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DDay2.2

Info Name: D-Day 2

D-Day 2 is a redesign by ZjelcoP of the first Triple-A D-Day variant, created By Dagon81.

This version makes it possible to play all official rules from the boardgame.

  • It is an operational game, with a small map and lasting only 10 turns.
  • Special targeted attacks allowing the attacker to pick casualties.
  • Fighters not attacking but patrolling a territory making enemy movement in that territory very risky. Any enemy unit moving in and out of that territory can get strafed by up to 3 fighters, effectively killing half the units!
  • No new units are bought, reinforcements are standing ready, dice decide how fast they enter the game.
  • Battles are being fought in a very different way. A battle for a single territory can last several turns. None can leave, but units can be reinforced.


All this asks for some new tactics and inventive play!

Notes

All official rules are implemented and are added in the misc. file. To do this game order has been altered, but so that it doesn't affect official order of play and rules in any way. An explanation of how to play the game is available in the game notes in the help menu. The only exception to official rules is fighter patrol. Officially up to 4 fighters are allowed. The game engine only allows for up to 3 fighters at the moment, which is still very powerfull. If anyone would find any other exception let me know.

This game cannot be played with AI, only human vs human.

Try it out, any feedback is welcome at:

>> D-day2 New version


General rules

  • NO combat can last longer than 1 round, when asked by the game always hit "retreat".
  • All Territories drawn with the white lines are actually 3 invisible territories. An Allied part (A1,A2,etc.), a German part (G1,G2,etc.) and a part for Fighter patrol (P1,P2,etc.). They all count as one territory together.
  • If opposing units occupy the same territory all of them have to battle the enemy units.
  • If opposing units occupy the same territory NONE are allowed to leave it until one side wins the battle(Air-units excluded). Reinforcements however are allowed.
  • No more than 8 units of one alliance are allowed in the same territory at any time(Air-units and blockhouses excluded).
  • Allied victory is achieved when they take and CLEAR the three cities for 1 whole round before the end of turn 10. Else they loose.
  • No new units can enter the game except for the reinforcements indicated.

Units

Allies:

-Infantry: Att=1, Def=2, Move=1(5)
-Artillery: Att=2, Def=2, Move=1(5), does not support inf.
-Armor: Att=3, Def=2, Move=2(7)
-Bomber: Att=3, move=30, makes targeted attack
-1xFighter: (=AA) Att=1, move=30, patrol territory for enemy movement
-2xFighter: (=AA) Att=2, move=30, patrol territory for enemy movement
-3xFighter: (=AA) Att=3, move=30, patrol territory for enemy movement
-Naval Bombardement: Att=2, =suicide, attack only Blockhouses
-ParaSurprise: Att=1, =suicide

Germans:

-Infantry: Att=1, Def=2, Move=1(5)
-Artillery: Att=2, Def=2, Move=1(5), do not support inf., act also as AA
-Armor:!!! Att=3, Def=3, Move=2(7)
-Blockhouse Fire: Att=3, =suicide, makes targeted attack



Order of play

ORDER OF PLAY:

CM=Combat Move
B=Battle
NCM=Non Combat Move

  1. ParaSurpriseAttack
  2. NavalBombardment
  3. USAirforce
  4. Blockhouses fire
  5. Allies
  6. Germans


1 ParaSurpriseAttack

  • CM+B (only first turn)
(Move all 9 Parachutes (on arrows) into combat. They fire at 1.
The infantry on the board can move and fight in the allies turn)

2 NavalBombardment

  • CM+B (6x)
(CombatMove- and Battle-Phase will repeat 6 times each turn. Each time you can attack 1 Blockhouse with1 special unit that fires at 2. You can repeatedly target the same Blockhouse. No other units may be targets. When all Blockhouses are destroyed skip this phase.)


3 USAirforce

  • CM+B:

-Bombers attack

(Allies have 2 bombers that can make targeted attack (fire at 3) on any enemy unit as long as there are NO Allied ground units in the territory. Allies pick the casualties! AA fires AFTER combat. Bombers hit by groundunits in this phase will be replaced.)
  • NCM:

-German AA(Roll dice)

(When there is still German Artillery present in a bombed territory each artillery fires as AA at 1. To do this go to: Game> Roll Dice> enter number of dice. 4 artillery=4 dice)

-Return, replace, remove bombers

(Return the bombers to the USAAF-Territory. If one is lost during the Battle-phase replace it from the Depot-Territory. If lost to AA-fire do not replace or remove from play to Depot-Territory.)

-Place fighters on patrol

(Allies have a total of 8 fighters. Up to 3 fighters can be placed on the special marked territories (name =P1, P2, etc.) inside each territory. Each fighter will automatically fire at 1 on every enemy unit moving in AND out of that territory. To put 2 fighters use the 2 Fighter unit, to put 3 fighters use the 3 Fighter unit. You can change these units at the Depot-Territory.)

-German AA(Roll dice)

(When fighters are placed in a territory with artillery present, each artillery fires as AA at 1. To do this go to: Game> Roll Dice> enter number of dice. 4 artillery=4 dice)

-Remove lost fighters

(Fighters lost to AA-fire are moved to the Depot-Territory and do not return to the game. Possibly fighter units will have to be changed.
Example: a 3 Fighter-unit receives 2 hits> replace it by a 1 Fighter unit.

4 Blockhouses fire

  • CM+B
(For each Blockhouse (bunker) that can target (red arrows) a Beachhead (Utah, Omaha, etc.) move 1 special unit to that beachhead. Attacker picks casualties!!)

5 Allies

  • CM:

-Move all units on land>in mixed territories all units must fight!

(Move units already on land, Combat and NonCombat moves. No more than 8 units per territory. When German units are present move all Allied units to the German part of the Territory (Name =G1, G2, etc.).

-Land units from beachheads (movement =1)

(You do not have to move them ashore. If they would bring the number of allied units over 8 you are not allowed to move all of them ashore. The rest will have to wait for the next turn. If you move them ashore and German units are present you have to move them straight into combat.)
  • B:

-Battle 1 round>always retreat!!

(After 1 roll of the dice you have to retreat. Battles can be fought over multiple turns.)
  • NCM:

-Retreat all units

(Move all land units back to their own part of the territory.
Name=A1, A2, etc.)

-Roll 4 dice for reinforcements

(To determine how many Allied units enter the game this turn roll 4 dice. To do this go to: Game> Roll Dice> enter number of dice (4). The first 2 are for the USA-reinforcements, the other 2 are for the UK-reinforcements.)

-Place reinforcements

(USA: Place the total of the first two dice on the beachheads. The amount of units may not be more than the number written on the beachhead (Utah=4, Omaha=8. If you can't place all units the rest will stay on the reinforcement chart. Follow the chart to see which units are going in in what order. So first 4 infantry, then 2 artillery, 1 inf, 1 art, 3 inf, etc.)

6 Germans

  • CM:

-Move all landunits>in mixed territories all units must fight!

(Move units already on the map, Combat and NonCombat moves. No more than 8 German units per territory (blockhouses excluded). When Allied units are present move all German units, including blockhouses!!, to the Allied part of the Territory (Name =A1, A2, etc.).
  • B:

-Battle 1 round>always retreat!!

(After 1 roll of the dice you have to retreat. Battles can be fought over multiple turns.)
  • NCM:

-Retreat all units

(Move all land units back to their own part of the territory.
Name=G1, G2, etc.)

-Roll 4 dice for reinforcements

(To determine how many German units enter the game this turn roll 4 dice. To do this go to: Game> Roll Dice> enter number of dice (4). The first 2 are for the Rennes/Chartres-reinforcements, the other 2 are for the Rouen/Chartres-reinforcements.)

-Place reinforcements

(Place the total of the first 2 Dice on any of the territories with the name Rennes or Chartres on it. No more than a total of 8 German units per territory. If you can't or don't want to place the units (fighterpatrol!) you do not have to. Follow the chart to see which units are going in in what order. So first 3 armor, then 1 infantry, 1 art, 3 inf, 1 art, etc.)

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