would be in that game and the overall German strategy. I know in that video you didn’t really want to cover global 40 since it is cover a lot but I would interested in your take. I find your analysis and strategizing well thought out and simple to follow. However, please make the content you enjoy and don’t need to take on my request.
Yep. I know the comment well. I haven't forgotten and I appreciate your compliment here. I likely won't be making that video for some time but until that day, here is what I do in every game without fail: On G1, I buy three fighters as this keeps sea lion open as an option but will be extremely useful anyway going forward. I hit both UK fleets with air navy, hit France and do a single round of combat in Yugoslavia using the inf/art in Greater Southern Germany and one piece in Romania and retreat to Romania after a single round of combat. I land at least one fighter in Rome and ALWAYS scramble three fighters if the Brits perform Toronto against Italy. On Italy 1, I buy one fighter and remove as many allied boats in the Med as possible. I also like to hit Southern France and/or Greece if Greece is possible. I will also usually sacrifice one transport and take Cyprus with a single infantry and deny the British their National Objective. Then on G2, so long as the UK player pays some mild form of of the "Sealion Tax" on the first turn (i.e. spends at least half or 2/3 of its initial budget on home defense), I hit Russia. I also usually like to take Yugoslavia now as Germany (I really like to have one territory under German control bordering the Med SZ, especially the Adriatic. From then on, here are the purchase plans for both powers: Germany builds mostly all mechs and maybe an armor or infantry here or there. Most of that will go into Russia but I hold a small force in Paris to counterattack any western powers attempt to land in Normandy I also help Rome out only IF it needs units for defense to get through the next turn. Germany charges into Russia and moves adjacent to the Russian capital and NEVER attacks it. This is what I call the "rope a dope". We maintain a force large enough to threaten but will never attack. Instead, we continue to reinforce this army adjacent to the capital and move behind Moscow territory by territory until we are on the opposite side. All the while we are sending small forces south and east and eating Russia alive for its IPC while its army remains pinned in the capital. The Italians should get their IPC up to about 20, buy a carrier asap and only ever buy naval units and maybe some air and pump SZ 97 full of ships and planes enough to load the carrier and airbase. If the allies threaten with navy and look like they will overwhelm this growing fleet, have Germany put an airbase in yugoslavia and put three planes on it. If it still looks like the allies might win out, have Germany build and IC on Yugo and drop a carrier in there and put planes on it. The allies will concede at some point.
Good stuff. 👍 We always have fun with this version, especially when adding one or both of the optional decks. Totally agree that an aggressive Germany is the Allies' best hope.
A friend and I, both experienced Axis & Allies players, have played D-Day in recent weeks several times. Great game, but none of us has won as the Allies yet. Today one of the two games was at least very close, but still a German win. We are planning to play another game tonight. We would really like to know your two rule changes as we were just searching the usual Axis & Allies forums for a solution. There are rule changes by Larry Harris, and there are tournament rules by General Smorey, who is organizing A&A tournaments. The rule changes by Larry Harris are not very intuitive, and Gen. Smorey favors a bidding for the Allies, using prices from the Revised Edition for infantry, artillery and tanks. As a rule of thumb, two more infantry for the Allies seems to be a standard bid.
Just forgot to mention: Pushing to St. Lô is something we always do, the Cherbourg strategy is a very good idea. Getting a maximum of strafing with the fighters is mandatory. But making use of the bombers around Cherbourg is something we need to try for sure. Great video, as always!
Thanks for the comment. I'll detail this out in the final video but I don't like to play hide the ball or make anyone wait. I think the game is nearly balanced or is balanced by adding an 11th turn and by adding a +1 to every American reinforcement roll (i.e. if USA rolled a 7, the pieces entering would be 8). Great read - thanks for posting.
@@thegoodcaptain1217 Thanks for sharing right away and not playing hide and seek. We will try this out. Our impression is that the Fortune Cards prefer the Axis more than the Allies, so while using them, your two suggestions might give the Allies a chance. In tournaments, Fortune Cards are not used, but that's more because of playing time. We actually like them as well as the Tactic Cards.
Great video! I hope we can okay a D-Day game in the near future together. Out of curiosity, particularly compared to 1914, how much does experience make up for the imbalance in this game? Thank you!
You forgot to put the Low Luck Lies video in the description box.
D-Day is good anytime my friend - just let me know when you want to roll and what side you'd prefer. When it comes to 1914 and D-Day, I think 1914 is worse in terms of balance with out of box rules. I think if the Entente make 'perfect' moves, the CP basically can't win - I put at less than 3%. With D-Day, I put it a bit higher. I usually ask my opponent to rate their experience level and confidence with these games before we begin so if, for example, someone is playing their first game of D-Day, I'll recommend they take the Germans and I play the Allies as is. If they say they've played 10 or so games and feel confident in their play, I might recommend some balance. And thanks for the LL video reminder again, fixed. =)
Excellent Video! We found many of these to be true. Looking forward to testing the ones I missed
I always place 1 fighter in each reinfoircement zone and 1 in caen and St lo, and i always spam bombers on cherbourg so i always need just 4 or 5 gound troops to take it
Hello the good captain about 2 years you made a video on the j1 attack for global 40. I was wondering what your g1 attack would be in that game and the overall German strategy. I know in that video you didn’t really want to cover global 40 since it is cover a lot but I would interested in your take. I find your analysis and strategizing well thought out and simple to follow. However, please make the content you enjoy and don’t need to take on my request.
Yep. I know the comment well. I haven't forgotten and I appreciate your compliment here. I likely won't be making that video for some time but until that day, here is what I do in every game without fail: On G1, I buy three fighters as this keeps sea lion open as an option but will be extremely useful anyway going forward. I hit both UK fleets with air navy, hit France and do a single round of combat in Yugoslavia using the inf/art in Greater Southern Germany and one piece in Romania and retreat to Romania after a single round of combat. I land at least one fighter in Rome and ALWAYS scramble three fighters if the Brits perform Toronto against Italy. On Italy 1, I buy one fighter and remove as many allied boats in the Med as possible. I also like to hit Southern France and/or Greece if Greece is possible. I will also usually sacrifice one transport and take Cyprus with a single infantry and deny the British their National Objective. Then on G2, so long as the UK player pays some mild form of of the "Sealion Tax" on the first turn (i.e. spends at least half or 2/3 of its initial budget on home defense), I hit Russia. I also usually like to take Yugoslavia now as Germany (I really like to have one territory under German control bordering the Med SZ, especially the Adriatic. From then on, here are the purchase plans for both powers: Germany builds mostly all mechs and maybe an armor or infantry here or there. Most of that will go into Russia but I hold a small force in Paris to counterattack any western powers attempt to land in Normandy I also help Rome out only IF it needs units for defense to get through the next turn. Germany charges into Russia and moves adjacent to the Russian capital and NEVER attacks it. This is what I call the "rope a dope". We maintain a force large enough to threaten but will never attack. Instead, we continue to reinforce this army adjacent to the capital and move behind Moscow territory by territory until we are on the opposite side. All the while we are sending small forces south and east and eating Russia alive for its IPC while its army remains pinned in the capital. The Italians should get their IPC up to about 20, buy a carrier asap and only ever buy naval units and maybe some air and pump SZ 97 full of ships and planes enough to load the carrier and airbase. If the allies threaten with navy and look like they will overwhelm this growing fleet, have Germany put an airbase in yugoslavia and put three planes on it. If it still looks like the allies might win out, have Germany build and IC on Yugo and drop a carrier in there and put planes on it. The allies will concede at some point.