ROUNDROBIN Axis and Allies Battle of the Bulge
Round Robin of the Battle of the Bulge. The units that are used are mostly ground (troops, armour, guns) leaving the supply, and, movement tokens and trucks as a constant). If the situation deems it, maybe a factor of not using all air power(not, if only one side had air power, Germans using jets and V-1&2 rockets, and so forth).Also keeping constant, that all hits are on six down, attack and defense are not going on at the same time, and, that troops use one die, armour two, and, guns three dice(again no throwing in a variation of basic A&D and hit factors used in previous A&A games).
First variation tried of both sides being basically Infantry (to save the concept of combine arms, one tank and gun are attached to each side, you guess it, at the end of the reinforcement charts).
By the time round four ended, with both sides having gone first twice in a row. The count in losses were 5 Allies, and, 4 Germans. Also about twice that many in retreated units. The Germans had gain three victory points, and, not much in hexes (only three).
From North to South, both sides had continuous fronts, it came down to Infantry (plenty on both sides with attack tokens), but, such low attack die of just one, the front had gridlocked.
By the time the Germans reached the Belgium coast, it be May 1945, basically it turn into a mini-bulge. Firepower of Infantry too low to achieve much, until round five with the use of Allied Air power thinning out the German ranks (even not using air power, would not help the Axis forces much).
To save the hassel of the game being to easy for the Axis, I handicapped both sides, in movement & attack, in regards to using the tokens (using regular rules, at end of Turn One, Allies lost 7 units, Axis capture 3 tokens, but, game became gridlock, by Turn 2).
So future variations of mostly Infantry facing mostly e.g. armour/guns/con-
ventional forces are not feasible at this time.
Thanks, Pellulo