• 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


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    pellulo
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    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.
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    pellulo
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    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

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