@Matt-Hyra Alright, Thank you for letting me know!
Axis & Allies 1914: Round Robin
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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.
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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.
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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
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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
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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 -
- One variation that panned out early was earning Victory Points only by taking out capital ships. Not only did not the rounds get kinda endless, but, with the losing side, hunkering down on their home island(being kicked off the main board), and, facing a massive invasion.
So what happens, the losing side stops buying capital ships, the game a tied, even thought the other side invaded and took the home island(minor victory?).
Also VP only through islands’ airfield leads to only 9 V.P. , &, the same also using only initial capital ships for V.P., still fails to get one 15 V.P. total, thanks, Pellulo
- This Round Robin is for Japan with 22 Destroyers & 2 bombers & 11 fighters + USN fleet of just 9 Battleships & 12 fighters & 5 bombers=Japan 12 DDs in for repair & 1 Fighter & 2 Bombers left, while USN has 1 BB at sea & 1 in for repair, with 4 fighters & 5 USAAF Bombers left. The USA rules The Slot, but, for how long?, thanks, Pellulo
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Axis & Allies Guadalcanal, Pellulo, 4.
This Round Robin is for Japan with 22 Destroyers & 2 bombers & 11 fighters + USN fleet of just 1 Battleship, 2 AC with four fighters, 2 CC, 5 DD, 2 Subs., 6 Transports(empty),&, 12 fighters & 5 bombers=Japan has 10 DD in for repair, USA has 1 BB, 1 CC, 2 DD, 1 sub. at sea, &, 2 Bombers & fighters, for repair 1 AC & CC & DD.- This Round Robin is for Japan with 17 Cruisers & 2 bombers & 09 fighters + USN fleet of just 1 Battleship, 2 AC with four fighters, 2 CC, 5 DD, 2 Subs., 6 Transports(empty),&, 05 fighters & 5 bombers=Japan 08 CCs in for repair, USN at sea, in The Slot, has 1 AC with 2 fighters, & 3 DDs, &, 1 sub., & USAAF 3 bombers.
Also in for repairs 1 BB, 1 AC, & 2 CCs. USA rules the seas!
- This Round Robin is for Japan with 17 Cruisers & 2 bombers & 09 fighters + USN fleet of just 1 Battleship, 2 AC with four fighters, 2 CC, 5 DD, 2 Subs., 6 Transports(empty),&, 05 fighters & 5 bombers=Japan 08 CCs in for repair, USN at sea, in The Slot, has 1 AC with 2 fighters, & 3 DDs, &, 1 sub., & USAAF 3 bombers.
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- This Round Robin is for Japan with 17 Cruisers & 2 bombers & 09 fighters + USN fleet of just 7 AC(with 14 fighters) & 12 fighters & 5 bombers=Japan has 8 CCs in for repairs, while USA has 14 fighters & 5 bombers left, no surface ships in The Slot for now, but for how long? Thanks, Pellulo
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- This Round Robin is for Japan with 17 Cruisers & 2 bombers & 09 fighters + USN fleet of just 09 Battleships & 12 fighters & 5 Bombers=Japan has 9 CCS up for repair, USN has 8 BBs at sea & 4 fighters & 5 Bombers. In just plain surface to surface fighting Battleships rule! Thanks, Pellulo
Summing up, Round Robin variants have been mostly naval & some air, there is not much to do with land forces(add some tanks?/more spaces on the islands).
The best fleet to have composed of one type of ship, is BBS & then ACs with their fighters(the latter will still have fighters ready to fight, in the next round, regardless of the lost/damaged AC). Overall a regular fleet generally defends itself well against a fleet composed of just one type of ship , e.g. DD. A fleet traded in for just Bombers will take out allot of the enemy surface fleet, but, cannot control the seas like a regular surface fleet(with its air cover). - Finally doing a Round Robin, letting the CCs & BBs used their secondary & tertiary guns, target different ships, really gives the large boats allot firepower(did it with Sea Minis).
In the separate scenario of 22 DDs vs. 14 CCs, the destroyers each could only target one cruiser at a time, a cruiser using both banks of guns, can target two different destroyers at a time(overall the DDs targeted 22 dice shots at 14 CCs, and, the CCs targeted 28 dice shots at 22DDs). Change it from 14 CCs to 9 BBs, and, you get 9 BBs targeted 27 dice shots at 22 DDs(especially with the first shot not affecting BBs rule, ouch for the Destroyer flotilla!), thanks, Pellulo
- This Round Robin is for Japan with 17 Cruisers & 2 bombers & 09 fighters + USN fleet of just 09 Battleships & 12 fighters & 5 Bombers=Japan has 9 CCS up for repair, USN has 8 BBs at sea & 4 fighters & 5 Bombers. In just plain surface to surface fighting Battleships rule! Thanks, Pellulo
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Final Round Robin was were the Japanese needed to take fortress New Caladonia, a couple of rounds went by, as the USA baited the enemy. Here Japan slowly brought up their invasion fleet(the bait was three ACs Japan needed to sink, to get total of 15 VP).
USA had 6 subs. & 3 AC(with 6 fighters), 10 troopers, 2 AA guns, &, 8 cannons+Japan had 14 bombers, 6 fighters, 11 troopers, 5 guns, 3 ACs, 9 transports(two empty), 2 subs., 2 BBs, 2 DDs, &, 2 CCs=
thanks, PelluloNext Axis & Allies 1940 Europe RoundRobin of a Most Limited Version
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- his Round Robin will involved the new nation that represent France, &, Italy only. The game variation of let’s say British Empire versus Japan in the classic original game, much less A&A Pacific game is quire interesting. Still after so many versions of A&A games, it becomes to what you would consider to be the best experience. Play the classic version(the simplest game), or, a more complicated version with more different pieces & rules for like the 1940 Pacific game.
So with the 1940 Europe game, I will ignore the original nations, &, work with the newer ones. Also the narration will be cut down, with mostly the results only shown.
Also to give such low IPCs nations a chance, they will be allowed to go first, &, a diplomatic endings probably occur(like in the Round Robin for A&A 1914 game). There is no need for a actual full military victory, as it would drag out some scenarios(like waiting for Russia to build a navy to sail to the Med. Sea). Thanks Pellulo
PS found on loose leaf paper my original write up for the empires strike back, British Empire versus Japan—Allies Won. That was in the eighties before I & PC(internet & personal computers).
- his Round Robin will involved the new nation that represent France, &, Italy only. The game variation of let’s say British Empire versus Japan in the classic original game, much less A&A Pacific game is quire interesting. Still after so many versions of A&A games, it becomes to what you would consider to be the best experience. Play the classic version(the simplest game), or, a more complicated version with more different pieces & rules for like the 1940 Pacific game.
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Italian Scenarios: Italy versus each of the Allied Powers of British Empire/France(no scenario with U.S.S.R. & U.S.A.). Italy versus two Allied Powers of B.E. & France. None for Italy versus three or four Allied Powers. Why no scenarios with Soviets and American forces?, for the reason of distance, by the time their naval forces reach the Med. Sea, the game would probably be over.
In the single scenario, by the time Soviets/Americans reach the Med. Sea, Italy would have just hunker down by building up her naval & air forces. In the double game, Italy would probably sued for peace, for example a British Empire & Soviets scenario. Much less Italy versus three Allied nations, for example fighting against British Empire, U.S.S.R., &, U.S.A. For theses scenarios Italy would go first.
Now regular order of nations turn, for Italy and Germany, versus, two and three Allied powers. Axis(both), versus, two Allied powers of USSR & UK, USSR & USA, BE & USA, USSR & Fr., BE & Fr., and, finally USA & Fr.
For three Allied powers game, both Axis ,versus, USSR, UK, USA, and, USSR, Fr., USA, and, USSR, UK, Fr., and, finally UK, Fr., USA.
Finally a regular game with only regular player, no minor allies allowed. Also a game with the regular players, with the minor allies introduced/staggered throughout the game. The game will be played 12 rounds, each round will be 6 months, and it starts on round two(ignoring round one, which was “The Phony War Period” as the Western Front was static, from Sept. 1939 to Feb. 1940). Round Two is from 3-40 to 8-40, as minor allies will be introduced as they come into the conflict by historical dates. Each turn is a rotation of 6 months, so round three is Sept.-Feb. 1940-1941, with round four repeating the same months found in round two, and, so forth. So Greece will join the Allies before U.S.S.R., much less U.S.A.
If you want to bring in Spain/Turkey, some scenarios have those rules already written up. After all Turkey & allot nations join the Allies, in order to get UN founder status, and came in very late into the war(Turkey about less than 2 months before V-E day).
So beginning with Round Two March-August 1940, and, to Round 12 March-April-May(V-E Day). Only nations that are on the board pro Axis/Allies to either factions are used:
Americas-> Brazil IPC of 2(Allies 3 infantry), enters game round 6 , pro Allies,
Middle East->Iraq(Axis) and Iran(Allies), both are worth 2 IPCs & 2 infantry, Iraq enters round four pro Axis, but, by round five is pro Allies, while Iran(AKA Persia) enters round nine, is pro Allies,
Northern Europe-> Finland IPCs of 4(Axis 4 infantry), enters round 4 to 11 pro Axis, neutral round 12,
Balkans & S.E. Europe->Yugoslavia IPCs of 2(Allies 5 infantry), enters round four pro Allies, Bulgaria IPCs of 1(Axis 4 infantry), enters 4 to 11 pro Axis, by round 12 becomes pro Allies, and, Greece IPCs of 2(Allies 4 infantry) enters round 4, pro Allies.
Pellulo
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