• Tanks as reserves (all 18)…but Axis abandoning St. Lo, and, defending only the two other cities. Again the US forces got creamed on the beaches, and, the Brits. do no take Caen till turn 6 (normally a cakewalk). In turn 4 all Ge. reinforcements are used up, and, all Allies by turn 7.

    By turn 7 & 8 Ge. forces are finally reduced to allow moveouts for St. Lo & Cherbough, Allied air has suffered losses, all the Ge. can hope for is to lock up US forces in battle till round 10.

    Again by letting the Ge. ignore St. Lo, their forces become two armies, neither one cannot/will not usually come to the aid of the other.

    Well Ge. wins this one, end of turn 10, the last Ge. defender in Cherbough, a bunker, is taken out. Game ends with about 122 points of Allies units left and 4 Ge. bunkers (here a extra unit attacking Cherbough, another bomber scoring a hit, would have made a difference). Thanks, Pellulo

    Tanks as reserves, but, with Ge. abadoning Cherbough…& holding onto St. Lo & Caen only. Even with massive Ge. tanks reinforcements, you sometimees must take the risk of attacking with a pure armor force (if you wants to drive those pestsky Imperial forces off the beaches of Caen). By turn three 7 Ge. tanks attack (on three for dice roll) a combine Brit. force of 3 troopers, 4 guns, and a tank (all defend on two).

    Here it would normally be a slaughter (five Allied units lost), usually the defense comes out poor, compared to the attacking Axis tanks (but the Brits. rose to the occasion with the destruction of 6 axis tanks). Not only were valuable armor lost for lower price guns & infantry, they could not be replaced. By the beginning of of turn 4 axis armor is down from orginal 23 to 6.

    In turn 1 & 2 Naval shelling & bombers fail to take out allot of bunkers, it came up to turn 2 & 3 for Allies land units to take out the bulk of the bunkers.

    Still Ge. reinforcements are strong, turn 4 will probably decide the game. Here the Ge. get payback by taking out 2:1 in armor (six Allies tanks for 3 Ge. tanks). By turn’s end the Brits. hold Caen, US forces just entered Cherbough (2 troopers & 2 guns vrs. 2 bunkers), and, US forces on the outskirts of St. Lo.

    Can Ge. forces lock combat to contest St. Lo up to turn 10, almost all reinforcements are use up (with 12 Ge. guns & 3 tanks & 9 troopers to 16 Allied guns & 5 tanks & 20 troopers), it seems like a difficult time for the Allies & more difficulties for the Axis power.

    Germany last till turn 9, even thought they still have a force outside of Caen, Allied Air power, is just to much for an attack. The Brits. for turn 9 uses up most of their remaining forces to lock in combat the Germans (to prevent any last minute do or die attacks).

    The game ends with about 6 Ge. guns left, 4 bunkers left,and, the Allies with juat over hafe their Air units intact,and, about in point value 60 in land units. Thanks Pellulo
    Wed Dec 24, 2008 5:22 pm


  • Post by Larry » Fri Dec 19, 2008 9:50 pm

    no, no… thank you pellulo. Fun to read.

    To all have peace in…mind & body a happy holiday season. Hopefully I can start soon tanks on beaches (18) with the Germans defending only Cherbough & St. Lo. Thanks, Pellulo
    Pellulo

    Ge. with tanks on beaches…

    Post by pellulo » Sat Jan 03, 2009 9:56 am

    …buit abandoning St. Lo. The first two rounds the USA forces are down to one gun, on their beaches, the Brits. with large reinforcements hold onto their Juno & Sword beaches (it helped that Ge. reinforcements ignored St. Lo).

    Turn three USA has apresence of 3 troopers, a gun and two tanks, but, face a Ge. forces of no less than 5 troopers, three guns, and, two tanks (with large Ge. reinforcements on the way). The turn ends with the US forces swept off the beaches, and by turn four it nearly happens again (but in those two turns the Axis pay the cost of those nearly cleaned up beaches, about 80 points lost more in ground units, than what the Allies lose).

    Allied air and bombers has helped out, not as much as needed, and, sea to shore shelling, has been poor. Also Allied losses have been barly below of Axis (the Allies cannot win on a more or less even point value to point value losses of land units), for turn 1&2.

    Now in turn 3&4 the Ge. now suffer heavy losses, ran out of reinforcements, and, will soon lose control of the beaches, what is left is “locking” the Allies in combat. The Allies have also suffered heavy losses, have a few reinforcements left, and, need to manuever to take those two cities, with the few units left.

    GE. still has out of orginal 23 tanks, only 11 still are rolling, in end of turn three, turn four only 3 tanks left. Is that enough for Ge. to win?

    Turns 4-5-6 the Brits./Canadians tie up reinforcements from Caen going to St. lo, and, help secure the Omaha Beachead. The last of Allied reinforcements have landed and are being felt. Ge. land units going up to Cherbough are hemmed in by air, and, are turning back to defend St. Lo (they lost one fighter & bomber to cause the Ge. to turn back).

    Can Ge. forces last long enough to lock in combat Allied forces for rounds 7-9?

    Ge. folds by turn 9, buts its army still has teeth, turn 7, Allies invade St. Lo with two foot and six guns, defending Ge. forces are the same (sans one gun due to Allied bomber). Here the Allies take out only two Ge. forces, but, Ouch!, the Allies lose five units, by turn 8 additonal Allied armor help finally to wipe out the remaining Ge. forces.

    Allied land forces total only 40 pts. (not counting 7 fighters left and 4 Ge. bunkers). Thanks, Pellulo
    Pellulo


  • http://pellula0.tripod.com/tanksrus/id16.html

    By end of turn two…

    Juno and Omaha Beaches are only occupied by its Bunkers, Utah beach is in US hands, while the two other Brits. beaches are being locked in combat (by Empire troops and Ge.).
    

    These first two turns have been heavy losses for Ge., of its orginal 23 tanks, only 7 remain. Germanic forces splitting themselves, defending two cities with a large gap in between of an abandon St. Lo, causes heavy losses to the split German Armies (even with an additional 15 tanks on the beaches!).

    Allies have to contend with 7 Blockhouses, left, as especially those bombers go after those juicy beach Tigers (just begging to get bomb). Fortunitly once those tanks get locked into battle, they do not have combine arms, to help take losses.

    Turn 3 usual heavy lost by the Germans, but, round four the Allies lose 2 bombers and two fighters (it helps that German forces are gun rich). By the end of turn 5 a possibility of lock combat may occur for Cherbough, while US forces race to help the Brits. hang onto Caen (also another fighter lost).

    Turn 6 US forces try to get some troops into Cherbough, as a race occurs as the last of the German reinforcements, coming up into the penisular, try to engage Allied forces (again another fighter lost).

    Turn 7&8 German desperation causes attack into US forces protected by two fighters, in order to lock those forces into combat (luck are with the Ge. as they lose only one trooper in engaging Allied Air forces).

    Finally Brits. get out of their beachead and move into Caen, with some US help, destroy the remaining Ge. forces outside Caen (but 4 Brit. tanks are too far to be of any use, in the Battle for Cherbough).

    Earlier in the game (turn 6), a US support group of two troopers and two guns are sent to the wrong area (to St. Jores, instead of Valgones, on the Penisular). While US forces are locked in combat, this support group, would have taken Cherbough unopposed by turn 9, instead it gets sucked into another locked down fight. Thus Germany wins this game, even thought in turn 10 US tanks are able to roll into Cherbough. Thanks, Pellulo

    http://pellula0.tripod.com/sitebuilderc … ures/2.jpg

    Ge. abandoning Cherbough and tanks on…

    Post by pellulo » Sun Jan 11, 2009 2:29 am

    the beaches, by the start of turn 3, the Brits. have just three tanks on the other two commonwealth beaches. USA forces are two guns on each of their beaches , and, 3 troopers on Utah beaches.

    Also the lost of two fighters is offset by 8 bunkers destroyed, and, Ge. is down from 23 tanks to just 10, reinforcements are good, but, for UK (down to 11 reserves left and barely holding onto its beaches).

    By turn 3 & 4 the Allies are still on the beaches, with all Ge. reserves called up, and, only USA has reinforcements for round 5.

    Turn 5 & 6 finally coastal defensives for Utah are defeated, but, the Allies are still contesting Omaha, control the other beaches, but, face a wall of Ge. defenders coming towards them (strangely Sword Beach is being ignored by both sides at this time).

    Except for tanks, the Axis outnumber Allied by 2:1, heavy losses to prepare for the big push to St. Lo, and, Caen, in turn 7. For turn 8, sent US help for the long Brit. tank defending Caen, from 2 troopers and a gun, and, use without regard for losses, all air, to tie down and bomb Ge. forces (hafe of all air is already lost).

    Turn 9&10 Allies finally control St. Lo, with 4 air to help protect it, and, inside 4 guns and a tank, with three Ge. guns and a trooper outside, but, they did not have to try a do or die attack. Cause two Allied tanks finally got to retake Caen (unfortunitly only on turn 10). Thus an Axis win, with heavy Allied losses, when it comes to abandoning a Ge. city, always choose, if your choice Cherbough.

    Thanks, Pellulo


  • RoundRobin for G.I.Joe Battle for the Arctic Circle Game:

    This game has borrowed powered Axis & Allies Rules, but, it is not an actual A&A game. Such as the Zombie 🧟‍♀️ Version of A&A ,or, the long hope for A&A War of the Worlds(Earth versus Mars, via W.W.I and 2, and, modern times using Fortress America for the North America invasion).

    As noted the game begs house rules, for the many needed plastic units needed to supplement the game(who knows perhaps Minis?).

    Basically for the 4 major armed groups of 28 units each you only have different 6 units. Each side has an advance land trooper trained for Arctic conditions( it has to be a short time period for combat, as the Arctic is not a year round combat season), both sides have Aircraft Carriers and Cruisers( perhaps Russia and China is helping bankroll Cobra with these naval units).

    Going by the 80s show Cobra did not have much of a Navy.

    Each side has a sled motorized and wheeled tracked unit with ? Lasers and TOW like missile capability. They must serve as APC as the infantry cannot be expected to walk all the time, and, for close order combat as Assault Guns type of unit.

    Finally one side has Warthogs air to ground attack jets, and, the other fighter bombers.

    In close combat they can duke it out, but, long range the jets can fire missiles at the Warthogs.

    Again the game begs for cannibalism of parts from Axis & Allies and Fortress America game.

    Still the game has possibility of expansion, especially for a particular battle, with more different units, thanks, Pellulo

    PS perhaps Battle for Antarctic/South Pole.

    5-5-25


  • Hey @pellulo,

    I am constantly stumbling over this thread, as I wonder what you are doing here. I mean this is such a lot of text, obviously no longer related to the headline you once gave it. Also you don’t seem to expect any feedback …

    So please allow me some questions:

    • What is the purpose of this topic?
    • Whom specifically do you address?
    • How do you expect anyone to find specific content within this thread?

    No offence, just out of curiosity.

    Thank you :-)


  • Howdy, ok here it is:

    To let one think outside the box, whoever is interested about certain game scenarios for Axis & Allies games. Ever play the 1914 game with Italy staying as an Axis Power, or, a subdivision of command with the Indian and African Brits. told to take out the Ottomans by yourself?

    RoundRobin is scattered over several games of Axis & Allies universe(sans the Fortress America game). Done for mostly the 1914 game, considering about 14% of the notes for 1914 are missing.

    Yes you have to look thru it, to find a specific game that has been done. Much less if possible, Bulge and Guadalcanal game. Who knows maybe the GI Joe game.

    You get what you can out of it, if not, just enjoy reading it and thinking about it, thanks Pellulo


  • @Pellulo

    All right, thank you. The headline and the first posting of this topic somehow indicated (at least to me) that you were about to start a 1914 tournament in the round robin format.

    Instead I will move this topic to the “Axis & Allies Discussion” - category, as you discuss and address “several games of Axis & Allies universe”.

    Thanks again.

  • PantherP Panther moved this topic from Tournaments

  • Abandoned the Cities but using Fortune Cards…

    Cherbough abandon, regular forces using Fortune cards…

    Post by pellulo » Wed Jan 21, 2009 12:40 pm

    …so far, in turn one, only suppress blockhouse fire to Defend on one Fortune Card kicked in, air and bombers and land combat came in, with 9 blockhouses already destroyed.

    Turn Two Allies still on 4 beaches, Ge. counterattacks trying to take back contested Caen, both sides locked into combat, for that city. A fortune card gives 6/8 fighters the ability to roam, Axis can move only two combat groups, all sides get only hafe reinforcements (these cards kinda cancel each other out).

    Turn 3&4 Outside Caen 4 Ge. armor for the lost of one, destroys 3 out of 4 defending Brits. (guns and troops), and, outside St. Lo an attacking 8 unit Ge. force losses hafe of its attacking force (mostly tanks), to a lost of two defending USA combine force of 8 units . The Fortune cards are Allies move only one UK and US force, earlier bombers attacked on five down, and, forgo any AA gunfire. Ge. reinforcements threaten Caen again with lots of armor, while Penisular troops are fightning to prevent reinforcements from getting down, to either side of the St. Lo battles.

    Turn 5 All Allies reinforcements used up, Ge. still has 8 left. Allies lost two fighters, Fortune cards limit Allied movements, lets Ge. infantry attack on two.

    Turn 6 & 7 The GE. are on the ropes, but, Fortune cards of two movement for non-tanks, and , Infantry attacks on two, has turned the tables on the Allies! It “bleeds” US forces attacking St. Lo, earlier only three of the six fighters go on patrol, due to a Fortune card.

    Turn 8 the Germans score again with Fortune movement and attack cards, even while losing tanks to Allied Bombers scoring on five and below, and, immune from AA fire. The game is up for the Allies, losses will not allow a effective drive for St. Lo.

    Turn 9&10 Allies take both cities, but, time out, Axis win by delaying the Allies. Again bombers strike on 5 down, face no AA counterattack, unlimited fighter patrol (did little to help at this stage). Even Allies movement of two spaces, all comes too little, too late, Thanks, Pellulo


  • Turn One ( St. Lo abandon; Fortune cards with regular units)

    Post by pellulo » Fri Jan 30, 2009 9:45 pm

    …With the Allies struggling on the beaches, the cards are split, hafe help one side and the other hafe help the other side (hard to say they evenly cancelled each other out). The cards are F-3 only hafe the fighter are used, F-9 blockhouses fire on one only for a hit, F-13 Axis Infantry hit on two down for an attack (X3), and, finally F-15 Axis get only hafe their reinforcements (simply put some fortune/misfortune cards are better/worse than others).

    Turn Two still Allies on the beaches, F-9 lose a bomber, F-10 only one USA & Brit. landing allowed, F-11 only one attack for USA and Brits. each (this turn out to be a Fortune card, for it let weak units Allies on three of the beaches, not having to attack, superior Axis defenders). Again large Allied reinforcements to help boster those beaches.

    Turn Three Brits. take Caen (contest it with GE. counterattack), US forces begin to clean up Omaha, while GE. reinforcements are trickling up to the Pensiular, where Cherbough is located. It roughly comes down to a game on noncommunication, as it is hard for both Allies, and, Cherbough and Caen Ge. forces to help each other out.

    Another fighter lost, a big Brit. attack falters with 4 units lost for a destruction of just two Ge. units. F14 & 15 both sides get only hafe reinforcenents .

    Turn Four just 4 USA reinforcements left and 20 Germans left at end of turn. Another F-3 only hafe the fighters go on patrol, but, face no AA fire on Fortune Card-4, Bomber strike on five down. USA forces lock in combat GE. reinforcements going up the pensuilar to Cherbough.

    Turn Five Brits. still fightning for Caen, US forces still trying to break out of Utah, force units both sides nearly even. Again F-3 allies have three fighters out, &, F-8 allies each side moves only one group.

    Turn Six Both sides still even in point value, Fortune cards will tilt towards a winner, again F-8 Allies move only one battle group for each US & Brit. force, F-10 Allies can land only at one beach. All offset by F-11 lets the Allies Infantry attack on 2, a major Ge. battle group is decimated by this attack (losing valuable combine arms and also its armor when the Germans counterattack). Also another fighter lost.

    Turn 7 US troops finally stop the GE. shuttling of troops,ect. to Cherbough, the city will have to defend itself, with one lone trooper and two blockhouses.

    Brits. take Caen for the second time, and, a one Brit. trooper takes St. Lo. Fortune cards let Allies move two spaces, Axis Infantry attack on 2, and, a card nullifies AA for fighters on patrol & returns one fighter to Allies (still two fighters are lost this turn).

    Turn 8 In an unusual attack three tanks and two guns Germans attack same Brits. counterparts, the results all attackers and defenders are destroyed.

    The Allies are beginning to outnumber Axis forces. Cherbough threaten by nearby Allies,and, Caen finally secured.

    Turn 9 Allies take all cities and hold onto them for Turn 10, air losses is HEAVY, only one fighter is left (considering an addtional two were returned to play). Actual point value of Allied forces sans 4 German bunkers is 69 points (including the remaining fighter).

    The last Fortune Cards played was Ge. could use only two battle groups for attack and moved two spaces (they the GE. only had two battle groups left, and, were locked in combat so they could not move).


  • Regular setup, but, with Caen abandon...
    

    by German forces, and, with Fortune Cards used.

    Turn One Bomber survive Axis AA fire of two down, but, a bomber is lost, on return to airfield. Allies allow only two battle groups to attack, and, Germans find it hard to disengage from Caen. Turn Two basically bomber cannot go on bombing run, same non-bomber problems, as in turn one. Turn Three Allies still on beaches (except one Brit. group), and, only move one battle group (US/Brits.), allow to land on adjacent beach (helps a little). Axis move out of two zones and have two attacks, &, has only hafe of its reinforcements.

    Turn Four this time Allies move outta two zones, and, get hafe reinforcements. Also Caen falls, again bomber cannot attack. Turn Five bomber lost (really need them for second hafe of game to destroy those Cherbough blockhouses). Allies move two spaces and Infantry attack on two down (Generous Brit. reinforcements from earlier rounds, allow them to do a “Monty” like thrust, on all German battle groups trying to get to St. Lo from Caen. The Germans suffer heavy losses, and, their counterattacks are weak. Except from one small armour battle group, that was boxed in by air, the Caen Germans are wasted). St. Lo falls to USA forces.

    Turn Six No return AA fire in one space for fighters, GE. can’t get reinforcements to Cherbough, it all comes down to St. Lo to hold out. Luck for the Axis as a task force loses, but, one trooper going thru 3 fighters, and, recapture St. Lo for another lost of a trooper (Allies lose three guns and trooper). Turn Seven No air fighter limits (big deal only three fighters left); no AA for fighters in one area. Allies forgo a move to Cherbough as they get a Fortune card movement limited to two moves and attacks to two areas only, as they try to again recapture St. Lo.

    Also Brits. get rid of that pestsky Caen armor group, trying to get from Caen to St. Lo. (but are strung out over the Caen region, too far to give much help to US forces).

    Turn Eight No cap on fighters does not help much, suprisingly enough Cherbough and its two bunkers fall to two Sherman tanks for no losses. Turn Nine unfortunitly having Allies only move out of one zone (for UK and USA forces), does not allow the USA player to set up two battle groups to attack St. Lo. Even with one attack and the Ge. counterattack (with the ability of Infantry attack on two down , but, Axis has no Infantry!)the Axis still hold St. Lo, locked by combat, by one gun. Turn Ten Allies finally take St. Lo, but, too late, still 110 points of Allied land forces, 4 German bunkers left. Both sides only allow to attack two zones, really no effect on combat. Thanks, Pellulo

     Germans abandon Caen, tanks as reserves,...
    

    …four spaces back from assign beaches, and, using Fortune Cards. But first a bit about the cards.

    The basic set cards, if you use it for a basic game, could be easily written up on a pasteboard, the size of the A/D chart or smaller, one for each player. But as you throw out sequences that are no longer needed, the need for a card type format is needed, especially as you add the Fortune Cards, ect. (UNLESS BOTH PLAYERS HAVE A FABOULOUS MEMORY).

    The cards follow a logical order (that can be modified by house rules), Airborne, Naval Shelling, Fighter & Bombers and their AA fire, Bomber return, Allies move, land, attack, Axis move & attack, both sides reinforcements and fighters return. Of course as you play more & more games, some of theses “card” play just glide into the next play.

    Now come the Fortune/Misfortune Cards, along with the “big deal” as it has no effect on play.

    Airborne Card let’s them attack on a two down, or, lose two airborn and no attack allowed. Definetly a one time card, hard to reuse, unless your airborn was color coded/different pose.

    Shelling either on a three or a one down (normally a two).

    Bombers hit on five down, or, not at all. AA fire pass on one zone or hits on two down, gain a bomber back (to bad you can’t keep for any future losses), or, lose a bomber.

    Allies or Axis move two zones, not good when all your forces are locked in combat, are all armor, or, do not need to move two zones, or, Allies or Axis only allowed to move out of two zones (again you may not need to do so or cannot move at all).

    Blockhouses hit on a five/one down, either way, it stills hurt.

    Landing adjacent is sometimes niffy, while only allowing two landings can hurt/help (especially with e.g. six hungry beach Tigers waiting for you to land).

    Allies/Axis Infantry attacking on two down, great if you have that Infantry, or, only attacking in two zones hurts when you have the forces to take a city (also helps that e.g. Omaha beachead not attack an overwhelming defense).

    Reinforcements either get hafe or reroll a die, this will definetly hurt or help, in the long run (do not bother if all you have is 4 units or less as reinforcements).

    Fighters return either get one back, or, lose one (again too bad you cannot bank this card to get one back, in the future).

    Along the way if your losing big, or, boderline, a Fortune card (misfortune for your opponent), may snatch victory for you.

    Of course a misfortune card can derail a winning side, in the game, while a fortune card can help or speed up , a winning side in the game. Along the way allot games are won/lost just rolling 2-5 on those cards anyway.

    Thanks, Pellulo

    END of D-DAY!


  • 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

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