Here is a Facebook group for Australian fans of Axis and Allies: www.facebook.com/groups/axisandalliesaustralia
Axis & Allies 1914: Round Robin
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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.
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P Panther moved this topic from Tournaments
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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
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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).
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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!
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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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Axis and Allies Battle of the Bulge RoundRobin
Pellulo
This variant is mostly armor, both sides (with a lone trooper and gun, at the end of the reinforcement charts, to give combine arms). Here the trucks only need to carry supply/attack tokens, as the tanks have a mobility troops/guns do not have. Much less in the middle of firepower range, greater than troops, but, less than guns.
Round One Germans gain three victory points, except for two upper Northern hexes, the bulge expands by one hex, north to south. Allies loses ten armor.
Round Two Germans go first, only one hex taken, no victory points. After three rounds of combat, it finally sputters down, Germans loses eight tanks, Allies two tanks and three trucks. German front line worn down, but, reinforcements plug up the gaps, and, set up forces for attacks in round three. Allies finally cover the whole front N.-S. line weakly.
Round Three Axis go first, each side losses two tanks, St. Vith taken with a Blitz, Victory points now at 7.
Round Four Allies go first, two Axis and one Allied tank lost, still Allies lose another hex.
In order to avoid a Allied blowout, Air Power is not activated.
Round Five Axis go first, and, five 5 tanks lost to one Allied tank. Victory points go up to 9, with capture of Malmedy hex. From N. to S. Allied forces are 3-4 mostly per hex, Axis is 1 for two hexes- & divided 2-3 for the rest.
Allies have about 35 tanks for the front line, while the Germans can muster only 20 (the classic problem of either bring up the other 14 tanks, or, do battle with only the front line units).
Allies have 20 tokens to use, while the supply starve Axis have just six. Total losses about 17 Axis tanks, 16 Allied tanks and three trucks.
Rounds 6-8 not acted upon, as to expand the Bulge much, it appears the Axis do not have the “punch” to do so, much less gain more VP.
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 13 units, Axis capture 12 tokens, VP=3, but, game became gridlock, by start of Turn 2).
Mostly tanks vs. tanks opens a small window for German advantage, in the first two rounds of this game, after that it is how dogged the Allies can hold the Axis back. Thanks, Pellulo
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Axis and Allies RoundRobin Battle of the Bulge
Pellulo
This variant is of mostly gun vs. gun with at the end of reinforcement board, a lone tank and trooper, to give it combine arms. Much literature on this game, has given it a spin of the ease for Axis forces to win, so far in the variation of foot vs. foot, ditto armor, gun vs. gun is the closes to an Axis victory so far.
Round One, I increase the hex ability of guns from three a hex to six, as always the Axis clean up pretty good, taking out nine Allied guns, to no lost to the Axis. From a South-North Axis the Germans advance one hex out, except for the top three northern hexes. Gaining 3 victory points, and, capturing supply tokens.
Round Two, Germany goes first, and, combat gets passed back and forth for three times. Axis lose three and Allies five (one truck for former & two for latter). Losses are heavy due to those guns firepower of three dice rolls. Gaining 5 VP, it goes up total of 8 VP for Axis.
So far Allies cannot cover all hexes, some are cover by only one gun. Germans are not so far behind, in the same problem, as it gets harder for forces, to get to the front lines (bulk of Axis guns, still in Germany!).
Round Three, Allies go first, and clean up, as most Axis forces, use up scare transport space to get up to the front line, not enough guns/supply tokens. The few places the Allies attack, they have local superiority, and Axis losses are eight and Allies only two (this time the former losses two trucks and the latter one truck). Later on in the game, with only 50% of their trucks left (no captured US trucks), will cripple the Germans, especially with another truck out of action, “locked up”, unable to move. The US stills has 75% of their transports left, eight of them freely available for transport. Axis pick up another I V.P., for a total of 9 V.P.
Round Four, Axis Bastogne & Allied St. Vith are for the taking, unfortunately forces are not available for either side. Allies losses are none, and, Axis are eight. The lost of transports has peaked out the Germans, they spent this round, just shoring up their front lines, also they gain another point, V.P. is now 9. Practically all Allied Forces are at the front, while the bulk of Axis forces are still not seen battle. Axis going first did not help them much.
Round Five, Allies go first, even with no air activated, the losses both sides are 4 each side, and, Germany gains another one VP, total of 10 V.P. Allies take back a hex, the Northern hexes, look more like a invasion of Germany. The only Axis Northern transport is “locked up”, while the others are trying to service the Southern hexes.
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 13 units,&, 12 tokens. Axis moved one hex out from a N-S axis, except for the heavier losses, gridlock soon appeared).
Round six, game ended, with transport problem, the Axis are not going to win this game. But if they had no transport problem, it might have come out differently. Guns may not have the move ability of armour, but, do carry a wicked punch. Perhaps a variant with self-propelled guns?, thanks, Pellulo
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Axis and Allies RoundRobin Bulge Game
Pellulo
his variante is with regular German forces vs. Allies forces (composed of mostly armor). Round One Allies lose six tanks and about the same retreated, Axis "Bulge out" except at Clervaux. With reinforcements the N-S battle line gets ready, after two rounds of combat, for... Round Two Germany goes first, great plans of movement and attack(e.g.thrusting attack vs. broadfront attack) face the cold hard fact of limited resources. Victory points for both rounds total 7. Axis lose 8 units, Allies 6, battle goes on for three turns, both sides get thinned out, but, with reinforcements, the front line almost copies, what they look like at the beggining of Round Two. Round Three Allies go first, losses 02, and, Axis 06. Two rounds of combat, VP 7. Round Four Germany goes first, losses 06, and, Allies 08. Two rounds of combat, up VP 8. Round Five Axis go first, losses 02, and, Allies 05. Slightly more Axis units on board after reinforcements. Even thought more Allies lost in the last two rounds, the Axis in last three rounds have only gained 1 VP!(even with Air power cancelled) Round Six GE. Goes first, losses 03, and, Allies lose 02. Game ended this round, even in two more rounds, Axis are not going to gain an additional 16 VP! 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 11 units ,&, captured 12 tokens & 3=VP. Allies reinforcement causes gridlock for the next round. Allies front line an average of three units, Axis mostly 1-2, a few three, and, one group still in Germany of seven units! Losses are Allies (being mostly armor) of 23; Axis 8 tanks, 1 transport, 3 guns, 14 troopers. Thanks, Pellulo
Axis and Allies RoundRobin Bulge Game
Pellulo
Regular Allied Forces vs. Axis mostly armour/tank forces... Round One Germans go first, losses Allies a disappointing 06; VP1. At least when it comes to reinforcements, German tanks, usually get to the front quickly (no precious supply token used for a movement). Round Two Germans go first, losses 02, Allies lose 07;VP3 (three turns of combat). Round Three Germany goes first again, losses 03, Allies lose 02; VP5(Allies still have unused tokens). Round Four Finally Allies go first, losses none, Axis 02. No Air Power activated. Round Five Axis go first, losses 03, Allies lose 03, two turns of combat. Finally Bastogne is taken, Allies reinforcement cover all remaining hexes; VP9. Round Six Allies got ten out of ten trucks tied up at the front (three reinforcing for an attempt to take back Bastogne, last turn), while the Axis got 4 out of six trucks tied up at the front. Axis go first, losses 01 & Allies 02, VP5 (Bastogne lost, no covering Axis flanks to city, Axis cannot reinforce to cover empty hex). 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 11 units,&, Allies reinforcement sets it up for gridlock). Allies get back three trucks, with the taking of the "Big B"(astogne), game ended, total losses 15 armor Axis, 7 troops & 2 guns & 5 tanks, total losses 15 armor Axis, 7 troops & 2 guns & 5 tanks Allies, thanks, Pellulo
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total losses 15 armor Axis, 7 troops & 2 guns & 5 tanks Allies, thanks, Pellulo
Axis and Allies RoundRobin Bulge Game, 6., Pellulo
Variant of Regular Western Allies forces vs. Mostly Gun German forces, Turn One Germany goes first, Allies losses high due to being atttacked by mostly gun force, of 8 troopers & 5 guns. VP=5 and Axis clear a front line that streches completly from North to South. Turn Two Allies go first, front line thinned out, even with reinforcements from Turn One, losses 4 tanks & two guns, Axis losses of 5 guns and a precious truck. VP=9 & "Big B" fallen(Bastogne). Turn Three Allies go first, losses 5 foot & 1 gun & 2 tanks & 2 trucks, Axis lose 4 guns & another truck. Four rounds of battle, VP=14. Most Axis forces on front lines, Allies have left, before reinforcements just four units. Turn Four Allies go first, losses of 4 troops and 2 tanks, Axis losses of 6 guns, and, another again truck. Four rounds of combat and VP=15. Turn Five Without air combat, its a automatic blowout for the Axis (they are on a roll). Air combat occurs over "the Big B", Axis lose three fighters, a bomber & gun, Allies 3 fighter planes. Axis go first, losses 7 guns, and, Allies 4 troops & one each of gun, tank & truck(captured by Axis). VP=20 & basically Allies firepower cannot match the Axis. 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 11 units,&, reinforcements caused gridlock, by turn two). Turn Six Stopped after one round of combat, with only 6 Allies units left on the board (2 are transports), while 25 Axis guns & three trucks left on the board. Allies went first with 3 troopers, 4 tanks, and, 3 transports lost, and, Axis losses of 4 guns. Earlier even with a lost of Allies of 4 fighters & 3 Axis fighters and bomber & 4 guns and a transport, the goal of 24 VP is assured for the Axis. Thanks, Pellulo
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movement & attack, in regards to using the tokens (using regular rules, at end of Turn One, Allies lost 11 units,&, reinforcements caused gridlock, by turn two).
Turn Six Stopped after one round of combat, with only 6 Allies units left on the board (2 are transports), while 25 Axis guns & three trucks left on the board. Allies went first with 3 troopers, 4 tanks, and, 3 transports lost, and, Axis losses of 4 guns. Earlier even with a lost of Allies of 4 fighters & 3 Axis fighters and bomber & 4 guns and a transport, the goal of 24 VP is assured for the Axis. Thanks, Pellulo
PS is there any way to edit the earlier posts, to make them easier to read, the 1 hour time limit does me no good, thanks, Pellulo