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Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Fri Nov 09, 2012 3:41 pm
by jcb989
jcb989 wrote:Any morge4 sightings? We're in sight of Queen White
Morge4 has accepted the challenge at 9:32AM EST
The fight for Sword will commence later today, after work hours = ]
Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Fri Nov 09, 2012 3:43 pm
by Brummbar44
GottaLove88s wrote:Brummbar44 wrote:Having some fun with the map...for those who want to clear some of the clutter.
Toggling Map - June 6th
Ps. I think u mean II/726/716 in Hillman?
Thanks, corrected.
Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Fri Nov 09, 2012 5:43 pm
by GottaLove88s
For those of you heavily engaged in battle, you'll probably already have figured this out, but for everyone else, remember that HMGs can move up to two spaces in GJS'44... reduced to one if they're wounded though... Mortars can move one space, and they're grounded if they're suppressed... ATGs can swap places with immediately adjacent units, so long as that won't break any terrain rules (like putting a tank into trees!)
Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Fri Nov 09, 2012 5:48 pm
by k9mike
Jon, going to contact you here an send email...I think my force pool selections are wrong. I dont have access to all units as you stated we would. Atleast not according to the latest Available Forces in the BG's that you sent out. I went ahead and told Random in the opening txt...but, might have to start over. Also, you have listed in the Rules about the AFD that the Defenders get 25(ie 2500pts)...but, I only got 20(ie 2000pts) and did NOT have access to all listed available units....and if I am expected to try and hold that sector....going to need everything I am supposed to get...lol
Just give me a howler....
Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Fri Nov 09, 2012 5:50 pm
by kingt
k9mike wrote:Jon, going to contact you here an send email...I think my force pool selections are wrong. I dont have access to all units as you stated we would. Atleast not according to the latest Available Forces in the BG's that you sent out. I went ahead and told Random in the opening txt...but, might have to start over. Also, you have listed in the Rules about the AFD that the Defenders get 25(ie 2500pts)...but, I only got 20(ie 2000pts) and did NOT have access to all listed available units....and if I am expected to try and hold that sector....going to need everything I am supposed to get...lol
Just give me a howler....
I believe that 5 units are already preselected for you, and you'll find them on the map, while the remaining 20 you'll have to select yourself. That's why you don't see all the units in the force selection pool and that's why you only have 2000 to spend. Each side has 2000 to spend as apparently that's the way BA works.
Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Fri Nov 09, 2012 5:51 pm
by random27
We re waiting for jon's reply so

Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Fri Nov 09, 2012 6:03 pm
by kingt
random27 wrote:We re waiting for jon's reply so

He'll reply with this section of the rule book I suppose

:
7. Battles
7.1 Battles are played out using the Battle Academy game engine.
7.2 Players will be able to select up to 20 units from any of the forces available to them in their BG's unit pool. Because BA force selection only permits both sides to choose the same number of units, GM's will "fix" the extra units if one side receives more than the other, eg. 5 units for the defender in a AFD.
So this will happen in any AFD/ASD fight where one side has to deploy 25 units vs 20 for the enemy.
Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Fri Nov 09, 2012 6:03 pm
by GottaLove88s
k9mike wrote:Jon, going to contact you here an send email...I think my force pool selections are wrong. I dont have access to all units as you stated we would. Atleast not according to the latest Available Forces in the BG's that you sent out. I went ahead and told Random in the opening txt...but, might have to start over. Also, you have listed in the Rules about the AFD that the Defenders get 25(ie 2500pts)...but, I only got 20(ie 2000pts) and did NOT have access to all listed available units....and if I am expected to try and hold that sector....going to need everything I am supposed to get...lol
Just give me a howler....
Hi Mike, Aren't you the Germans on Juno? I've just taken a look (screenshot below) and yup you've got everything.
There may be some confusion because I have to fix 5 of your units. Frustratingly, BA force selection only permits equal force selection for both sides...
So scenario designers trick it by giving one side fixed units... In the case of your 5 fixed units, I've gone for the obvious, like VGs, HMG, mortar, etc...
So for Juno, Germans get 1+0/2 Marder, 2+0/4 VG, 1+0/2 Mortars, 1+0/2 MG42s (see screenshot). That means you get 1 Marder, 2 VGs, 1 Mortar, 1 HMG fixed... but you can buy more with your 20 force selection points if you want to top up.
Post back if that doesn't make sense... but if you try it out you'll discover that you have 25 units hiding above the beach... No need to restart...

Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Fri Nov 09, 2012 6:04 pm
by GottaLove88s
kingt wrote:random27 wrote:We re waiting for jon's reply so

He'll reply with this section of the rule book I suppose

:
GJS'44 Rulebook wrote:7. Battles
7.1 Battles are played out using the Battle Academy game engine.
7.2 Players will be able to select up to 20 units from any of the forces available to them in their BG's unit pool. Because BA force selection only permits both sides to choose the same number of units, GM's will "fix" the extra units if one side receives more than the other, eg. 5 units for the defender in a AFD.
So this will happen in any AFD/ASD fight where one side has to deploy 25 units vs 20 for the enemy.
Thanks for covering for me, KT... that's exactly right!

Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Fri Nov 09, 2012 6:30 pm
by k9mike
Jon, i did not see the +1 etc...sorry, I thought that it was shown up on the force pool with already 1-2 selected...Ooops.
Francois....Can we pleasee restart. There is a slight diff selection that I need to do.

Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Fri Nov 09, 2012 10:35 pm
by GottaLove88s
Gentlemen, Given early gossip from first beaches it feels possible that some of you may finish June 6th this weekend.
Here's a quick reminder of how to report your finished games... Am v curious to see those first results!!
7.5 Games will begin showing "23 turns remaining".
7.6 The battle is ended once the German player has completed his move showing "3 turns remaining", ie. Games last for 20 turns.
7.61 At the end of the game, the German player should post on this thread which side holds each of the five VP flags, using each flag's label name and showing its VP points value, for example:
June 6th - Juno Beach VPs
German - Road to Tailleville (5 pts)
German - Road to Courseulles (5 pts)
Allied - West Cliff (3 pts)
Neutral - Barracks (3 pts)
Allied - Juno Bunker (1 pt)
German 10 pts v Allied 4 pts
German victory
7.62 The German player must also take a screenshot of the units killed in action (KIAs) screen, showing both sides losses, and post it to this forum thread.
7.63 The Allied player should quote the German's battle report on this thread and add "VP flags and KIAs agreed". If the Allied player does not agree, the German player must post screenshots showing each of the five VP flags, and return the game to the Allied player.
7.7 The victor holds the most VP points at the end of the battle, and takes or holds the sector that was fought over.
7.71 If both sides hold the same number of VP points, the defender is considered the victor.
7.72 If both sides hold the same number of VP points at the end of an ME battle, both sides must withdraw.
7.73 Withdrawing BGs are moved to an empty neighbouring sector already controlled by their side.
7.74 The direction of withdrawal is determined randomly by dice throw and will be reported by the GM.
7.75 If there are no empty neighbouring sectors already controlled by the loser's side, or if the loser's forces are annihilated during the battle (ie. zero units remain), then that BG is dissolved.
7.76 Beach Landings - An Allied BG landing on a defended beach can avoid dissolution by taking and holding at least two VP flags by the end of the battle. Under that condition, the Allied BG may choose to remain on the beach until the following turn, when it can attack again or merge with another BG. If less than two VP flags are held, the Allied BG will be dissolved.
Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Fri Nov 09, 2012 11:59 pm
by k9mike
Jon, haven't heard from Random...can you please email him..I'm not at him right now an can't find his email in my stupid phone.
Can you please tell him to surrender that first one an remake a new game an I will join an get this going. I am off over the weekend an Monday so should be able to make lots of turns. Thanks an sorry again for that stupid oversight.
Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Sat Nov 10, 2012 12:51 am
by random27
It s ok k9mike i ve created a new one without password
Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Sat Nov 10, 2012 1:13 am
by k9mike
Thats fine Francois. Sorry for mess up. I will not be able to start it til very late my time or for sure tomorrow.
Mike
Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Sat Nov 10, 2012 1:46 am
by jcb989
I've selected my landing force. Morge, what's your schedule look like, just curious?
Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Sat Nov 10, 2012 4:10 am
by morge4
should be able to select here in a bit...been a rough day today
Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Sat Nov 10, 2012 11:23 am
by GottaLove88s
How's it going guys? It's painful being GM because I want to hear who's being cunning, who's being courageous, who's winning??!!
Some of you may be doing this already, but Commanders will probably setup June 6th
AARs for your action reports during battles, player commentary and screenshots... It's totally more fun if you share with team mates... They can often offer helpful advice for cracking impossible situations...
But if you achieve something really stunning, post a screenshot on the main thread... I want to see!!

Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Sat Nov 10, 2012 11:35 am
by GottaLove88s
HINTS & TIPS:
Many of us are GJS Old Hands, so no advice required... but for the newbies in battle, beware that MP does not play like SP... It's hard because people are smart, sometimes very smart, can surprise you, and know how to get the best advantage of their units and terrain...
So, for newbies, here are some
hints and tips that will make you realise that winning battles is a lot less random than it might feel first time out...
1. Use cover... If you're protected by 50-70% cover (with x2 to x4 fortification bonus in an actual bunker) versus an opponent who must (or is foolish enough to) attack you via the 10-30% cover of open ground, his dice rolls have to be a lot higher than yours, just to break even.
2. Use concentrated force... Watch your enemy's reaction shots. Shots not used are carried over into their reaction turn, plus one automatic reaction shot. That means that an enemy can fire on you a maximum of three times in reaction (you can see how many shots they kept over by checking out the number of orange bullets in their unit icon). Use that to your advantage, attack him three times with strong units and suck up the reaction fire. After that, that unit can't fire in reaction any more. So attack with something else. He can't fire back... If you have 8 units attacking 4, this will almost always play out in your favour (unless you're forced to attack via the open, see 1).
3. Hold fire until they're close... Especially for defenders. Stay behind hedges, in trees, on cliffs, in bunkers. He can't see you. Let him come in close and then kick the stuffing out of him... BA has damage/accuracy values that are significantly more effective at close range. Use that to your advantage... An 88 or a 17pdr that waits until 2-3 squares away to open fire, will take out nearly anything, and has its second shot for the next target too...
4. Play the range game... Some units have greater visions; scouts see further than recon cars, see further than tanks, etc... Some units have greater firing ranges; 88s, Tigers and Fireflies can fire further than StuGs and Shermans, tanks fire further than infantry, duh, etc... If you can't wait until they're closer, use your range... Especially if terrain prevents them from closing on you. Eg. Some beaches have cliffs that prevent attackers climbing up... although sneakier players might realise that they can scale the dune grass...
5. Mortars are as critical to success as they actually were on D-Day itself. These little monsters are murderous and can fire every turn. Bring them into play as soon as you can and keep raining pain on your enemy. Use hidden infantry to spot for your mortars, so you can employ them at maximum range. Use armour to take surrenders once your enemy is suppressed. You'd be surprised how accurate this effect is (more later).
6. Hunt vs Move Fast. I'm pretty sure that I don't need to teach you guys this one, but I'll chuck it in, in case we attract any seriously newbies in later rounds. The success chances of a kill/suppression after a "move fast" are miserably low. But they're several factors higher if you move in "hunt" mode. If you're anywhere near to the enemy, enough said.
That's probably enough for now, because I'm sure that you're already doing all of this, right? Happy "hunting!!"

Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Sat Nov 10, 2012 11:43 am
by kingt
GottaLove88s wrote:How's it going guys? It's painful being GM because I want to hear who's being cunning, who's being courageous, who's winning??!!
Some of you may be doing this already, but Commanders will probably setup June 6th
AARs for your action reports during battles, player commentary and screenshots... It's totally more fun if you share with team mates... They can often offer helpful advice for cracking impossible situations...
But if you achieve something really stunning, post a screenshot on the main thread... I want to see!!

I'm actually sharing my progress with team mates, to the point where I may be a little annoying (hopefully not). We can't post screenshots here though since we're still in battle.
Re: GJS'44 - D-Day "manyplayer" Campaign begins...
Posted: Sat Nov 10, 2012 11:54 am
by GottaLove88s
kingt wrote:GottaLove88s wrote:How's it going guys? It's painful being GM because I want to hear who's being cunning, who's being courageous, who's winning??!!
Some of you may be doing this already, but Commanders will probably setup June 6th
AARs for your action reports during battles, player commentary and screenshots... It's totally more fun if you share with team mates... They can often offer helpful advice for cracking impossible situations...
But if you achieve something really stunning, post a screenshot on the main thread... I want to see!!

I'm actually sharing my progress with team mates, to the point where I may be a little annoying (hopefully not). We can't post screenshots here though since we're still in battle.
Haha, I doubt you're annoying anyone but you might feel you're the only one posting at the moment... I think you're fighting the only battle that's started so far... Mike-Random and Morge-Jcb look to begin later today, probably...
Hmmm, good point on screenshots... Loose lips sink ships and all that... Share 'em on your private thread, but save 'em for the rest of us to see afterwards, ok?
