• 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


  • 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


  • 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


  • 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
    

  • 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
    

  • 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


  • Post by Imperious leader » Thu Sep 10, 2009 8:26 pm

    thanks, Pellulo
    We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.
    Quote

    Axis and Allies RoundRobin Bulge Game

    Pellulo

     Next variation both sides fielding just infantry and armor only, basically all cannons were traded off, one by one for a Infantry & Tank units
     
     Turn One Allies lose 11 units, after 5 rounds of combat. Here Axis occupy all Hexes one out from N-S axis, gain 3=VP and capture 9 tokens. With Allied reinforcement, gridlock is set up for turn two.  
     
     Trading in powerful cannons for weak Infantry & more mobil, but, still weak Tanks, is not worth it for Axis. This varient ended end of Turn One. Thanks, Pellulo
    

  • …still weak Tanks, is not worth it for Axis. This varient ended end of Turn One. Thanks, Pellulo


  • Post by Imperious leader » Wed Sep 16, 2009 9:03 pm

    thanks, Pellulo
    We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.
    Quote

    1. Axis and Allies RoundRobin Bulge Game, Pellulo Here are two variants were, if both sides were mostly Infantry & Cannons, &, another mostly Armor and Cannons (the missing unit would be parcel out evenly between the other two units, e.g. tanks would be changed into more Infantry & Cannons, &, infantry into more Armor and Cannons).
      It took five rounds of combat compared for two for the Axis to advance a hex, from N-S axis, and, more tanks, let the Armor & Cannon group get a higher VP of 5, more captured hexes, and, captured tokens due to Blitzing.
      Again if the Allies went first the Second Turn Gridlocking occurred, but, if the Axis got to go first in the Second & Third Turn, the game got to go their way (even Air Power might not help the Allies much).
      Finally if Allied Infantry & Cannons,&, Armor & Cannons faced off mostly Big Guns Axis varients, the German Firepower ends the game in their favor(if they get to go first for Rounds 2-3). Thanks, Pellulo

  • Axis & Allies RoundRobin Bulge 8.
    This variation is of regular German forces facing Infantry & Cannons Allies(with the tanks being parcel out evenly between the Infantry & Cannons). With the Axis going automatic first for Turn One, and, after die toss winning the right to go first, in Turn Two.

    Here the Allies were reduce to one cannon and and the Axis VP went from 3 to 17, at end of Turn Two. The Allies losses made it difficult to continue with the game, perhaps another day, if the Allies got to go first, on Turn Two. Thanks, Pellulo
    
    1. This variation is of Regular German forces facing Allies made up of Cannon and Armor(with the Infantry divided up evenly for guns & tanks).

    Turn One, after two rounds of combat, all Allies front units wiped out, captured 12 tokens(makes up for 12 used for the whole round), VP=3, front line North-South Axis taken(plus two additional hexes due to blitzing). Allies can just thinly cover front line.

    Turn Two, instead of another blowout for Axis, the Allies get to go first, in turn Two. Here the Allies still get creamed, losses of 09 to Axis 03. VP=go up to 17, a Blitz. takes Bastogne, seven Allied tokens captured. Allied reinforcements set up to take back “Big B”.

    Turn Three, Allies go again first, either stop the Axis or game over, losses 2 tanks & 2 guns , &, Axis 8 tanks. Allies fire power & tokens make the difference, Axis front line thinned out, but, VP=increase to 21.

    Turn Four needed to be Five(airpower needed), even with Allies first, losses of 11 units(4 are trucks), and, Axis lose 08 units(one truck). Still Axis squeaked out to VP=24, game over. thanks, Pellulo


  • RoundRobin A&A Bulge Game, Pellulo
    9. Finally a variation with some rules changes, basically just having anything rolled for a six and down as a hit, with the defender/attacker choosing the lost, and, having combat simultaneously.
    The first time I tried it, I also gave the Allies a chance just for defense only in Turn One(they would never start an attack) of defending on five down and the Axis attacking(due to surprise on seven down). The game went quickly till Round Six, seeing the Axis could not survive another air attack, I scrapped the ideal of letting the Allies defending themselves for round one.
    Now replaying the game with just anything rolled for a six and down as a hit, with the defender/attacker choosing the lost, and, having combat simultaneously.
    Turn one…thanks, Pellulo

    Round One:Entire Allied Front Line wiped out, Axis front line advances one hex, Victory Points of three. Play goes faster by just having a lost by rolling six and down, using no combat strips.

    Round Two:Axis goes first, lose 5 troopers and a gun, Allies lose 3 tanks & 1 trooper & 1 truck, now with the defender/attacker choosing the lost, and, having combat simultaneously. Still Axis entire front goes forward one hex, and Victory Points of four.

    Round Three:Allies go first, heavy losses, they lose 6 troopers, 1 tank & gun , and, two trucks. German losses are eight tanks, and, one gun, such low troop numbers does not allow much combine arms, thus no covering infantry & high tank losses.

    Germans still hug Bastogne(nearly all defenders wiped out inside), but, will not fall this turn, due to strong Allied counterattacks. Still Axis line partially goes forward, with VP now five.

    Round Four: Allies go first, Bastogne already secured by Allies reinforcement last round, but, by going first weakens the German main force outside the town. Allies lose 3 trucks, 4 tanks, 1 gun, and, two troopers. Axis lose 3 each of tanks, troops, and, guns(also 1 truck). Germans gain only one additional V.P., and, only one hex. Allies do not built any reserves, just throws all their forces for attacks, heavy losses, but, does blunt the German drive.

    Round Five:Axis goes first, have enough forces to take Bastogne, but, with the use of Air Power whittles away their land offensive power. Axis Air Power wiped out, Allies lose 4 fighters planes(Germans lose to Air Power 4 supply tokens, 1 trooper, 1 tank). Allies all wiped out in Axis attack, still holding Bastogne with a lone trooper, reinforcements rushed in, German line very thinned out. V.P. now at thirteen points.

    Round Six:Allies go first. Axis forces at midpoint of board, except for going up North the German line tapers back to Eupen.


  • 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

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