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    Posts made by Pellulo

    • RE: Axis & Allies 1914: Round Robin

      Basically in the upper half of the board Joe is ahead with a Jet and C. Down by only a trooper(12 to 13).

      While in the lower half of the board, both sides have a C and aircraft. But in troopers, there are 37 Cobra to Joe 23.

      Round Three( with better editing)…

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

      Round Two: Red attack for Main Blue Base is faltering, equal number of troopers facing the same number of defenders, is not good. Not like the 1914 game, where you can have an an overwhelming number for an attack.

      Also you need the ice hex, to get to the enemy base, still in could just become a siege force in being.

      Three troopers on the way to Main Blue Base via land, C drops off 2 more troopers for a total of 8 siege troopers( Blue Base has 10 Troopers), on Ice Hex.

      Meanwhile troopers are coming down to N. Greenland from NP Base. From N. Greenland 1 VP hex, four troopers attack 2 Blue Troopers, in the hex below them. Two troopers lost both sides.

      New units are Rattler & two troopers for Main Red base.

      Red is two hexes from Apogee Base.

      Blue sends 2 troopers to attack N. Greenland hex wor…Folks in editing I lost the notes for Blue, Black, and, White.

      Basically Blue is buying time, to build up forces on Greenland, while the Northern part of the island is lost to Cobra.

      Black is sending allot of troopers to Apogee base, but, has suffered setbacks with White, in the upper half of the board.

      White has taken the 1 VP hex, right next to main Black base. Also reduce their presence on a 1VP island.

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

      Round One will be an attempt by Cobra using Ice Hexes to move troops, to attack Joe Bases. No way one C can carry enough troops for a massive attack.

      Still attacking infantry attacks on a one, while defending infantry defends at twice of an attack on a two.

      Red an ice hex that connects to another ice hex, that now connects to the mainland & Main Blue Base. Moves from VP of 1 island 6 troopers, Rattler flies to this new ice hex, C brings from Main Red Base 2 troopers to the island, trooper moves down coast towards Blue Base, from NP base eight troopers move towards Ice Hex that connects towards Northern Greenland.

      Already from that hex, 6 troopers attack 3 Blue Troopers on N. Greenland 1 VP Hex. Hex taken for only lost of one trooper.

      Builds 3 troopers NP base and 3 troopers Main Red Base.

      Blue lands from 1 VP Island 2 troopers from a C, on Greenland Coast, just below Red forces. While moving 2 troopers from Apogee Base towards landed forces. From Main Blue Base Jet attacks Rattler on nearby Ice Hex, both are lost.

      Builds two trooper for Main Blue Base, &, three for Apogee Base.

      Black attacks with 5 troopers N. Greenland, defended by 3 White Troopers. All lost both sides, while 7 troopers move from NP base to same ice hex.

      Meanwhile 4 troopers from Main Black base& land hex, start moving towards main White Base.

      Also C from that base, moves towards 4 troopers on VP 1 island, just two hexes below Main White Base.

      Along with Rattler attacking Jet and destroying it, landing on Ice Hex that has 2 Black troopers. Builds 4 troopers on Main Black base & 8 for NP Base.

      White C lands 2 troopers to claim a 1 VP Island only 2 hexes from Greenland. Two additional troopers reinforce 6 troopers attacking ice hex of Black forces of a Rattler & 2 troopers. All Black forces lost, for lost of two White Troopers.

      From Apogee Base three Troopers rush to their 1 VP hex in N. Greenland. Places reinforcement of trooper & Jet Main White Base. Along with 4 troopers Apogee Base.

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

      Next Scenario, Infantry is the main units, with a C and Jet/ Rattler, for Combine Arms.

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

      Round Two: Red attacks Main Blue Base with 6 Rattlers, C, and, trooper. Blue Base defended by 6 Jets, C & Trooper. What is left are 2 Rattlers and a trooper. Cobra has won the game!

      From ice hex from NP Base and Main Red Base, three more Rattlers fly into 1 VP island two hexes from Main Blue Base.

      Had brought a Rattler for Main Red base.

      To finish the round, Blue buys for Apogee Base, two Jets. While a lone Jet attacks 2 Black Rattlers and a trooper, from Apogee Base to ice hex that connects Greenland to NP Base. Both sides lose an aircraft.

      Black trooper takes over a 1 VP hex, on Northern Greenland. While a Rattler joins the trooper, and, a C moves towards the trooper. Builds a Rattler on NP base.

      Also from Main Black base, two Rattlers join another two Rattlers on Ice Hex, that is 2 spaces from White Main Base.

      White sends two Jets from Apogee Base and destroyed the Black Rattler and trooper in Northern Greenland(Jets are lost too).

      From Main White Base a landing by C for a Trooper and two Jets, attack Ice Hex, that is defended by 4 Black Rattlers( two spaces from Main White Base). All from both sides are lost.

      White had built for both Main White Base and Apogee Base a Jet.

      The fall of the dice could have wiped out all of Red attacking force, but, they had the good rolls.

      In upper half of the board, only a White Jet is there, while the lower half of the board, are 1 White & 2 Blue Jets, six Red and 1 Black Rattlers, Black C & Red Trooper.

      For this scenario I skip the use of an Aircraft Carrier, as purchasing them, and, having air crafts on them, would slow down the game. Maybe next time, just give each side a one time non replaceable A.C…

      In the GI Joe Scenario 2, only Blue starts with a A.C.

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

      Round One: Air being primary unit of power, the hunt is to destroy the lone C & Trooper( as the latter is the only unit, that can take a hex).

      Red builds another Ice Hex, and, now has a ice hexes route to Main Blue Base. Flies and ships into 1 VP island, that is two hexes from Main Blue Base. Now has 6 Rattlers and C with trooper.

      Builds Rattler on main Red Base.

      Blue hunkers down on Main Blue Base, with three Jets flying in, for a total of 5 jets, C, &, Trooper. Builds Jets at Main Blue Base & Apogee Base.

      Black Rattler from NP Base attacks a White Jet in Northern Greenland(both are lost). Ditto for a Rattler attacking White Main Base, from a 1 VP island.

      C moves from off Black Main base towards NP base. Another Rattler flies into main Black base, from 1 VP island just below the base. Also builds another Rattler on its Main Blk. base.

      Two Rattlers and trooper move onto Ice hex that connects from NP base to Northern Greenland. Also two Rattlers land onto Ice Hex two hexes from White Main Base.

      White hunkers down on Main White Base, with C & Jet arriving there(total 2 Jets & C & trooper). Builds at Apogee Base 2 Jets.

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

      In these scenarios, Cobra has a “Triangle of Support”, where by NP and Red and Black bases are in sight of each other. Easier to reinforce each other, while the Joe White Base can be easily cut off from the Apogee and main Blue Base.

      Next using only Air Power, and, protecting those one C and Trooper(the latter for combine arms).

      Please note Great lateness in posting, due to a internet server change over, thanks, Pellulo

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

      Round Two:

      Red builds up more forces for pending attack on Blue Base. Again takes out two Blue Cs for a lost of two of its own Cs(used special ability).

      Blue moves up coast of Greenland 2 Cs and a trooper, to potentially threaten North Pole/Main Red Base. Also building forces to protect Blue Base. Lone C lost while taking out Red C at 1 VP island(two hexes from Blue Base). C off Greenland coast and Jet from Blue Base are lost, destroying 2 Black C in hex with a 2 VP island.

      Black C off NP base is lost, taking out one of three White Cs off NP base. While building forces at NP base, and, 4 Cs leave main Black base to attack Main White Base.

      White 2 C destroy Ice Bridge that connects Greenland to NP Base. Two Cs from White Base attack and destroy 2 of the approaching 5 Black Cs(the White Cs are also lost). White builds to defend its base.

        Round Three: 
      

      Red attacks Blue Base, for a lost of a C, land a trooper with remaining C. Also 2 Cs from NP base attack and destroy 2 White Cs off N. Greenland( for lost of a C). Cobra wins, still House Ruling will let the round finish, builds unit at Red base.

      Blue C lands a trooper on Blue Base, and, destroys defending Red trooper & C & Rattler. All for naught, as all of Blue forces are lost, the base is still in Red’s possession. Builds at Apogee Base.

      Black C destroys White C off the coast of Greenland, while another Black C lands a trooper on 2 VP island just below NP base. Meanwhile a C is lost(of the three attacking Cs) on White Base(all White forces of a Jet and 2 Cs are lost). Black builds at Black and NP Base.

      White builds at White base 3 Cs.

      No Cobra bases are threaten, while remaining Joe Bases are hunkering down. Blue base is own by Red, but, has no forces on it. Major Cobra win, as the economy of funds has gone away from Joe. Forces left all Joe 5 Cs and 2 troopers. Cobra 7 Cs, trooper & Rattler.

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

      Black sends C and destroys White C off Northern Greenland, moves 2 C two hexes from Blue Base, moves units to defend NP and Black bases. Builds a C for each base.

      White sends 3 C towards NP base, sends Jet to White Base, builds 3 Cs for Apogee(1) and White(2) Bases.

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

      Next for Scenerio Two, majority of Combatants will be Cruisers, with an air and a land unit, for a symbolic combine arms. All other air and land units value will be converted into Cruisers.

      Round One:

      Red consolidate forces for a attack on Blue Main Base, builds two 2 more C, while another C picks up trooper. 2 C lost attacking Blue Base, but, takes put 2 Blue C.

      Blue places C with trooper, builds up Blue Base with three more C, while 2 C take out 2 Black C at a 1 VP island base( while losing those Blue Cs).

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: What do you think is the most/least realistic about A&A?

      One game that got History a bit right. Is the Europe game. You got to win or be overpowering for the Battle of the Atlantic, before you can progress in Africa/Europe. Or sending help to U.S.S.R., thanks, Pellulo

      posted in Axis & Allies Revised Edition
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      Pellulo
    • RE: Additional Miniatures for A&AR
      In regards to extra minis, a good source is fellow used/new boardgames.  If you want extra minis for say Axis & Allies game(s) there are the Axis & Allies minis of air/sea/ land units.  
      

      Also Tide of Iron, and, Memoirs’ 44 and Zvezda WW 2 games is a good source for units.

      Finally WW2 Battlesets from Airfix and Italeri and Bum is another source.

      Choices have grown since early 2006.

      Thanks, Pellulo

      posted in Marketplace
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin

      Next for Scenerio Two, majority of Combatants will be Cruisers, with an air and a land unit, for a symbolic combine arms. All other air and land units value will be converted into Cruisers.

      Red…

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

      Snow Cats and Wolf units are better for attack, than defense. Troopers are cheaper and just as good for defense use.

      Round Two will have more condensed info., in order to speed up play.

      Red attacks from the flank the main Blue Base, but is beaten off.

      Blue is force to just rebuild in order to protect Main Base and Apogee Base.

      Black uses special ability and attacks Apogee Base, with three Wolf units, defeats all six defenders of 5 Snow Cats and trooper, for a lost of one unit. Game over, Apogee Base falls.

      To just end the round, Black reinforces undefended main Black base.

      White attacks and captures main Black Base, reinforces Main White Base. Still moot, Cobra won, if you house rule it, pretty much a tie, as each side lost a main base. On points a 3 points VP lead for Cobra, 9 land motorized units each side, a trooper for Joe, 2 C and a Jet for Joe.

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

      P.S. I started playing this using scenario two, by accident, not scenario one. Hopefully I will get to it, thanks Pellulo

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

      Scenario Two: Land Base Snow Cat & Wolf predominant units.

      Cobra Commander(Red) Round One. Having built another ice bridge, allowing forces to move nearer from main Red Base to main Blue Base. C brings 2 more Wolf units from NP Base to 1 VP island, near main Blue Base. Rattler joins lone Wolf closes to main Blue Base. Meanwhile 2 Wolf units via ice bridge, engage 2 Joe Snow Cat station in Northern Greenland. All lost. Having built 2 Wolf units at main Red Base.

      Admiral Haul(Blue) Round 1. C lands 2 Snow Cats with Fighter cover, on hex closes to Main Blue Base. Losses one Snow Cat and Red Wolf and Rattler.

      Meanwhile another Snow Cat lost destroying Black Rattler on ice bridge connecting Greenland and NP Base. Places new Wolf at Apogee and two at Main Blue Base. Using Special Ability at hex that has a C in it.

      Destro ( Black) does Round One. Moves C with trooper past Main Black Base, to join 2 Wolf units just off ice bridge.

      From NP Base two and one Wolf units take over two 1 VP hexes on Northern Greenland. Built three Wolf units at NP Base.

      Snow Job ( White) does Round One. Four Snow Cats with Fighter attack hex via ice bridge, holding Black trooper and 3 Wolfs units with C offshore. For a lost of two Snow Cats, all Black units destroyed.

      White fighter returns to original hex. Meanwhile C with Snowcat lands for no lost, on 1 VP island, destroying 2 defending Wolf units. Also having built three Snow Cats at Apogee Base.

      Round Two will have more condensed info., in order to speed up play. For now Black Main Base is devoid of defenders. Also the APC/Tank type units are very poor in defense, a attacking smaller force can overwhelming knock out a larger defensive garrison. As for attacking, their abilities are really overrated, considering they are not really heavy say artillery/big guns/missile sets. Hey it’s G.I. Joe/Cobra technology! Much less if you wanted to introduce “real world” weapons of drones?, House Rule of course.

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

      Next scenario the use of mostly land type APCs, with a symbolic air, navy, and troopers for combine arms. Also the use of Ice Bridges in order to have combat, which could backfire for a losing side. Especially the connection from Main Polar Cobra Base to Joe Greenland.

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

      Hi, been away for a month, had to visit the lower 48, along with a V.A. visit.

      Plan to speed up play, by just recording a round by round summation, rather each sides play by play movement, thanks, Pellulo

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

      Round Six: Red using special ability to destroy on ice hex that connects N.Greenland to N.P. Base, thus a Rattler lost to take out a Blue Jet. Meanwhile six troopers attack 5 of White troopers on ice hex, all are lost.
      Having already built a C and rattler for Red Base.
      Blue moves from Blue Base a C with two troopers, landed on island 1 VP NE. of Blue Base, defended by a Red trooper. Island taken for no lost.
      Meanwhile 2 Troopers move onto that ice hex, that connects to NP Base. While 5 more Troopers leave Apogee base, heading for NP base. Having built a Jet and 2 Troopers for Blue Base. Along with 3 more troopers for Apogee Base.
      Black trooper attacks from one ice to another ice hex, holding 4 White Troopers. Losses are one each side. Already built for near having no defensive Black base, a C and 2 troopers.
      From NP base 6 trooped attack 2 Blue Troopers on connecting ice hex to Greenland. Takes the ice hex, with lost of one trooper.
      White uses special ability to move 3 Troopers across ice hex bridge to outside of Black base. Also C from White Base lands 2 more Troopers on same area, while 2 Troopers from White Base moves towards Black Base( vía ice hexes bridge).
      Meanwhile 5 Troopers are heading to N. Greenland from Apogee Base. Having built a Jet and 2 Troopers for Apogee Base, and, 1 Trooper for White Base.
      Round 7: Red knows the greatest threat to NP base, is lack of a good defense in it, but, Joe forces will never be able to land and take it, for Round 7. Here using special ability from Red base Rattler attacks and takes out Blue C, on hex with 1 VP island midway tween Red and Blue Base.
      Even with the lost of air power, Red C lands 2 troopers onto island, defended by 2 Blue troopers. Island retaken for no losses.
      Having built 6 troopers for NP base.
      Blue has 5 and a group of 3 Troopers heading for ice hex, that connects to NP base from N.Greenland. Builds C for Blue Base and 5 Troopers for Apogee Base.
      Black destroys ice hex that connects to Black base. Four White Troopers retreat to ice hex behind them. Builds a rattler for Black base and trooper for NP base.
      White C attacks Black C, both are lost. From Northern Greenland 1 VP hex, 5 Troopers enter ice hex, defended by 6 Black troopers( also a White Jet from Apogee Base flies in). All lost but for 1 Black trooper on ice hex. Already built 4 Troopers for Apogee Base and 5 for White Base.

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

      Of course this begs for a “Cottage Industry”, a few 3-D printers could produce at a comfortable scale, minis that players would want.

      They could come in say green for US forces, gray for USN ships, light green for USMC, and, so forth.

      Fancier sets would come painted, or, better manufacture materials for the units.

      Add a baseball style card for each unit. Also copyrighted of the units is long since past. I doubt the USN is going to complain of a unit based on the Missouri Battlewagon.

      Food for thought. Thanks, Pellulo

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
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