• Round Six cont.:Allies go first, more supply tokens than units to use them plague both sides. For Air Battle Allies lose seven fighters(too many spread out, shot down by AA fire), Axis lose all three fighters & one bomber, along with one tank and a trooper. For land combat Allies lose three troopers, 1 gun, 4 tanks, & a truck, while Axis lose 1 trooper, 3 guns, 3 tanks, and a truck. The Allies are nearly cleared off the board (again!), but, even thought a Axis presence, not in position to move out and claim a hex that has V.P.(total 14 & GE. uses last of its reinforcements).

    Round Seven:Axis go first, in Air Battle again all Axis Air is wiped out, Allies lose a total of 5 fighters(more to AA guns), but take out a trooper, 3 tanks & 2 trucks. For land battle Allies lose a truck & tank, 2 troopers in a failed attacks, that cost the Axis no losses. The unexpected Allies loses cannot plug up the holes it created in the front lines, up North the only intact Axis force moves out to claim 2 hexes, and, 5 precious V.P.(The other Axis force of one trooper down South, could not move. Also for the first time, the Allies retake a hex worth one victory Point).
    The count is now 18 Victory Points.

    Round Eight: Germany goes first. Allied Air Power smashes what is left of the Axis drive(again all Axis Air lost & a tank & two troopers, Allies lose a bomber & 7 fighters). Leaving just a German cannon in the North & trooper in the South & two trucks. Also six Allied troopers and a tank & gun, and, two trucks are left.

    I ended the game, as it was mathematically not possible for the Axis to win(so close, but, yet so far). Earlier if the Bastogne Allied garrison had been completely wiped out, and, a hex point not lost back to the Allies, the V.P. would be up to 23. Thanks, Pellulo


    1. This game variation is with modified hits, but, NO supply tokens used, thanks, Pellulo

    If the last variation gave to much edge to the Allies, this one gives it to the Axis, no supply tokens, but, with modified hits, thanks, Pellulo

    Turn One: Allies front line as usual dissolves away, and, Axis front line goes one hex forward.
    Here with modified hits(just simple six down is a hit), the Allies lose all eight troopers and five cannons & Axis gain V.P.=3. In a earlier version of this variation, the Allies were allowed to counterattack for Round One, but, game ended the same(of course with much less Axis forces on the board, seven).

    Turn Two: Germany goes first, later the Allies will pass up on any counter-attacks. Entire Axis line goes forward one hex, except for Eupen. Allies lose 2 Infantry, 5 tanks, 2 trucks, &, the Axis lose 4 Infantry. All the Allies have on on the board is one of each land base unit. The V.P.=8.

    Turn Three: Allies goes first, again the Axis line goes forward one hex, except for Bastogne.
    Allies lose 5 Infantry, 3 guns, 1 tank & 3 trucks, &, the Axis lose 1 Infantry & 9 tanks. V.P.=14.

    Turn Four: Axis go first, again the Allies will pass on a counterattack(having left one tank). With Bastogne hoping to be a major point of an Allied initial go first attack, holding over half the Allied units, all it has left, after the first German attacks is one tank. Allied losses are 4 infantry & 4 tanks & 1 truck. Also Axis losses are 3 Infantry, 2 guns, and, 4 tanks. Not the whole Axis line goes one hex, but, V.P.=23.

    Turn Five: Axis goes first, here with modified attack rules, the Air Fighters & Bombers attacking ground units, are less effective. Allied losses via Air combat are 7 fighters, and, Axis losses are 3 fighters, &, 2 trucks, 1 Infantry & gun & tank.

    For land combat, Allies lose 2 Infantry, 1 gun, 2 tanks & trucks, &, Axis lose 2 Infantry, 2 guns, 5 tanks & a truck. Bastogne falls, with just two Allied foot left on the board. The Allies take back one hex, the Germans get enough hexes to get V.P.=24plus. Game ended, of course to the bitter end, the Allies might have gotten back those hexes. Thanks, Pellulo


    1. Axis & Allies RoundRobin Bulge Game.
      Both variations with & without tokens, but, with modifies hits(using old style Axis and Allies values were used and tried). Here Infantry hit on 1 for attack(unless back up by a cannon, it became 2 for attack) & 2 for defense, cannons just 2 for A/D, tanks 3 for A/D or 3 for attack & 2 for defense, 1 for defense for a truck/transport, fighters 3 for attack & bombers 1 for attack(if actually bombing, then 4).

      Games went smoothly, but, by turn 5 & 6 for both games, it was stopped. Allies losses were heavy, but, Axis were even more so, &, with Air Power a factor, the German’s best remaining forces were picked off.

    2. This final variation is for no supply tokens, but, with regular Bulge attacks.

      Turn One: Axis go first, move 5 hexes and V.P.=1. Allies lose 5 Infantry, 3 guns & one retreated.

    Round Two: Axis go first this round. Losses Allies are 4 Infantry & 1 tank, &, Axis losses are 3 Infantry & 2 tanks. Axis gain 3 hexes & V.P.=5.

    Round Three: Allies go first, &, losses of 3 trucks & 4 Infantry & 2 tanks. Axis losses of 1 truck & infantry, &, 2 tanks, also gain 1 hex & V.P.=9.

    Round Four: Allies go first, &, losses of 1 Infantry and gun & 2 tanks. Axis lose 1 truck & gun,
    and, 3 tanks. Also gain 4 hexes & V.P.=11.

    Round Five: Allies go first, losses for air combat are: Allies 5 fighters and two bombers, &, Axis 3 fighters & bomber lost(also two Axis Infantry are retreated). Land losses are: Allies 3 Infantry & one retreated, 1 gun and 2 tanks. Axis 1 truck, and, 2 infantry & tanks, and, 3 guns.

    Round Six: Allies go first(due to reinforcements from Round Five, the Allies are slightly behind the Axis, in numbers on the board). Air losses for Allies are 3 fighters, &, Axis all aircraft and 3 tanks. Land combat losses for Allies are 1 truck, 2 Infantry, 1 gun, and, 3 tanks. Axis losses are
    2 Infantry, 1 gun, &, 5 tanks. Also 2 hexes gained & V.P.=14. Not being able to have all forces clustered in combine arms, lets the Allies Air Power attack, thus facing less A.A. fire.

    Round Seven: Allies go first, losses by air of Allies of 6 fighters and 1 bomber, &, all Axis air power lost, along with 1 truck. Land losses are Allies 2 tanks and 3 trucks. Also Axis lose 1 gun & truck, and, 5 tanks. Axis gain 1 hex & V.P.=15.

    Round Eight: Axis go first, losses by air of Allies of 6 fighters and 1 Infantry. Axis lose only 3 fighters and 1 truck(their Ju-88 bomber survives to fight another day). Land losses are of Allies of 1 Infantry & truck, and, 2 tanks. The German losses are of one Infantry & gun & tank. Axis gain another hex and final V.P.=16 of 24 needed.

    So much left on the board, would a ninth round made a difference?, the forces left are: Allies 4 trucks, 14 Infantry, 5 guns & 5 tanks. Axis 1 truck, 9 Infantry, 2 guns & 4 tanks.

    This variation of regular Bulge attacks & no supply tokens, is the best of the variations played.


  • Axis & Allies RoundRobin Bulge
    13. A sub-variant tried was, no supply tokens, but, with regular Bulge attacks, but, the defender is allowed to counterattack, if they want to(in other words simultaneous combat using the Bulge hit/attack method).
    Round One: Axis goes first(as always), no tokens, regular Bulge game attacks, but, defender may counterattack. Allis losses are 7 Infantry & 1 gun, &, Axis losses are just 1 Infantry. Hexes gain are 4 & V.P.=2.

    Round Two: Allies go first, losses are 2 troopers & tanks & 3 trucks. Axis losses are 2 Infantry & 1 tanks & 2 trucks. hexes gain of 5 & V.P.=8.

    Round Three: Axis goes first, losses are 4 Infantry & 2 guns & 4 tanks & 1 truck. Allies losses are 2 Infantry & guns & 1 tank & 2 trucks. Hexes gain 5 & V.P.=12.

    Round Four: Axis goes first & losses 1 Infantry & gun & truck, &, 2 tanks. Allies lose 4 Infantry & guns & 5 tanks & 1 truck(one of the worst Allies losses ever). The Axis gain 6 hexes, but, only move V.P.=15. Last of the great Ge. reinforcements.

    Round Five: Either air power saves the day for the Allies, or, it is all over. Allies go first, losses Air 5 fighters ,and, land battles 2 troopers. Axis losses Air 3 fighters & bomber & 3 tanks(destroyed by Allied air). Axis losses on land battle are 1 infantry & gun & 2 tanks. Axis hexes gained 4 & V.P.=16.

    Round Six: Allies go first, losses via air are 7 fighters, &, Axis lose 3 fighters & bomber & 4 tanks(the tanks due to Allied Air Power, finally kicking in!).
    Land losses are Allies 5 Infantry & 1 gun & 2 tanks, and, Axis losses are 3 Infantry & 2 tanks(both sides lose a truck). Axis losses in trucks will begin to hurt moving troops & guns around, still gain a hex & V.P.=17.

    Round Seven: Allies go first, air losses of 3 fighters, &, Ge. losses of 3 fighters & a bomber, &, 2 tanks & a gun. Land losses Allies lose 2 Infantry & a truck, and, Germans lose 2 Infantry & guns & 1 tank. Allies get last of their reinforcements, and, actually outnumber the Germans, especially in tanks,. Still Germans get two more hexes & Allies take back one. The Axis cannot manned their whole front, gaps have opened in it. V.P. now 21. Thanks, Pellulo


  • Finally Round Eight:Germany goes first, air losses are 3 fighters, 1 bomber,&, 1 Infantry & gun & tank. Allies air losses are 8 fighters and 1 bomber. Land losses for Axis are 1 Infantry & 2 guns & 3 tanks, &, Allies are 1 gun & tank.

    When it came to movement turn the one remaining Axis tank, if it was North not South, of the “Big B”(Bastogne), would have rolled into the much needed V.P. needed(the Allies ended up covering all their hexes but one hex was left exposed).

    The Axis high point of 21 is reduced by four as Allies take back 4 hexes(the Axis took none). What is left on board 11 Infantry & 3 trucks & 8 tanks for Allies, the Germans have left 5 Infantry & 1 gun & 1 misplace SOUTHERN tank. This version of play is quite enjoyable & bit faster than regular game play, thanks, Pellulo

    I will tell you the truth I did replayed the last round, and, just moved that wayward tank to a Northern position, you can guess what happened, thanks, Pellulo

    Axis & Allies RoundRobin Guadalcanal Game
    Pellulo
    1.


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  • This Round Robin is for Japan with 22 Destroyers & 2 bombers & 11 fighters + USN fleet of just 7 Aircraft Carriers & their 14 fighters & 5 Bombers & also 11 more fighters=Japan 6 DD at sea & 6 for at repair at Rabaul & two bombers. USN one AC at Caledonia, with 11 fighters & 5 Bombers.

    If it went for another battle round, Japan would probably lose control of The Slot, thanks, Pellulo
    Pellulo

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