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Subject: Juno Beach solitaire: a play-by-play rss

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Tucker Taylor
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I've played eight solitaire games now, on the first four maps, and I have yet to lose.

Maybe I'm playing a rule or three wrong. If I am, I'm sure the fine folk on the Geek will tell me! I'll record my progress in this step-by-step play-through of Juno Beach (map N-05).

This is almost a pure vanilla D-Day Dice game: no Badges, no special expansion cards, not even the stuff from Atlantikwall that's easy to slot in. Adding more stuff just makes the game easier, as near as I can tell. I do play with the Soldier Mulligan optional rule. (As it happened, I didn't use it in this play-through.)

So. Start by taking a look at the map.

I could take the quick path through sector 4 and snag a free Corporal, but taking the quick path in this game seems to be a quick way to get gunned down. The only real choice here is whether to try for the Tank, or go for the free Beachmaster in sector 9. I think I'll try for the Tank, and if I don't get it I can go pick up the Beachmaster. And maybe the Flamethrower in sector 13 as well, depending.

3 MGF in the Bunker? I understand this is why God made Grenades.

(Rules check: can you recruit the Corporal and the Beachmaster in other spots if you pay for them? Probably, but I'll play that as a No just in case. Since the Bunker requires a Beachmaster to enter, I'll need to either visit sector 9 or get a Battle Cry RWB to enter the bunker.)

My starting choices are four soldiers and a set Defense, or one soldier, seven item points, and MGF. I'll live dangerously this time and start in sector 2.
Status: 1 Soldier, 0*, 0C, 7I

(Shorthand: R,W,B are Red, White, Blue. 1 and 2 are Soldiers, T is Tool, * is Star, C is Medal/Courage, and K is Skull. I is Item Points, distinct from Tool Results.)

Turn 1. Move out, men!
Roll: RT R* W2 W* B2 BK
Those two Soldier results look like locks to me. My usual strategy is to load up on Soldiers and specialists as early as possible, since specialists are the gift that keeps on giving, so I'll keep those as well.
Lock W2 B2, keep R* W* and reroll RT BK. Get R2 B*. Yowza! I'll keep that.
Tally: R2 R* W2 W* B2 B*
Gain: 6+6 Soldiers, 3*, 2C (RWB Leadership)
Buy: Quartermaster (-2*), Rangefinder (-5I)
Move? You must be joking.
Defense: 0+5MGF (Ow.)
Status: 8 Soldiers, 1*, 2C, 2I

Turn 2. I said MOVE OUT, MEN!
Roll: R1 RC W1 W* BC BK
Lock R1 W1, keep W* roll RC BC BK, get RK B1 B2
Another soldier RWB!
Keep B1 roll RK B2, get R2 B2
Tally: R1 R2 W1 W* B1 B2
Gain: 7+8 Soldiers, 1*
Buy: Platoon Leader (-2*), Lucky Charm (-1I)
Move: You must be joking.
Defense 0+5MGF (Ow, again.)
Status: 18 Soldiers, 0*, 2C, 1I

Turn 3. Okay, okay, moving out already.
Roll: RK RK W2 WC B1 BT. Ugh.
Lock W2 WC, reroll all, get R2 RK B1 BK. Ugh.
Keep R2 reroll RK B1 BK, get RC B1 B1
Good thing I picked up this Rangefinder. Use it to change B1 -> B2
Tally: R2 RC W2 WC B2 B1
Gain: 7+6 Soldiers, 2C
Buy: There's nothing I can afford.
Move: Advance to 3 (-0C). Defense 6
Status: 25 Soldiers, 0*, 4C, 1I

Turn 4. Hey, somebody left free medals just lying on the ground in this sector!
Roll: RT RT W1 WT B1 B*
Getting the Rangefinder back with a Special Find RWB would be nice, but specialists are more important.
Lock W1 B1 keep B* roll RT RT WT, get RK RK WK. Ow!
Roll them again, get R1 RC WT. Much better.
Tally: R1 RC W1 WT B1 B* +1C
Gain: 3+8 Soldiers, 1*, 1I, 2C
Buy: Random Award (-6C). For getting out of the water, my unit is awarded... the Legion of Merit ("Find 1 Vehicle at random for free.")
Move? I'm good here. Defense 8.
Status: 28 Soldiers, 1*, 0C, 2I

Turn 5. Things are heating up a little.
Roll: R* RC W* W1 B* BK
Well that's a nice bonus. Lock R* W* and keep B*, reroll RK W1 BK, get RK W2 B*. That doesn't help, reroll those again. (In retrospect I should have kept the W2.) Reroll, get R1 W1 B2. Blast. I can't even add a white die with the Leadership RWB to get another bonus. I'll take the two Courage.
Tally: R* R1 W* W1 B* B2 +1C
Use Legion of Merit Award, draw Ambulance. Meh. One Soldier per turn is nice, but there are no sacrifices on this map.
Gain: 4 Soldiers, 3*, 3C (2 from RWB Leadership)
Buy: Veteran (-3*), so I can squeeze every last bit of use out of these RWB bonuses.
Move? Not quite yet. Defense 10 (-1)
Status: 23 Soldiers, 1*, 3C, 2I

Turn 6. I've been doing remarkably well on Soldiers. Well enough that I think I can keep my Ambulance and drive straight up the right-hand side of the map, and get into the Bunker that way. I'll have to go through the unpleasant Sector 12 (roll only 5 dice) but I should only be there for one turn, and its Defense is only 12 as well.
Roll: RT RC WT W* B1 BK
What a mess. Lock W* B1 and reroll the rest, get RT RK WT B1. Reroll them again, get RC R1 W1 BK.
Tally: RC R1 W* W1 BK B1 +1C. Blue skull cancels red Courage. (Rule question: can Skulls cancel virtual dice instead of colored dice? My instinct says no.)
Gain: 3+8+1 Soldiers, 1*, 1C
Buy: Scout (-2*). I'll need more Item points quickly if I'm going to break in from this side.
Move? Advance to 6 (-1C). Defense 8 (-1)
Status: 27 Soldiers, 0*, 3C, 2I

Turn 7. Only here for one turn, I'd better make it count.
Roll: RK RT W* W1 BT BT
This looks like a good time to load up on Tools. Lock RT BT, keep RT roll RK W* W!. Get WT R* W2. Keep WT, reroll R* W2 get RK W2. Bother.
Tally: RK RT W2 WT BT BT +T. Red skull cancels white 2.
Gain: 0+1 Soldier, 2* (Special Find RWB bonus), 24 Item. Not bad.
Buy: Shoulder Patch (-13I). Use Shoulder Patch (-1 Soldier) to recruit the Captain.
Move? If I must. Advance to 9 (-2C), gain Beachmaster. Defense 8+2MGF (-1)
Status: 18 Soldiers, 2*, 1C, 13I

Turn 8. Courage is starting to be a problem. I'll need either a Battle Cry RWB or a decent number of Tools results, and my abilities indicate the Tools option.
Roll: R* R1 W2 W2 B1 BK. Lock R1 B1 and reroll all, get R* WK W* B*. I can work with this. Reroll WK, get W*.
Use Leadership RWB for W1.
Tally: R* R1 W* W* W1 B* B1 +T
Gain: 4*, 3+8+2 Soldiers, 1I
Buy: Lieutenant (-4*) (roll RT RT WT W2 B2 B2), Whistle (-5I).
Move? No. Defense: 8+2MGF (-1)
Status: 22 Soldiers, 2*, 1C, 8I

Turn 9. Onward.
Roll: R* R2 W* W1 BC CT
I don't need any more stars! The only specialist I have any interest in at this late date is the Minesweeper, and I can already afford him (with the Lucky Charm). Lock R2 BT, reroll all, get R2 W1 W2 B1. That's not so bad. Keep R2 W2 and roll W1 B1, get W2 BT.
Captain changes R2 -> B2. Lieutenant changes W1 -> RT.
Tally: R2 B2 W2 RT BT BT +T
Gain: 6+6+1 Soldiers, 12I
Buy: Use Lucky Charm for +1*. Buy Minesweeper (-3*), Amphetamines (-10I)
Move? No. Defense: 8+3MGF (-1)
Status: 25 Soldiers, 0*, 1C, 10I

Turn 10. Pretty sure I've got this now. Just need to add a few Soldiers and get enough Courage to get past one Advance.
Roll: RK R1 WK WT B1 BC
Lock R1 B1 and reroll the rest, get RC W2 W2 B1. Keep B1 and reroll the rest, get R* WC WT.
Captain changes B1 -> W1. Lieutenant changes R* -> B2.
Tally: R1 WC WT B1 B1 B2 +T
Gain: 5+8+1 Soldiers, 1C, 3I
Buy: Grenade (-8I)
Move? Use Whistle. Advance to 12 (-0C, +3 Soldiers). Defense 12+4MGF (-1)
Status: 27 Soldiers, 0*, 2C, 5I

Turn 11. Yeah, I've got this. Amphetamines to get me in and Grenade to suppress the MGF, and it's all good.
Roll: R2 R2 WK BK B2 (only roll five dice)
Lock R2 B2, keep R2 and roll the rest. Get WC B1. Good enough.
Captain changes R2 -> W2. Lieutenant changes B1 -> B2.
Tally: R2 W2 WC B2 B2 +T
Use Amphetamines (Battle Cry RWB), for a free advance.
Gain: 8+6+2 Soldiers, 1C, 1I
Buy: Sure, why not a Walkie-Talkie (-3I). Use it for +2 Soliders.
Move: Advance (Battle Cry) to Bunker (-0C, -Ambulance, +3 Soldiers).
Use Grenade. Defense: 15+0MGF.
Status: 30 Soldiers, 0*, 3C, 3I

VICTORY!

Score: 20+20 for being first into the Bunker
120 for visiting sector 12 before the Bunker
30 for Soldiers
6 for 3 Courage
21 for 7 Specialists (Quartermaster, Platoon Leader, Veteran, Scout, Beachmaster, Captain, Lieutenant)
10 for the Legion of Merit award
TOTAL: 227

This is likely a low score, since I sprinted up the side and didn't hang around winning awards, nor did I go in through Sector 14 which would have been another 20 points.
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Carlos S. Olivares Pérez
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JazzFish wrote:
The only real choice here is whether to try for the Tank, or go for the free Beachmaster in sector 9. I think I'll try for the Tank, and if I don't get it I can go pick up the Beachmaster.

Well, here I usually go for the Tank and for the Beachmaster (5-7-8-9). From my point of view, the result of this scenario depends excessively on dice of first and second turn.
 
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Yiannis Avramandis
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proyecto_mgj wrote:
Well, here I usually go for the Tank and for the Beachmaster (5-7-8-9). From my point of view, the result of this scenario depends excessively on dice of first and second turn.


The tank can't pass minefields. How do you get to sector 9?
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Yiannis Avramandis
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JazzFish wrote:
3 MGF in the Bunker? I understand this is why God made Grenades.


I think the scenario doesn't give Grenades...

Do you play the easy mode Bazooka Joe where you can buy anything you want?
 
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Tucker Taylor
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Emil 109 wrote:
JazzFish wrote:
3 MGF in the Bunker? I understand this is why God made Grenades.


I think the scenario doesn't give Grenades...

Do you play the easy mode Bazooka Joe where you can buy anything you want?

As noted elsewhere, all regular items are available on all maps; it's only the special items that are limited by the map. As I recall (I sold the game months ago) grenades are a regular item.

If everyone who's complaining about how the game is too hard isn't using any regular items beyond the ones that are specifically listed, that would explain it.
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Yiannis Avramandis
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You are right, thank you
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Mario
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Ok, this is old post, but I have to reply anyway.
I really do struggle with Juno Beach. That's why I've found this post.
When I have enough soldiers I don't have enough Items or Specialist or Courage or vice versa. Now I can see why.
I've never seen so many soldier RWBs in single game. Four turns in row? Really? Nine times in eleven turns? I don't get it.
 
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