• Round Four: Western Invader attacks with these forces of 12 troopers, 3 mobile units, 5 copters, &, 2 bombers, versus, U.S.A. forces of 2 troopers & 3 partisans(the latter from the cards), 3 tanks, copter, partisan car.

    Losses for Western Invader, of bomber, 3 hover tanks, 3 mobile units, and, trooper(the trooper & mobile unit due to a card), &, U.S.A. forces are nearly all decimated, losses of hover copter & tank, partisan car, and, 8 partisans.

    Taken Las Vegas, &, San Francisco(only Salt Lake City is holding out in the West).

    U.S.A. counterattacks ONLY Western Invader with theses forces of 6 partisans, versus, Western Invader mobile unit, 9 hover tanks, 3 hover copters, and, 3 bombers.

    Losses U.S.A. 2 partisans & Western Invader a hover tank.

    Retaken 0.

    Southern Invader attacks with these forces of, 12 troopers(with 2 more from cards), mobile unit & tank, 4 hover copters & 3 bombers,versus, U.S.A. forces of 11 partisans(5 from cards) & 6 troopers, 2 mobile units, 3 tanks, &, hovercopter.

    Losses Southern Invader, 4 infantry & bomber, &, U.S.A. losses trooper and 4 partisans, mobile unit & hover tank.

    Taken Houston(Colorado Springs stands undefended).

    U.S.A. counterattacks ONLY Southern Invader with theses forces, versus, 5 troopers(4 from cards) and 5 partisans(2 from cards), 2 mobile units, hover tan & copter, versus, Southern Invader 7 troopers, mobile unit & hover tank, 4 hover copters, &, 2 bombers. Losses U.S.A. a partisan, and, Southern Invader losses a trooper(a trooper, mobile unit, &, hover copter taken out by lasers, to protect Colorado Springs).

    Retaken 0. U.S.A. has a secondary thin line of defense, stretches from what’s left of the West, Rocky Mountains, through Dallas & New Orleans in the South. Depends what happens in the East, all remaining lasers will concentrate, in the eastern seaboard.

    Eastern Invader attacks with these forces of 12 infantry, 3 mobile units, hovertank, 5 copters, &, 2 bombers, versus, U.S.A. forces of 2 infantry and 6 partisans(the latter all from the cards), 3 hover tanks, copter, &, partisan car.

    Losses Eastern Invader 2 troopers, mobile unit, hover tank, bomber, and, next to last of the irregular units a fighter-bomber, &, U.S.A. losses trooper, 5 partisans(two are from the Southern Front that Eastern forces has broken into!), 3 hover tanks & a copter, and, partisan car.

    Taken Washington D.C.

    U.S.A. counterattacks with trooper & 7 lasers ONLY Eastern Invader with theses forces, versus, Eastern Invader forces of 9 troopers, 2 mobile units, 5 hover copters, &, 3 bombers. Losses U.S.A. 0, &, Eastern Invader all from Lasers of trooper, mobile unit, 2 hover copters, &, 2 bombers.

    Retaken 0.

    After this round, there will be 10 lasers(one came from the cards) left, no new cards for the Invaders, &, 6 new cards for the U.S.A. City Count for the Invaders are 13.


  • Round Five: Western Invader attacks with theses forces of mobile unit, 8 hover tanks & 3 hover copters, &, 4 bombers, versus, U.S.A. defending with 4 partisans.
    Losses Western Invaders mobile unit & hovercopter, &, losses U.S.A. all. Forces have connected with forces from the Southern Invaders, &, two bombers destroy a mobil unit & hover copter in Rocky Mountains, for no lost. Another two destroy in the south a mobile unit, for no lost(theses two bombers land in Southern occupied San Antonio).
    Taken Salt Lake City.
    Counterattack by U.S.A. with three Lasers only, &, defending Western Invaders forces of 8 hover tanks & 2 copters, and, four bombers.
    Losses U.S.A. 0, &, losses of Western Invaders 3 hover tanks.
    Retaken 0.

    Southern Invader attacks with these forces 8 troopers(two from card action), 4 copters, &, 2 bombers, versus, U.S.A. forces of 3 troopers and 3 partisans, &, hover copter. Losses Southern Invader of 2 troopers, &, U.S.A. partisan.

    Taken none, but, drove out forces defending Dallas & sieging New Orleans.

    Counterattacking U.S.A. forces of 2 troopers & 3 partisans, hover tank, and, 3 lasers. Losses U.S.A. 2 troopers & partisan & Southern Invaders 2 troopers, hover copter, &, bomber.

    Retaken none, the last three cities controlled by U.S.A. in the south, has only one unit to protect each city.

    Eastern Invader attacks with these forces of 8 troopers, mobile unit, 3 copters, &, bomber, versus, U.S.A. forces of 3 troopers. Losses Eastern Invader a trooper, &, U.S.A. forces 2 troopers. From all cities in Eastern Seaboard, there are no defending units.

    Meanwhile partisan defending Memphis is destroyed, &, partisan unit defending New Orleans is destroyed for no losses.

    Taken none, but, many cites have no defenders, as U.S.A. forces are reduce to just a hover tank & trooper.

    Counterattacking U.S.A. forces of trooper & 6 lasers, versus, Eastern forces of 7 troopers, mobile unit, &, bomber. U.S.A. cannot use its two cards this turn, due to a Eastern forces card not allowing it. Losses U.S.A. none, &, Eastern forces 2 troopers(due to lasers, 2 units are retreated).

    Retaken none. Invaders control 14 cities.

    Round Six: Western Invader attacks with these forces of 5 tanks, two hover copters & 4 bombers, versus, just lasers for now. Two bombers in San Antonio fail to destroy U.S. hover tank in Dallas. Forces have pretty much overrun the Rockies, on outskirts of Denver.

    Taken 0. U.S.A. counterattacks the same Western forces make up with 2 troopers(from card) & 3 lasers. Losses U.S.A. none, &, Western Invaders lose their last 5 hover tanks(3 due to lasers, &, 2 due to a card), &, a bomber. The Western Invaders have just air units left, no ground forces to take cities.

    Southern Invader attacks with these forces 4 troopers, 3 hover copters, &, bomber, versus, U.S.A. forces of 3 troopers & 3 partisans(from cards) & hover tank. Losses Southern Invader a trooper, &, U.S.A. a hover tank.

    Taken Dallas.

    U.S.A. counterattacks with 3 troopers & 3 partisans, and, 3 lasers, versus, Southern Invaders 3 troopers, 3 hover copters, &, bomber. Losses U.S.A. partisan & trooper, &, Southern Invader 2 troopers, and, trooper & copter & bomber from lasers.
    Also another trooper is lost, taking out a Eastern Invader trooper & hover copter sieging Memphis. Again the Southern Invader is reduce to air units only.

    Eastern Invader attacks with theses forces of 5 troopers, mobile unit, 2 copters & one old style hover copter, &, bomber, versus, 2 troopers & partisan, and, mobile unit & 2 hover tanks(all but for a trooper from cards). Losses Easter Invaders a mobile unit & bomber, &, U.S.A. a trooper & hover tank. Also in Southern Front, the defending unit(a partisan) in Memphis is destroyed for no lost. In the south is where all invaders have interacted.

    U.S.A. counterattacks with trooper & partisan, mobile unit & hover tank, and, 6 lasers, versus, Eastern Invaders 5 troopers & 3 hover copters(one an old style unit). Losses U.S.A. partisan & mobile unit, &, Eastern Invaders all but for a hover copter & trooper.

    Retaken the capital, &, siege of Philly and Memphis is broken.

    Invaders control 14 cities(from a high of 15), all of the west(sans 2 territories), half of the Rockies Mountains area(no cites), except for 2 cities & 4 territories all of the south, zero in the plains states, &, 3 cities & 7 territories in the east.

    If the game went another round, &, with reinforcements of 7 more partisans from the cards, the invaders would be outnumbered. Also having to face 10 lasers, and, with only one land unit(a trooper) most likely no more cites would fall(it would reverse as U.S. forces would be reoccupying lost cites, letting the lasers take out the remaining invaders).

    A major U.S. political victory, as all invaders would leave peacefully(leaving behind their equipment, to be junked later), each side to itself to rebuild(a Marshall Plan for & by the U.S.A. & allies), a resurgent NATO(as the cards state one of the attackers was “Soviet”, imagining their was fighting between NATO & Warsaw Pact forces ), &, the political association of the invaders to be disbanded. Also with the Lasers to prod the invaders, dampens any urge for them to try to escalate the conflict to any use of N.B.C.

    Finally U.S.A. laser system to be expanded, and, to be placed under U.N. control for against any alien/meteor risk from space(to be completed by 2210 A.D.).


  • Well the plan for a massive armor push, from the west fizzle out. It was not till Round Three that a major breakout began to finally occur, still with plenty of distance to cover. If 3-4 more tanks had survive to Round Six, the cites of Denver(with a Laser) & Colorado Springs would have fallen.

    Now if the Southern Invader would have had the forces for a massive armor push & the same house rules:

    Set up for the Southern Invaders(rotated a latter game for the Eastern Invaders) the setups are changed to this:
    32 Armor(increased by 20, ten from each of the other invaders)
    12 Infantry(decrease by 12, six going to each of the other invaders)
    03 Mobil Units(decrease by 6, three going to each of the other invaders)
    05 Bombers(decrease by 1, going to the Western Invader)
    08 Copters(decrease by one, going to the Eastern Invader), -along with the use of four irregular units-,
    for a total of 60 regular units.
    Could a massive armor push, starting in the South, knock out America faster than normal?*

    *Note due to time constraints, only the final results of a massive armor push will be reported by round.

    Round One: Losses Invaders 21 troopers, 5 mobile units, 10 tanks(one an old style treaded tank), 8 copters(two are old style copters), 4 bombers(one a old style medium bomber), and, old style mobile missile unit & 4 old style fighter-bombers. U.S.A. losses of 13 troopers and 15 partisans, 1 mobile unit, 6 tanks, 2 copters(one a partisan copter), and, 1 bomber(also a partisan mobile gun, partisan car, and, old style fighter-bomber). More luck of the dice, has allowed U.S.A. forces to cause massive invader losses(nearly wipe the Southern Invader off the board).

    Cities taken Seattle, Portland, San Francisco, San Diego, &, Miami. Retaken cities San Francisco, &, San Diego. Total lost cites 03.

    Round Two: Losses Invaders 17 troopers, 8 mobile unit, 7 tanks, 4 copters(one a old style copter), 5 bombers, one old style fighter bomber. U.S.A. losses 11 partisans & 7 troopers, 5 mobile units(one a old style APC), 3 tanks, 6 copters(two are old style copters), 3 bombers, &, partisan car and mobile missile unit & old style fighter bomber. Again the Southern Invader nearly wiped out.

    Cities taken L.A., San Fransico(again), San Diego, Phoenix, Tampa, &, Wash. D.C. Retaken by U.S. is Phoenix. Total lost cites to Invaders are 08(from a high of 9).

    Round Three: Losses Invaders 9 troopers, 5 mobile units, 11 tanks, 4 copters, 5 bombers, &, old style fighter bomber. U.S.A. losses 6 troopers and 13 partisans, 5 mobile units, 2 tanks, 4 copters, 3 bombers(one an old style medium bomber & fighter bomber), &, a laser(due to card action).

    Cites taken Las Vegas, Phoenix(again), San Antonio, Philly. Retaken cites by U.S. forces Washington D.C., &, Philly. Total lost cites to Invaders 10(from a high of 12).

    Round Four: Losses Invaders 4 troopers, 4 mobile units, 5 tanks, 10 copters, 0 bomber. U.S.A. losses 7 partisans and 7 troopers, 4 mobile units, 3 tanks, 5 copters, 2 bombers, laser(from Colorado Springs).

    Cites taken Salt Lake City, Colorado Springs, Houston(it was undefended), Dallas, New Orleans, Washington(again), and Philly(again, it was undefended). Retaken cites by U.S. forces Salt Lake City, San Antonio, Dallas, &, New Orleans. Total lost cites to Invaders 13(from a high of 17).

    Round Five:Losses Invaders 2 troopers, mobile unit, 7 tanks, copter, &, 2 bombers. U.S.A.losses 4 partisans and trooper, mobile unit, 3 tanks. This round was hard for the U.S.A. as a Eastern Forces card did not let allolw the use of reinforcement cards for the U.S.(last rounds cards that degraded laser firings & lost of a laser hurt also).

    Cities taken Salt Lake City(again), San Antonio(again), New Orleans(again), Atlanta, &, The Bg Apple. Retaken city by U.S.A. Colorado Springs. Total lost to Invaders 17(from a high of 18).

    Round Six: Losses Invaders 5 troopers, 2 mobile, 3 tanks, copter, 2 bomber. U.S.A. losses 4 partisans and 2 troopers, 0 mobile, tank, no air.

    Cites taken Denver, Dallas(again), Memphis, and, Boston(a high total of 21 cites). Retaken Cites by U.S.A. L.A., San Francisco, Los Angeles, Denver, Dallas, Miami, Atlanta, D.C., &, Boston. The use of reinforcement cards saved the U.S.A.

    Total Lost to Invaders 12(from a high of 21 cities).

    Western Invader controls the west(sans 3 cities & a territory) & 5 territories in the Rockies, has 10 troopers left. The Southern control 5 cities & 5 territories in the south, has 2 troopers left, &, Eastern controls 3 cities & 3 territories. Has 4 troopers & a copter cut off from supply lines & copter in Philly.

    U.S.A. has 17 partisans, 3 tanks, &, 2 copters(8 lasers), the bulk of these new forces have never been in combat.

    U.S.A. wins but at great cost, same political agreement as the last game, but, a greater lost of damage to the country as compared to the last game(oh well those lasers could burn up the garbage left over from the war).


  • Well the plan for a massive armor push, from the south nearly worked(if there was no reinforcement cards for the last round, the U.S. would have fallen). Even with the catastrophic losses in the first two rounds, the Southern Invader bounce back and made headway in the final round. The price was heavy, the game ended with the near extinction of all Southern forces. After all the cites high point for the game was 21(with the U.S. taking back nine cities in the same round).

    Now if the Eastern Invader would have had the forces for a massive armor push & the same house rules:

    Set up for the Eastern Invader is changed to this:
    32 Armor(increased by 20, ten from each of the other invaders)
    12 Infantry(decrease by 12, six going to each of the other invaders)
    03 Mobil Units(decrease by 6, three going to each of the other invaders)
    05 Bombers(decrease by 1, going to the Western Invader)
    08 Copters(decrease by one, going to the Southern Invader), -along with the use of four irregular units-,
    for a total of 60 regular units.
    Could a massive armor push, starting in the East, knock out America faster than normal?*


  • Again I apologize for continuality, due to misplaced files, Pellulo


  • At last got to round robin the Axis & Allies D-Day game, with allot of “if” setups. Basically it falls down to games with just the order cards and games with the order & fortune & tactics cards. The latter game gets played twice, with one side getting all the “lucky situations” and the other the “crapxy situations”.

    A setup would be e.g. armour vrs. all, here all armour is tanks, tank destroyers, AA motorized units, motorized guns, APCs, mobil infantry, troops in “buffalos”, armor cars, troops in “ducks” (in other words troops are riding in this invasion). Here all Allied units are represented by the tank unit (helps if you have other games to borrow more tanks). Meanwhile the Germans have combined regular setup of arms (troops. tanks, guns).

    Going down the line, I threw in a historical “what if” all the panzars (about 15 from the setup board) were on the beaches(the bay area)as Rommell wanted them, and, yes to those Navy people out there, they can be targeted!

    Later, tanks, Pellulo


  • Board indexHarris GamesAxis & Allies: D-Day
    SearchAdvanced search
    Round Robin…

    Post Reply

    SearchAdvanced search
    53 posts
    Page 1
    pellulo
    Posts: 1282
    Joined: Wed Oct 27, 2004 10:12 pm
    Location: P.R.
    Contact:
    Contact pellulo
    Round Robin…

    Post by pellulo » Fri Sep 26, 2008 9:18 pm

    at last got to round robin the game, with allot of “if” setups. Basically it falls down to games with just the order cards and games with the order & fortune & tactics cards. The latter game gets played twice, with one side getting all the “lucky situations” and the other the “cra y situations”.

    A setup would be e.g. armour vrs. all, here all armour is tanks, tank destroyers, AA motorized units, motorized guns, APCs, mobil infantry, troops in “buffalos”, armor cars, troops in “ducks” (in other words troops are riding in this invasion). Here all Allied units are represented by the tank unit (helps if you have other games to borrow more tanks). Meanwhile the Germans have combined regular setup of arms (troops. tanks, guns).

    Going down the line, I threw in a historical “what if” all the panzars (about 15 from the setup board) were on the beaches(the bay area)as Rommell wanted them, and, yes to those Navy people out there, they can be targeted!

    Later, tanks, Pellulo
    Last edited by pellulo on Tue Jan 13, 2009 5:40 pm, edited 1 time in total.
    Pellulo
    Quote
    Top
    pellulo
    Posts: 1282
    Joined: Wed Oct 27, 2004 10:12 pm
    Location: P.R.
    Contact:
    Contact pellulo
    Air vrs. GE. combine arms…

    Post by pellulo » Mon Sep 29, 2008 9:29 pm

    …went one round (limited due to card play), cause Air Power cannot hold/much less take any ground.

    Games with just Allied armor(& paratroopers) vrs. GE. combine arms, another only GE. guns, and, finally just GE. armor. The Allies won all three, it progressivly got harder and harder to win. Here with the second game taking out a large chunk of Allied Air, and, the third game, an easy possible GE. victory, if they only got better reinforcements, in the early rounds (Allied air chewed them up, as they were all armor). Later, Pellulo.

    …vrs. regular GE. forces, here the allies barley won, at round 9.

    As for Guns vrs. only GE. Guns, air power is quite limited, and, after 10 rounds:one US gun in Cherbourge, two on the way to battle, two US guns in St. Lo, outside locked in combat, 6 USA guns vrs. 4 GE. guns, and, in Caen, two allied fighters and one Ge. gun. Thanks, Pellulo
    Pellulo

    Troop vrs. Troop…

    Post by pellulo » Sat Oct 04, 2008 11:25 am

    here both sides got into allot of locked combat, stalling the Allies from getting, into their cities, or, ejecting the enemy. Fortunitly Allied Air power surrounded (with troops) the cities ,& , prevented GE. from interfering.

    The game ended by round 7, with still allot of GE. units unable to get near the cities, due to Airpower & troops. Combat can get heavy even with Attack of 1 & Defense of two (no guns for GE. to try to shoot down air). Thanks, Pellulo

    Regular D-Day Allied Forces face off GE. only gun force…

    Post by pellulo » Sun Oct 05, 2008 5:41 pm

    …so far by round 4, Allied Air is next to worthless for attack (hey all GE. units have A.A. abilities), and, locked in battle situations have led to only one city occupied (hard for the UK/Canadians not to take Caen). NO I DO NOT USE A SEPERATE CARD/TROOPS FOR THE CANADIANS (let next edtion of D-Day do that).

    The cards can be trite sometimes, but, in a battle specfic game, it is a neccessary evil. By round 6 both sides have run out of reinforcements, now it is the bit of manuvering, that could be brought into play. Along with the luck of the dice, as both sides are closly match in point value, by round 7, by round 8 the front stabilized, and, by 9 the Allies won (with heavy losses).

    As for regular Allied forces vrs. only Ge. armor, it went, to the tenth round, for an Allied Victory. The losses were slightly less than the above game, but, here AIR Power was responsible for victory (no A.A. for Ge.) Thanks, Pellulo
    Pellulo


  • Allied Armor forces vrs. combined arms German, but,…
    …with only fortune cards favoring the Germans. Not good for the Allies, by end of round one, the Allies are short , by value 50 points (10 tanks). If this keeps , the pressure builds, by round 5 the Allies are down to two beacheads with two fighters left, but, took more Germans, than they lost (also the Germans are out of reinforcements). Round 6 Utah Beach landing, forces the Germans to abandom Omaha Beach, to try to contain Utah Beach, finally Round 10 the last of Ge. land units were destroyed, but, the British had just landed armor, and, US armor was too far away to get to Caen (Germany’s effort of pouring forces into the beaches to contain the Allies paid off. Maybe more of a minor victory as 15 Allied units and two captued cities was all that was left on the board). Thanks, Pellulo

    …Allies side only. In Round 5 the Allies finally lost less than the GE. forces.

    So far by Round six, still on the beachead, with GE. troops attacing on 2, heavy lost of air, due to fortune cards. Finally GE. reinforcements drying out, but, with small reinforcements for Allies, Round six will make or break the Allies. By Round 9, the Allies have begun to lose again more in point value, than the Germans. Here by Round 10 with only Caen in Allied hands, about a doxen Allied guns left, and, only the W. bunkers intact (all GE. land units destroyed), the Allies folded this round.

    Finally with gun vrs. gun with best luck card for the Allies (Allies won by Rd. 6, German reinforcements were just to small). The same with Tank vrs. Tank (even thought GE. tanks, have a better defense than Allied tanks), the low Axis reinforcement doomed the Germans (it was over by round 5). Thanks, Pellulo


  • Just Allied troop vrs. GE. combine arms but with…

    …the Fortune Cards favoring the Allies. Even by round 5 the Allies control two cities, but, the Germans are pounding away, to hold St. Lo (with a 3:1 reinforcement ratio, in favor of Germany). Even thought the fortune cards help the Allies move and fight better than average, losses have been heavy. By end of round 6, the third city is taken, and, held for the Allies by the end of round 7. Victory for the Allies was the low reinforcements the Ge. got , and, the bulk of Ge. combine arms, that never saw combat. Thanks, Pellulo
    Pellulo


  • Post by Larry » Fri Oct 24, 2008 8:31 pm

    Great blow by blow… sounds to me like you’re having too much fun.

    …finally with regular Allied combine arms vrs. mostly Ge. guns (with Fortune on the side of the Axis power). This lead to major Allied defeat, with only a few reinforcements left, and, allot of Ge. gun crews left (lower than usual reinforcements hurt the Allies, and, your air constantly faces Axis A.A. guns, does not help).

    The same setup but with only Axis troops, got the game to round ten, with Allied armor, too late , in round nine to get to Cherbourg (here Allied air kick in, and, the game ended with a dozen Allied units left, and, 6 blockhouses). Thanks, Pellulo

    Regular forces both sides, but, with reserve Ge. tanks…
    …, all 18, four spaces away. Here was set tanks (3-4) assign to each beach, it took two turns to get to them. Allied air took out seven of them, but, they helped take out US Omaha & Brit. Sword beachead (the other two Brit. beacheads were ignore, those tanks were diverted to help take out those Omaha & Sword beacheads).

    By Round Five, heavy reinforcements for all sides, has resulted in heavy losses, for all. Here of the orginal 23 Ge. tanks, only 5 remain, by Round 6, the Allies have back, all their beacheads. By Round 7, all reinforcements are used up, and, the last of the large ground battles, mostly foot and guns are finish. Finally Round 10, the Allies win.

    Now the same setup with Axis getting all the good luck from the Fortune Cards. Here by Round 2 & 3 (with 18 Axis tanks left), all Allied Beacheads are destroyed, but, by Rd. 4 all GE. reinforcements are used up (plenty left for the Allies). Here the Classic “will enough ever be landed” to make a breakout occurs, finally by Round Six, all Allied Air is gone, by Round Nine the last of the Brits. are destroyed, to be followed by the USA by the following Round (with mostly a dozen guns & five tanks left for the Axis). Thanks, Pellulo

    Setup with tanks on the beach, but, also the Axis get…

    Post by pellulo » Sat Nov 01, 2008 10:39 pm

    …ting the Fortune cards, in their favor. To help out a bit the Allies, the Naval bombartment can also target Ge. Armor, on the landing beacheads.

    Turn one all beachead landings wiped out, by 2& 3, a small presense is felt on the beacheads, due to and also rapidly diminishing Allied air power. In turn four the Axis player used up all reinforcements, while the Allies have the bulk in reserve. Gridlock on the beaches for the Allies, the Allies move cards is worthless, so far.

    Turn 4-5-6 the Allied beacheads are taken out again twice, but, Axis losses in counterattacks, especially beacheads protexted by air, has taken its toll. The Ge. can longer protext all beaches with maxium forces, can they hold out, especially with Allied reserve still not approaching single digets.

    By turn seven it seemed the Allies rally for a breakout, but, failed, turn 8-9, reserves run out, and, by turn 10, the Axis win (with 6 blockhouses left, 5 tanks, &, the Allies left with trooper, gun, &, two tanks). Thanks Pellulo
    Pellulo


  • Basically with GE. getting all the luck from the Fortune Cards, they locked the Allies, on the beach. Turn 7 the Allies rallied to get off the beach, but, the attemp fizzles. The game ends turn 10 with the Allies having some reserves left, but, in points the Axis have 8 tanks more than the Allies. Thanks, Pellulo


  • Post by Larry » Thu Nov 13, 2008 2:43 pm

    … A good Veterans day back at ya Pellulo!

    Gotta get that secratary…

    Post by pellulo » Tue Nov 18, 2008 9:20 pm

    …forgot to include a minot varient Roundrobin games played, of if the Ge. only defended two of their three cities (once the coastline of the other was lost, it was abandon).

    Once so many rounds were played, the Ge. player decided, if he could hold both of them, or, pulled back to defense of only one of them (By choosing two cites to defend, he already had reserves build up, to go to either one of them. This is different if he started the game only defending one city and by e.g. Turn 5, seeing it is not working, finding it hard, to move reserves to another, already Allied occupied city).

    The variations going left to right, are 1-2, 1-3, 2-3 (e.g. 1 is Cherbough, 2 is St. Lo, 3 is Caen). going from basic game, game with fortune cards, game with all cars, and, some games with all good/bad fortune going to one side.

    Oh well if I find the outcome chart, will return with results, thanks, Pellulo


  • Regular game but with Ge. only defending St. Lo& Cherbou and abandoning Caen (only after losing the beaches in front of it).

    The Brits. took the beaches by turn 3 and rolled also into undenfended Caen ( Allis tried to keep a pretense there, in case of a counterattack), but, by turn 5, could no longer contain the westward rush of Axis reinforcements to St. Lo.

    Here the US forces were thrown back to the beaches, and, even thought taking Cherborgh. The surving forces are making a last stand at Utah beach (the US has 14 reinforcements left, everybody else is out).

    Air will have to used more to surround US forces to take out Axis units as they roll to Utah beach. Earlier Brit. armor was used up to slow Axis armor, and, for turn 6, in a rare space, there is a major Axis force of five tanks (1/3 their armor) and three infantry, no AA guns! Here Imperial Air Power will make it painful to move those units!

    Also a do or die attack & defense by the Brits. (with a US armor thrown in), finally take the steam out of the Axis “St.LO Express” of armor reinforcements (with so few Axis forces left, &, they boxed in by allied airpower).

    With just regular cards, it would have been better for Axis forces to hunker down in Cherbough, and, go mostly onto a defensive mode.

    By turn seven Allied forces finally have a point value higher than the Axis, but, need USA reinforcements to mop up oppositon to St.Lo. The dice read 12, all final US forces are released , into battle, unfortunitly this happens in turn seven (turn 6 only 2 US units are called up).

    Finally by turn 10 US forces are all outside St. Lo (just sending three tanks by themselves would not take the city).

    The game ends with the Ge. losing both of their defended cites (having abandon Caen), but, the Allies failing to hold St. lo more than one turn.

    We’ll see how this how this upcoming game turns out! Thanks, Pellulo


  • Regular game with Ge. abandoning St.Lo…(only defending the beach); holding onto Cherbough & Caen. You would think with the Ge. abandoning St. Lo, the Allies would easily split the board, and, turn the Gemans flanks.

    Here due to low Allied reinforcements,and, dogged Ge. defenses, by turn 5, the USA forces are still only holding onto the beaches, &, the Brits. are finally turning towards St. Lo.

    The Germans are for the first time below the Allies in armor, but, have more in the pipeline, than the Allies. Also very little or none of Ge. reinforcements are crossing St. Lo to help the other cities. Will US forces finally come into their own, can the Brits. stand up to one more massive Axis armor thrust into Caen, turn 5-6 will decide the game.

    Finally in a rare Brit. show of force, five armor units wipe out an four Ge. infantry force and tie up incoming Ge. armor reinforcements. Also US forces have finally broken out of their beaches and are on the outskirts of Cherbough, and, have taken St. Lo.

    Even though massive Ge. reinforcements are on the way to Cherbough, they are strung out, on the left side of the gameboard, hamper by allied air, and, trying to avoid piecemeal battles of attrition. A symbolic force of an infantry & two guns were sent to help with the recapture of Caen.

    The game might go ten rounds, but, Axis seem doomed, to hold onto one of their two cities, of Cherbough/Caen.

    Next regular game,but, with Ge. holding on St. Lo &Caen

    Post by pellulo » Tue Dec 02, 2008 1:24 pm

    …and abandoning Cherbough. Perhaps it was the high reinforcement rolls. But, by turn five, Cherbough Ge. forces retreating to St. Lo are stuck and getting whittled down at the beaches.

    Caen been already taken, and, extra British forces with the US forces will soon take out St. Lo, in a pincer movement. Can Ge. forces hold out to turn 10, unfortunitly the battle can go either way. By turn 9, the last of the Ge. defenders in Caen are taken out, just barely the Allies win by turn 10. Thanks, Pellulo


  • Tanks as reserve, but, abadoning Caen…

    Post by pellulo » Tue Dec 09, 2008 1:30 pm

    …Also Ge. holding onto the two other cities, but, with all other (18)tanks as reserves (total 23 armor), 4 spaces from the beaches.

    By beginning of turn 4, the US forces are near extint, just a US gun north of Utah beach survives, and, Brit. forces are stilled cowed onto their beaches, as defending Ge. forces, still hold them there (even though any Brit. force can go into Caen, as the Ge. have already abandon it).

    Losses to Ge. armor are heavy, as only of a toal of 23 tanks, only 7 are left, turn 4 will see if the Allies can get back on track. The US forces still survive on their beachead, and, Brit. forces are finally turning towards St. Lo.

    Turn 5 is one of mostly manuerving with low losses both sides, as the big battles are set up for turn 6. Here Ge. forces are now concentrated around St. Lo, just under 40 units, with one tank left (the other six used to batter US forces still at the beaches), 19 guns, &, about 16 foot.

    Precious Us manpower is going up to Cherbough (which Ge. have failed to reinforce, much less dismal bomber performance, to take out those bunkers).

    It is up to carefully hoarded Brit. armor (7 of the 9 allied tanks, on the board), to lead the assault onto St. Lo, with only total 14 allied guns & 14 foot. Thanks, Pellulo


  • Re: Tanks as reserve, but, abadoning Caen…

    Post by pellulo » Thu Dec 11, 2008 11:34 pm

    pellulo wrote:…Also Ge. holding onto the two other cities, but, with all other (18)tanks as reserves (total 23 armor), 4 spaces from the beaches.

    By beginning of turn 4, the US forces are near extint, just a US gun north of Utah beach survives, and, Brit. forces are stilled cowed onto their beaches, as defending Ge. forces, still hold them there (even though any Brit. force can go into Caen, as the Ge. have already abandon it).

    Losses to Ge. armor are heavy, as only of a toal of 23 tanks, only 7 are left, turn 4 will see if the Allies can get back on track. The US forces still survive on their beachead, and, Brit. forces are finally turning towards St. Lo.

    Turn 5 is one of mostly manuerving with low losses both sides, as the big battles are set up for turn 6. Here Ge. forces are now concentrated around St. Lo, just under 40 units, with one tank left (the other six used to batter US forces still at the beaches), 19 guns, &, about 16 foot.

    Precious Us manpower is going up to Cherbough (which Ge. have failed to reinforce, much less dismal bomber performance, to take out those bunkers).

    It is up to carefully hoarded Brit. armor (7 of the 9 allied tanks, on the board), to lead the assault onto St. Lo, with only total 14 allied guns & 14 foot. But first the Brits. have to destroy Ge. forces still shuttling in from Caen sector, by turn 6 & 7 this is done, along with a last minute “spoiler” attack by a pair of Ge. guns back onto Caen.

    Meanwhile US forces finally move into Cherbough, finally those bombers kicked in, and, the last seven reserves are call up, land, and, lock into battle , with Brit. forces for St. Lo. Turn 8 & 9 the last of Ge. forces are moped up, especially when the last Ge. gun, attacks, scores a hit, but, is destroyed by the seven Allied units in St. Lo.

    Point wise the Allies win by 154 made up in plastic units, but, taking out air units, it leaves only 54 for plastic land units. A high cost for land units (much less the still surviving 4 Ge. bunkers). Thanks, Pellulo


  • 05-3-2025

    Going by my copy of G.I. Joe Arctic Game with Axis & Allies borrow rules, seems to beg for House Rules.
    The fleets of just destroyers/maybe a big cruiser and aircraft carriers could factor in submarines and transports.

    The subs could be diesel or nuclear attack versions(no nukes or there be no game, each side would just mushrooms each other). Transports for land units, modern aircraft would not need to be carried on them. You can used your regular A&A units for theses units.

    Air units could used copters( for attack and carry units), bombers, and, regular fighters and fighter bombers. The latter units to complement what the game gives each side. Also old/ new copy of Fortress America for the other units.

    Armor Tanks/Tank Destroyers , artillery and APC from A&A games. Again Fortress American would give you a modern looking tanks and APC, artillery would be assigned as self-propelled.

    Also using plastic token counters would allow one to supplement your forces. The rules for movement and A/D you can adapt from A&A games and Fortress America.

    Back to RoundRobin D-Day…


  • 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

Suggested Topics

  • 1
  • 1
  • 3
  • 13
  • 9
  • 2
  • 37
  • 23
Axis & Allies Boardgaming Custom Painted Miniatures

37

Online

17.6k

Users

40.2k

Topics

1.7m

Posts