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D-Day at Omaha Beach» Forums » General

Subject: Blood-soaked, dazed, and defeated... rss

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Robert Leonhard
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Just pulled this off the shelf and set out to lead my boys to glory in the full scenario, only to get hammered with a mere 11 points at game end. I'd like to give it another go, but I wanted to ask two questions:

1. Are there updated rules? What's the latest version? All I have is the rules that came with the game.

2. What are the best tips for making the Turn 16 cut? In my game, 29th focused on scrambling up the slopes/bluffs east of Vierville, but I utterly failed to take a single draw. In fact, as long as I've owned the game, I've never cleared a draw. I feel like I'm not getting it somehow. In the east, I knocked out several WNs and snagged three positions deep, but I couldn't destroy the eastern-most WN. Tips?
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Moe45673
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1) Which version of the game do you have? This one:



Or this one?



The top one is the 1st edition and some rules have been updated/clarified since then. You can find those here:
http://boardgamegeek.com/filepage/92709/changes-in-dob-2nd-p...


I also recommend printing out the flipbook (in full color), it's invaluable for playthroughs

http://boardgamegeek.com/filepage/81680/flipbooks-basic-exte...
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Niko
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1) If you own the original printing check here for the changes made in the newest printing.

2) My most successful game so far had a hero led 3 step company and one ranger company up on the westernmost cliffs to take out the WNs and then swing over to secure the draw. On the east I actually managed to use artillery for assaults on the easternmost WNs. The west end of the eastern section seems to need support from both divisions as most units drift east, but the 1st can get their general there (though he doesn't land until turn 11)
The success was mostly due to the fact that I got lucky when crossing the intense fire zones. Disrupting with tanks or naval artillery helps (I got two before turn 5, used both for suppression and promptly regretted it when NA requirements came up...)

EDIT: Ninja'd by Moe45673. The flip book is good advice, though I don't find it as crucial as most posts on the forums make it out to be.
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Robert Leonhard
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Thanks, gents. I do indeed have the first edition, so I need to get the updated rules. Many thanks!
 
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Mike Hoyt

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I don't need the flipbook, but the map with the consolidated charts at the bottom is very nice.

As for strategic advice....
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Brad Richards
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I also pulled this out recently. Was doing pretty good in the East sector, but the West sector just hit catastrophic loss limit before I made the cut. It's a tough game, but that's why it has a lot of longevity as well. Some of my favorite solo games are the ones I lose 90% of the time.
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jeff
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I miss this game...gotta find some time and energy.

I never punched and clipped my second edition I should start there.

I find the east much easier to get at least one draw than the west. Some luck is definitely needed. I find a good strategy to secure the east more successfully is try the hardest to utilize free actions in any way possible. Including stacking units to activate and do things together for one action. Their downfall in the east is a lack of leadership, gotta make them work together as fast as possible.

The West is just brutal. Climbing those hills is rough and slow. I hate playing the west, usually the guy I used to play with would do it. I don't see him much anymore so I guess I'm stuck with it.
 
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Gator Skin
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You need some luck in terms of generating Heroes and disrupting German positions with artillery. If that goes your way, you can swarm the East and then actually bring some of the those guys over to help out with the West.

It ain't easy, though, which is why I have a house rule that I can suffer 10 infantry losses in the first half of the game instead of 8. (Second half limits remain in place.) This allows me to reach the second half of the game more often -- and I love how the second half of the game plays out.
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jeff
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gatorskin wrote:
...which is why I have a house rule that I can suffer 10 infantry losses in the first half of the game instead of 8. (Second half limits remain in place.) This allows me to reach the second half of the game more often -- and I love how the second half of the game plays out.


That's not a bad idea and lets you get more experience playing the second half. I might try that if needed.

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Peter Kossits
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Some of the draws are smaller than others, so try to get complete control of the easier ones - in the mini half map scenario, you pretty much win by getting either of the two draws, and one of them is much easier than the other. The trick is, you have to start shifting troops over to your chosen target draws shockingly early if that's the path you will take.
 
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Robert Leonhard
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In the few games I've played, I tend to be more successful in the west, and by game end (i.e., Turn 16), I'm nearly out of troops in the east.

It didn't help that in my last game, 1st Division HQ got whacked. As the game ended, the 1st Division general was still trying to organize some effort to knock out the eastern-most WN.

That said, I still enjoyed the fight. The game system is brilliant. Twice in the game, I had painfully maneuvered the right troops into position to take out a WN...and then German fires killed the mortar crew, damning the attack to failure. Ugh.

It takes a lot of me to watch my soldiers get butchered.
 
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Robert Fox
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I'm surprised anyone makes any progress in the east sector. The first leader (the general) doesn't impact the game until turn 11. With only two activations a turn, I've just about given up on anything good happening there.

The west seems more like a balanced game. The HQ and Cota shows up with enough time to make an impact before the end of turn 16. Sometimes I get shot up, sometimes I make great progress. It feels balanced.

Screw the east sector though. It's basically draw heroes or do nothing.
 
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Niko
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FuManchu wrote:
I'm surprised anyone makes any progress in the east sector. The first leader (the general) doesn't impact the game until turn 11. With only two activations a turn, I've just about given up on anything good happening there.
The HQ should show up on turn 8, while that is still later than in the west sector you do get a few more activations out of it.
Generally I try and make sure I have troops in position to assault the eastern draw once the HQ shows up.
Before that doubling up to maximize the actions is key. If you can disrupt a WN you can safely double up beyond 5 steps in front of it and the assault should at least disrupt it again. Two 2 step infantry companies are also safe to stack and if you make sure the equipment differs they can also take down a WN.

I agree that the west with the earlier free actions and rangers has much more actions and feels more interesting for it.
 
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Robert Fox
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Ze_German_Guy wrote:
The HQ should show up on turn 8, while that is still later than in the west sector you do get a few more activations out of it.
Generally I try and make sure I have troops in position to assault the eastern draw once the HQ shows up.
Before that doubling up to maximize the actions is key. If you can disrupt a WN you can safely double up beyond 5 steps in front of it and the assault should at least disrupt it again. Two 2 step infantry companies are also safe to stack and if you make sure the equipment differs they can also take down a WN.

I agree that the west with the earlier free actions and rangers has much more actions and feels more interesting for it.


I'm going to need a dunce cap if the 1st Division HQ shows up on turn 8. I could swear it has a 16 on it. I'll check it when I get home and report back.

edit: Looking at a counter sheet in the photo section the HQ indeed should arrive on turn 7 and be ready to roll turn 8. Hmm ... I wonder if my HQ somehow didn't get the 7 printed on it and I mistook the 16 on top of the counter for the turn entry.
 
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Niko
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FuManchu wrote:
I'm going to need a dunce cap if the 1st Division HQ shows up on turn 8. I could swear it has a 16 on it. I'll check it when I get home and report back.

edit: Looking at a counter sheet in the photo section the HQ indeed should arrive on turn 7 and ready to roll turn 8. Hmm ... I wonder if my HQ somehow didn't get the 7 printed on it and I mistook the 16 on top of the counter for the turn entry.
Looking at my counters again I definitely see how that mistake can be made even if the 7 is printed on there. The white designation draws the eye more than the black turn number, so a quick glance could easily lead to placing it with the other 16 counters.
 
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Robert Fox
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It looks like my HQ has a minor printing error. The turn entry number only printed the top of the 7 so it looks like a dash.

I suspect further attempts will produce more competitive results!
 
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