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    Pellulo

    @Pellulo

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    Best posts made by Pellulo

    • RE: Any good book suggestions for WWI?

      A good series is Marshall Cavendish W.W.I series. This 12 volume set, is usually found in libraries, encyclopedia articles of the war, some written or based on people who lived during the war.

      Rich in pictures, graphs, charts, illustrations, side stories of the Great War. If you cannot find what you want to read here, then it probably be a hard search for that particular subject.

      Some libraries hace a duplicate set of books, letting you take a volume home. You can try the net, used book stores, good luck in getting a set, enjoy the read, thanks, Pellulo

      posted in General Discussion
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      Pellulo
    • Was the 1914 game the last of the series of Axis and Allies type games?

      It has been going on a decade now, since the 1914 game came out, was it officially the last in the Axis and Allies universe?

      I know Larry is into his new game version of War Room type series, as a independent maker of that game(a Napoleonic version of it is coming out?).

      Even still would Wizards of the Coast make a second edition of the 1914 game, with a new mini or two. If not, then upgrade the minis to show more of a difference of for example the tanks, both sides made and use(yes I know the Germans used mostly captured British Mark IV tanks, as their AV-7 series type tanks were a dud).

      If not a add on game for the WWI series, a Verdun Type game, or, Sea Battle of Jutland, or, minis for W.W.1 era.

      Finally I do not count the Zombie Axis and Allies game, great for collection purposes. Gee, I could add Zombies to Cutes and Ladders, does not necessarily make it a brand new Exciting game experience.

      I admit, I posted allot for a Sci-Fi 1914 game, tied in with H.G. Wells War of the Worlds theme type games. If you could find the old Harris Game Design, I wrote about it there, especially tied into the 1942 game or modern times.
      Thanks, Pellulo

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • Axis & Allies N. Africa RoundRobin
      Starting with Italy versus just British Empire, no U.S.A. & Germanic Forces.  
      

      After all Italian efforts

      caused about 10% of all losses for the British.

      At sea just under 150,000 tons of all Allied surface warships, which included 76 surface ships. Along with 46 submarines downed by Italy.

      Air losses were in the single digits, exception of Malta.

      So in this scenario will the “New Roman Empire” cause most of its damage via Sea Power, with land a second, and , air a distant third?

      Can Italy win N.Africa by itself, or, at least last to what would be about mid 1943?

      I will be starting as soon as I finish A&A G.I. Joe RoundRobin Game.
      Thanks Pellulo

      posted in Axis & Allies North Africa
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      Pellulo
    • RE: Was the 1914 game the last of the series of Axis and Allies type games?

      @barnee Tutledove is a treasure trove for an Alien Invasion during Spring 1942 Axis & Allies Universe. Perhaps a Larry and Turtledove Kickstarter Game.

      Or u can wait for another exciting WOTC Axis & Allies 🧟‍♀️ 1914 Zombie Game. Thanks, Pellulo

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin

      Folks plan to finish this game soon, it does not help living next to farmland, converting to natural jungle. We are insulated with pests every winter, and, are working with that, thanks, Pellulo

      Blue moves jet from Main Base to island below Apogee Base. Builds C and Jet for Main Base.

      Black moves it’s C with trooper and Rattler, along with another Rattler, that flies from its main base. They go one hex upward and only two hexes from White Main Base. Three Rattlers from the North of Greenland fly to island below NP base(only two hexes from Blue Main Base).

      Builds Rattler for its main base.

      White strikes rather than wait for amphibious assault from Black, two jets and C with trooper, make their own amphibious assault. Onto a hex two spaces from White Main Base, against Black C and trooper and two Rattlers. All both sides lost.

      The upper half of the board is nearly cleared of any units, until White’s earlier purchases come into play. White had built a Jet for Main Base and Apogee Base.

      All you have in the upper half of the board is one White Jet and one Rattler at their main bases.

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin

      Round Three:

      Red…IMG_4890.jpeg

      Red builds a ice hex, that can lead in the future to NP base/ Blue Main Base, from main Red base. Also a C and Wolf unit for main and NP base.

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin

      Round Four: So far Joe has 6 VP compared to Cobra 4.
      Red…

      IMG_4891.jpeg

      Red sends C with two troopers to take 1VP island, that is two hexes from Blue Main Base.

      Moves from its main base a trooper and Wolf unit to ice hex just off it. Builds another ice hex leading towards Joe 2 VP island off NP base, along with Rattler and trooper for its main base.

      Blue using special ability adds another trooper to its C leaving Apogee Base, heading up Western coastline of Greenland. Sends another C to Red C off 1 VP island and both are destroyed.

      Builds C at Apogee and Main Base.

      posted in Axis & Allies Discussion & Older Games
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      Pellulo

    Latest posts made by Pellulo

    • RE: Axis & Allies 1914: Round Robin

      Picture of Forces for Round 6:

      IMG_4416.jpeg

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin

      Black’s special ability sure kicked in!

      White sends Fighter- Bomber and 4 troopers to try not to retake its lost hex, but, Black’s N.Greenland 1 VP hex. Even thought the Fighter-Bomber has Sleuth ability it has to attack again in the hex, against 1 defending Black RattlerThe hex is taken for a lost of a trooper and Fighter- Bomber. White and Black have turned each others flank!

      White Builds 3 & 1 trooper for Apogee Base, and, 2 Snow Cats for For Apogee Base.

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin

      Black sends from main base towards ice hex, leading to White Main Base, a recon. unit with trooper, 2 Wolf units, and, a Rattler.

      Meanwhile from N. Greenland 1 VP hex, and, ice hex and NP base, Black attacks White N. Greenland 1 VP hex. Attacks with 11 troopers, 7 Wolf units, &, 2 Rattlers, versus, 7 & 3 Blue & White troopers, 2 Snow Cats each color, White Jet and Blue Hover- Copter.

      The hex is taken by 5 Wolf units, with 2 Rattlers flying back to original hex. Builds 6 troopers for NP base.

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin

      Blue sends 4 troopers to reinforce White’s hold on N. Greenland, C leaves Apogee base going upwards Greenland coast.

      Meanwhile fleet moves towards Red Fleet off its island. A attack submarine, AC with a jet, 2 C(and three troopers), &, Fighter- Bomber versus Red Fleet of Diesel Submarine, AC with a Rattler, 2 C, and, Fighter Bomber. Note Fighter- Bombers are in the air and come from land bases, they are not on the AC(also both Fighters-Bombers activated Sleuth ability).

      Only a Blue Jet & C with two troopers landed, on Red island defended by 4 troopers. All Blue troopers lost, with one Red troopers destroyed. Jet flies back to main base, with Recon unit with trooper and Snow Cat coming upwards ice hexes, with additional trooper behind.

      Builds C and 3 troopers for main base, and, 2 troopers for Apogee Base.

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin

      Round Five: Red forces from main base occupy island tween Red and Blue Main Base. A.C. from NP base leaves with only 1 Rattler to go to same island, beforehand Rattler from main Red base lands on AC. Another Wolf unit joins forces going overland to Blue Main Bae of Wolf unit and Recon unit and a trooper.

      Had built a ice hex, that connects island with another ice hex, leading to Blue Main Base.

      Meanwhile a two prong attack of first Red from NP base, &, ice hex, attacking White’s N. Greenland 1VP hex.

      Attacking Red forces are 9 troopers, 4 Wolf units(to speed play up, I am House ruling that every Wolf/Snow Cat unit increases a trooper attack ability to two, a Rattler and a Hover Copter, versus, 12 White & 2 Blue troopers, 2 Snow Cats for each color, White Jet & Hover Copter.

      All Red forces wiped out and 9 White troopers lost. Using special ability Red Rattler from AC takes out a Jet from Blue AC(the Rattler is also lost). It is up to Black to take that hex. Builds 4 & 2 troopers for NP and main base.

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin

      Picture for Round Four of Building up Forces

      IMG_4414.jpeg

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin

      Start Up Picture of Forces Building Up for Round 3:
      IMG_4413.jpeg

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin

      Setup for Start for Building Stage for Round Two:

      IMG_4412.jpeg

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin

      The Hot Spot Game Three:

      New Game: The first four rounds are building supplies and manpower for a massive assault for Round Five, a “One Big Push” to win control of a needed N.Greenland 1 VP Hex to win the Arctic game(each side already controls one). 
      

      A desperate attack and a equally desperate defense. The pictures are of the setups, with the auxiliary units, and, using Pennies as one counters( as needed nickel and dimes can be used as 5 & 10 counters). Also no hex limits, Snow Cats, Wolf units, and, C can defend on three.

      Initial Round One Setup:
      IMG_4411.jpeg

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin

      Next and last scenario, the winner is decided by who controls Northern Greenland. Going back to The Great War, I’m going to let both sides Joe & Cobra buildup forces , and, attack and defend for only the last three rounds.

      One last great push to take those Northern Hexes and win the game!

      posted in Axis & Allies Discussion & Older Games
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      Pellulo