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Nutty31
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Blitz Air Strikes with Breakthrough Deck Sat, 29 November 2014 16:19
When playing a breakthrough scenario with blitz rules (in our case Battle of Abbeville) while using the breakthrough deck, how many dice should the Germans get when using a Recon card for an Air Strike?

I did find jdrommel's comment here, but I'm not sure if that's just advice for that scenario, or a more general statement: http://www.daysofwonder.com/en/msg/?goto=247916#msg_247916http://www.daysofwonder.com/en/msg/?goto=247916#msg_247916

The original Blitz rules in EF state:

Quote:

The Axis player may play a 'Recon 1' card as an Air Power Tactic card
in that section (at least one target hex must be in the section): target
a group of 4 or fewer enemy units adjacent to each other. Roll 1 battle
dice per hex (Axis air attack).


But of course this was written before the breakthrough deck was designed.

We will probably just agree to go by 'play as an air strike card' and ignore the clarification stating 1 die, because it seems the weakened 1-die Air Strike is not very good use of a Recon 1 with +2 OTM. On the other hand we don't want to give the germans too much advantage, and the 2-dice airstrike can be devastating (especially if like in this scenario the Allies start with big groups of units.

Therefore any advice is welcome as we're both 50/50 on which way is best.

Thanks in advance. Smile

[Aktualisiert am: Sat, 29 November 2014 16:22]

      
Nutty31
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Re:Blitz Air Strikes with Breakthrough Deck Sat, 29 November 2014 16:25
Maybe it is relevant that the battle stats have very bad results for the Germans:

http://www.daysofwonder.com/memoir44/en/battles/?id=4643& ;returnto=view

Just 22% win rate for the Germans. So it certainly seems the 2-dice airstrike will not make the scenario too easy for the germans, and depending how others played this scenario may even things up a bit even if it's 'wrong'?
      
sam1812
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Re:Blitz Air Strikes with Breakthrough Deck Sat, 29 November 2014 21:14
First: When a Recon-1 gets used as an air strike, it gets the same On-The-Move orders as an Air Power card -- which is to say, none.

The Allies in this scenario start out with 11 contiguous no-retreat units at the baseline, plus a couple more juicy clumps on the right flank. A couple of successful 2d air strikes at the start of the game would seriously unbalance the scenario.

For fairness, I would recommend sticking with 1d.
      
    
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