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D-Day Dice» Forums » Rules

Subject: Frequently missed rules? rss

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Stephen Vargo
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I just finished my first solo play through Advanced Training with 262 points. I think that sounds a bit high and am wondering if I missed a rule or misplayed...

Does this score sound unusually high?

40 points for the win (& being "first")
100 points for entering bunker via Sector 10
45 remaining soldiers (rolled 5 double soldiers in Sector 10 with K-Rations item card giving me 4 soldiers for each die showing a double, an RWB bonus for the double soldier dice (+6), Beachmaster giving me 3 more, Veteran another 1, Medic saving 1 from death, Flamethrower subtracting 10 from DEF)
4 points for 2 remaining Courage
33 points for 11 Specialists (bought Messenger early to allow cheap purchase of Specialists)
4 Awards (Memorial Cross, Voluntary Service Medal, Purple Heart, Victory Ribbon) for 40 points, obtained fairly easily mostly due to having the Marksmanship badge allowing cheap purchase of Awards for Courage.
Also of note, had the Minesweeper for entire game so I ignored to mines, Combat Medic which when combined with Captain and Sharpshooter gave me tons of Item points via Dead Man's Gift. I therefore had TONS of Item points and could disregard the Machine Gun Fire several times via Grenade and Flak Vest (both I think recovered from discard via Special Find RWB rolls). I think I spent maximum time in Sectors 2&3 which really let me stock up quite a bit. Turn went: Sector 1,3,3,3,2,2,2,5,5,7,9,10,bunker.

Thanks for your help. I have a feeling I'm in for a rude awakening on Omaha Beach....

(Edit: Spelling/clarification, hit Submit instead of Preview by accident on iPad)
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Bruce Kish
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That looks right. The maps from OMAHA on will fight back and bleed your resources, so you'll need as many Soldiers as possible early on to give you a short timeframe to hunt for items and specialists -- some of which are scattered across the map.

Good Luck!
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Simon Taylor
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I found the same thing on my first solitaire playthrough of the Advanced Training. (Just with the standard game as I wasn't around to get it via Kickstarter)

It probably helped that on my first roll I rolled three skulls, so I kept them and started early on with 20 tool points. With those, I bought the Toolkit and Strategic Map on my first two turns. After spending the maximum allowed turns in the early sectors mainly stocking up on soldiers with a few RWB bonuses helped on one occasion by the Strategic Map, I then made it to Sector 5, where I rolled 5 tool dice. Add one for the Scout, add two for the Toolkit gave me 8 tool rolls. Which is 48 for the first 6 and another 24 for each subsequent one, for a total of 96. On that move I went from having just 1 tool point left to having 97! Which meant by the end I'd bought every tool apart from the two that don't get used in solitaire version, and could focus rolling the dice to aim for stars and courage instead.

* 40 points for the win (& being "first")
* 100 points for entering bunker via Sector 10
* 87 remaining soldiers (I peaked at one point at 96! - a combination of three or four RWB soldier bonuses, the Engineer and Beachmaster helping out, I forgot I even had the Medic later on so that should probably be one or two higher, plus the really expensive tools that reduced damage to 0 as a one-off... except there were three of them so that was three one-offs)
* 38 points for 19 remaining courage - I ran off the end of the scale and had to loop round (a combination of RWB bonuses for stars, a tool that avoided me having to use courage to advance and a battle cry on another occasion I was going to advance anyway)
* 36 points for 12 specialists (I used my epic number of tool points to get the Shoulder Pack for a cheap specialist and then a RWB bonus to re-find him and get him again for another cheap one, both four-stars of course, and also found that an early Messenger was helpful, plus of course Scout and Sharpshooter come for free anyway)
* 50 points for 5 Awards, all obtained in the last few turns by which time I had one tool that allowed me to change the dice face completely once to get my first award, and having specialists allowing a reroll of the dice and the Lieutenant allowing me to swap one dice for another in his little dice pool, and a few lucky rolls meant I hadn't even used the one that let me add three dice of my choice to my 6 dice to have 9 dice to play with for one turn!)

Turn went: Sector 1,1,1,3,3,3,2,2,2,4,5,5,5,6,8,8,8,10,10,10,10,bunker.

Total score 351, and I could probably have milked it for even more if I'd gone via sectors 7 and 9 as well since I could have afforded to lose a few soldiers each turn in those sectors in order to keep getting more awards.


So as far as I can tell, the Advanced Training is just deliberately designed to be easy. Because just looking at Map 02, the numbers on it are a lot bigger all the way through.

I probably doesn't help that the last solitaire game I got and played was Ghost Stories which is beyond evil at times even on beginner mode and the only rule I found I was playing wrong at the start of that made it even harder.

So I too wondered if I was playing something very wrong. I guess I'll see how it goes with a harder map, and probably soon discover I'm not the almighty general I appeared to be on the Tiger map!
 
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Simon Taylor
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Omaha one was certainly more of a challenge. Tried it twice, solitaire again, and won both times.

First time with a score of 159 using an award that got me to move twice which, coupled with a tool stopping me from needing courage on one of the moves and another stopping me from getting hurt on either of the minefields, helped me finish the game quickly. This led to a low score even though it felt like a rather beautiful and audacious sprint up the beach and into the bunker.


So played again and deliberately didn't pick that same award early on. This time got six awards in total, one from rolling a set, one from using the cameraman on that set to get another next time, and four from copious numbers of courage points - being able to get these in part because of having so many tools to protect me from other things - the tools due to one turn where, using my six dice, plus swapping one using the Lieutenant, plus changing the colour of one using the captain, plus adding three extra dice from an Award card gave me a total of 9 dice all at once: a RWB in soldiers plus two RWBs in tools ... 6 tools plus one from the scout gave me 48 tool points plus all the soldiers and stars from the tool RWB bonuses. After that turn I could hardly have lost if I'd run straight into the bunker with my eyes closed, especially with some lucky machine-gun rolls, and instead spent three turns sat in Sector 9 just trying to collect more courage to get more awards for VPs ;-)

However, just after the turn where my cameraman gave me a second award set in a row, I did only just survive the combat phase - down to exactly 00 soldiers on the card and alive only due to my specialists. So although the VP score ended up higher in that second attempt (total of 246), it was actually a quicker and safer win the first time round. So the VPs are a bit of an odd measure I suppose, and I only added them up to see what they did - I probably won't bother in future.


So still easy compared to Ghost Stories, but the Omaha one didn't feel like a guaranteed win like the Tiger map, so it was good fun
 
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