This post page will be dedicated to questions and conversations with gamers. I will post them by date from newest to oldest.
I have watched your videos and indeed that is what convinced me to order the rule set. I like the fact that this is a living rule set and is constantly improving as you play the game. That is so unlike other rule sets which publish and sort of fade away. Thank you
I do admit that I am having a difficult time with some of the rules and when you have time, if you could help me understand if what I’m doing is right or wrong, I would greatly appreciate it.
1) In combat, when units assault and have the Weapon Of Choice (WOC), do all units roll using the WOC (1-3) or just the attacking unit?
All rolled dice, EXCEPT any sort of ART roll as WOC (1-3). ART battalions of all types are never WOC and will roll accordingly (1-2).
2) I noticed that the bonus 1d6 disappeared from flank attacks. Only the zone is included (1d6 and no bonus for flank attack). Is this correct?
I have been struggling with the concept of flank and rear attacks at this level of play. I am also trying to find ways of keeping the dice rolled to a reasonable number. With these points in mind I did remove the flank/rear bonus.
3) When Corps assets are used, do you re-roll for them coming back? If so, what morale or roll should they use?
Corps assets are re-rolled for every game turn until they are “lost”. Originally both sides rolled simultaneously for assets at the start of each new game turn. The recent version has changed that slightly. Now each side rolls for their replacement assets at their start of their half of the game turn. I feel this adds to the tension of never having enough assets when you need them. This forces you to think more.
On a side note, in previous versions DIV was always available during both players turns so each player would have it available all turn long. I have changed that to be like Corps assets in that once you use them they don’t come back online until the start of your next turn. Mind you DIV assets do not have to be rolled for to get back.
4) I did like the original combat where you had a base roll and then added and subtracted the various modifiers and with one roll determined the outcome (after saving rolls, of course). I’m confused on the current set with hits, shattered hits, retire and break-off on where and what units are affected. Perhaps you could provide an example of how this occurs?
I liked that system too but I felt it made for a slower game with very little attrition. That version did have shattered and retire outcomes. The Break-off outcome is the same as a retire but not as far. Also it was a chore to ask players to remember which battalion was their primary battalion. Mind you when a battalion is shattered I don’t mean everybody is rendered hors de combat, just that the battalion is no longer a fighting force at that time.
The new system allows more severe results. I find this places more thought by the players before they attack but at the same times seems easier to remember. As I mentioned under flank attacks I am still struggling with the possibility of too much damage.
I plan on doing a screen shot video this week of the combat system as it sits right now.
DDay to Berlin is an excellent game that is far superior to so many operational game rules. While Mustafa’s Rommel is enjoyable, there is just too much book keeping involved. Other rule sets flood the battlefield with too many markers. What you have developed is clean, enjoyable and very worthwhile to play. I just want to make sure that I am enjoying the full quality that DDtB provides.
I have played a number of enjoyable games of D-Day to Berlin recently with other gamers from all over the country using the Vassal Engine (www.vassal.org) . Thanks to Kent in Ct, Ray in ME, John in MA and Dave in FL.
I will be sending out the revision to all my DDtB subscribers shortly in the mean time I am posting my notes here for any that want to ponder them. If you haven’t subscribed yet what’s stopping you?
Before we get to them I would like to again invite anybody interested in playing a game with me remotely to contact me and we can schedule a game.
Converted DDtB from D10’s back to D6’s . This was due to my changing the combat system from a single D10 die roll to multiple die rolls per combat (aka “hand full of dice”).
BONUS DIE ROLLS
Removed all “1” and “6” special rules for the basic game.
Place them all in an optional rule section. I felt that these were cluttering up the rules for first time players. I seemed to constantly saying that now you must roll again because you rolled a “1” or a “6”. Though I really enjoy these rules many don’t so I have made them optional.
SUPPORT ART/AIR ROLLS
In previous versions I had used the Division Morale value to determine if Support ART (Corps and Army) was available. I decided to go with a fixed value based on the nationality. Players and scenarios can of modify this.
As with the Support ART rolls I have changed this to a roll of 1-4 instead of using the Divisional Morale grade. I have decided to keep the random unit roll. This is only used if there are multiple types of battalions in the Shattered pool. In this case if the player rolls a Rally a second roll of 1-4 is required to see if the player may chose the battalion type or if his opponent does. Rallied battalions are still placed in the HQ zone of the Division.
Artillery Support Phase
I changed the ART support roll from the start of a new game turn to the start of a players portion turn. This really adds an edge to the game. Players are now more apt to save their batteries in case they really needed them later.
Changing this to being unavailable after being used also added more decision making by the player. It only reappears at the start of each players turn not every half turn. So if a player moves first in a turn and uses it in an attack it will not be available in his opponents half of the turn.
Due to the proficiency of the US ART I will add an optional rule that allows US Divisional ART that has been used to be available at the start of an opponents turn. This would need a roll of 1-4 on a D6.
I reduced the hit numbers down a bit which seemed to keep the attrition down a little bit.
Weapon Of Choice now hits on a 1-3 (reduced from 1-4)
Those that were not Weapon Of Choice hit on a 1-2
Combat Results (1)
The number of shattered hits is now determined by the number of hits a side takes, divided by two and rounded down.
The remaining hits are either retire or break-off.
Combat Results (2)
The first hit (or hits) on an attacking or defending zone must be a shattered result (if any were taken). If not then a retire or break-off result must be applied to that zone.
Additional shattered, retire and break-off results may then be placed on those zones and/or applied to other supporting zones.
ART may also take either result. Shaken removes ART from the game as lost, retire, and break-off results forces Div ART to retire and Corps ART to be lost.
I found a great article on The Miniatures Page for any body interested in the American Revolution.
“General Nathaniel Greene in his victorious campaigns in the Carolinas was fortunate in his major subordinates, who taken as a group and individually, are a fascinating selection of officers-infantry, artillery, and cavalry. They were as talented a group of commanders in any army during the period.
Otho Holland Williams
Williams began his service in 1775 in the Frederick City rifle corps. When the Virginia and Maryland rifle companies were formed into a rifle regiment, Williams was promoted to major and later became the unit’s commander. He was seriously wounded and captured when Fort Washington was taken in November 1776. He was exchanged in time for the battle of Monmouth. Sent south in April 1780 with de Kalb’s command, he distinguished himself at Camden and commanded a brigade of Maryland Continentals at Guilford Courthouse, Hobkirk’s Hill, and Eutaw Springs and particularly distinguished himself at the latter, leading an attack that shattered the British line along with the Virginia Continental Brigade. His most notable achievement, however, was in command of the rear guard of Greene’s army in the retreat to the Dan River. He screened the rear of the army, never allowing the British to overtake either the main body or the rear guard, and never became decisively engaged. His operations were expertly done, and much of the credit for the successful retreat to and crossing into Virginia belongs to Williams and his Continentals.”