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    Posts made by Pellulo

    • RE: Axis & Allies 1914: Round Robin

      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

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

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

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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
      Posts: 1282
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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

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

      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

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

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

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

      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?*

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

      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).

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

      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.).

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

      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.

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

      U.S.A. counterattack against ONLY Southern Invader. Three partisans & hover tank coming from the Rocky Mountains(due to cards), the tank goes to reinforce San Diego, while the 3 partisans reinforce Phoenix(another retreated partisan goes back to Phoenix). Trooper & mobile gun come down from Colorado Springs( latter arrives in San Antonio). Meanwhile reinforcements from Dallas(trooper, tank, hover copter, &, bomber) & trooper from New Orleans enters Houston.

      Battles rage in the South as 5 troopers, partisan, mobil gun partisan, mobile unit, tank, hover copter, &, bomber try to discharge the invaders from San Antonio & Houston(constiting of trooper, mobile missile unit, 2 hover copters, old style hover copter, &, fighter bomber). Losses U.S.A. partisan mobile gun, &, Southern Invader of trooper, mobile missile unit, hover copter, old style hover copter, &, fighter bomber.

      The South has held out O.K. for now!

      Eastern Euro Socialist Pact Invader has these forces to invade Miami, Tampa, 3 open coastline spaces, &, the capital. They are a total of 7 troopers, 4 mobile units, 2 tanks, 4 hover copters, &, 3 bombers(irregular units of 2 old style hover copters & 2 fighter bombers), versus, U.S.A. cities & coastal defense of 3 troopers & 7 partisans, 3 tanks, hover copter, &, bomber(irregular units of old style Armor Personal Carrier & hover copter). Miami & Tampa taken, D.C. all defenders are destroyed or retreated, &, 2 coastal spaces below the capital are taken.

      Losses Eastern Invader of 4 troopers, 2 mobil units, tank, hover copter, &. 2 bombers(irregular unit of old style hover copter), &, U.S.A. 3 troopers and 5 partisans, 2 tanks, hover copter, bomber(old style hover copter).

      U.S.A. counterattacks Eastern Invader ONLY. Forces avaiable are 3 troopers and 3 partisans, 3 mobile units and 3 hover tanks, 3 hover copters and 2 bombers(irregular units of old style A.P.C., turbo copter, &, fighter bomber), versus, Eastern Invaders forces of 3 troopers, 2 mobile units, hover tank, 3 hover copters, &, bomber(irregular units of old style hover copter, &, 2 fighter bombers).

      From Philly a trooper & partisan, Big Apple a mobile unit & trooper, &, retreated partisan regarrison the capital. Partisan “Mad Max” type car from of course Detriot, heads for East Coast. Battles for Tampa, and, 2 coastlines sections below Wash. D.C., are fought. Losses U.S.A. hover copter, &, bomber(irregular units of A.P.C. & fighter bomber), &, Eastern Invader trooper, hover tank, 2 hover copters, bomber(irregular unit of fighter bomber), Tampa & a coastal section are retaken!

      Next for Round Two, invaders will get cards(cause they get reinforcements now). Instead of 5 units for 1 card, there will be 15 units reinforcements for 3 cards(total 9 for the invaders). Also the U.S.A. will get 6 cards(another card for a retaken city) & 3 laser sytems.

      Western Invader has these forces to try to take the coastline cities, &, break out onto the mountain terretories. Four troopers, mobile unit, 11 hover tanks, and, 4 hover copters, versus, U.S. defending forces of 3 troopers, and, 3 partisans, mobile unit, tank, partisan car, 6 hover copters(2 from drawn cards), &, bomber. Plus due to a card, lost units of 2 bombers & hover tank returned to reserves, for Western Invader.

      Losses Western Invader of trooper, 2 hover tanks, &, 2 hover copters, &, U.S.A. partisan, mobil unit, hover tank, hover copter, &, bomber. Taken 3 coastal territories, Seattle, mountain territory, regular territory, San Fransico, &, Las Angeles.

      U.S.A. counterattacks for Western Invader ONLY has theses forces, 3 troopers, 2 partisans & a partisan car, &, 3 copters. Also from cards trooper, 8 partisans, mobil unit, hover tank, &, hover copter.

      Losses U.S.A. partisan & hovertank, &, Western Invaders 3 troopers(2 due to cards), 5 hover tanks(one lost to a laser), &, hover copter.

      Portland & regular territory recaptured.

      Southern Invader has these forces to try to take these southern coastal cities, 7 troopers, 5 mobil units, 4 hover copter, &, 3 bombers(irregular unit of fighter bomber). Plus a destroyed hover tank, hover copter, &, bomber returned to reserves(due to a card). Defending U.S.A. forces are 8 troopers, 12 partisans(three from cards), 2 mobile unit(one from cards drawn), 3 hovertanks, hover copter, &, bomber(irregular unit of mobile missile unit).

      Losses Southern Invader(none to laser, due it was blinded" this turn)6 troopers and 2 mobile units, &, U.S.A. 3 troopers & 4 partisans, &, hover copter.

      San Antonio & Phoenix falls.

      U.S.A. counterattacks ONLY Southern Invader, with these units of, 5 troopers & 6 partisans, 3 hover copters, hovercopter, &, bomber(irregular unit of mobile missile), versus, Southern Invader units of trooper, 3 mobile units, 3 hover copters, &, 3 bombers(irregular unit of a fighter bomber).

      Losses U.S.A. trooper, partisan, &, bomber. Southern Invader 2 mobile units, 2 hover copters, &, bomber(irregular unit of fighter bomber). San Antonio is retaken!

      Eastern Invader has these forces to take the coastal cities & east coast. Eight troopers, 5 mobile units, 3 hover copters, &, 2 bombers(irregular units of old style hovercopter & fighter bomber), versus, U.S.A. forces of 7 troopers(two from cards drawn) & 3 partisans, 3 mobile units & 6 hover tanks(3 from drawn cards), 2 hovercopters, &, bomber(irregular unit of partisan car). Also destroyed 3 bombers & hover tank return to the reserves(due to cards).

      Losses Eastern Invader 4 troopers, mobile unit, &, bomber, &, U.S.A. 3 troopers & partisan, 2 mobile units, hovercopter(irregular unit of old fashion helicopter).

      Tampa & D.C., &, a coastal territory falls!

      U.S.A. counterattacks with these forces of 4 infantry, 2 partisans, mobile unit, 5 hover tanks, hovercopter, &, bomber(irregular unit of partisan car), versus, Eastern Invaders forces of 6 troopers, 4 mobile units, 3 hovercopters, &, a bomber(irregular units of old stlye hovercopter, &, fighter bomber).

      Losses U.S.A. a bomber, &, Eastern Invaders bomber(due to laser), trooper, &, mobile unit.

      Retaken a coastle territory & doing A seige of Washington D.C., end of Round Two the Invaders hold seven cities!

      Round Three: Western Invaders turn has theses forces for attack(plus 2 bombers & hovercopter returned from destroyed to reserves). Four troopers, mobile unit, 8 hover tanks, 2 hover copters, &, bomber. U.S.A. defending forces are 3 troopers and 10 partisans, mobil unit, 2 tanks, &, 6 hovercopters(irregular unit of partisan car).

      Losses Western Forces trooper, 4 hovertanks(one lost due to cards), &, bomber, &, U.S.A. forces trooper & 3 partisans, 4 copters, &, mobile unit.

      TAKEN Portland.

      U.S.A. counterattack against Western Invader ONLY, with forces of 2 troopers and 7 partisans, hover tank, &, 2 hover copters(irregular unit of partisan car). Lasers strike & destroys 2 hover copter & a tank. Versus Western Forces of 3 troopers, mobil unit, 8 hover tanks, hover coper(brought back by card), &, bomber.

      Losses U.S.A. trooper & partisan, &, hovercopter, &, Western Invader 2 troopers, 2 hover tanks, &, hover copter.

      Retaken San Fransico, the front line is lipping to Las Vegas & Salt Lake City.

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

      Losses Southern Invader, 6 troopers, mobile unit, &, 2 bombers, &, U.S.A. 3 troopers & 4 partisans, 2 hover tanks & copter.

      Taken San Diego(Western forces are in commincation with Southern forces), Houston, San Antonio, coastal & regular territory.

      U.S.A. counterattacks Southern Invader ONLY*, bomber destroyed by laser & tank destroyed by card action. Forces are 2 troopers and 7 partisans, 3 mobile units, 3 hover tanks & copter, versus, Souther Invader of 5 troopers, 2 mobile units, hover tank & 2 copters, &, bomber.

      Losses U.S.A. partisans & irregular mobile missile, &, Southern Invader trooper, mobile unit, &, hover copter.

      Retaken Houston. *A partisan & mobile unit are sent to the territory above Florida penisular, to help prevent a Eastern Invader attempt to connect with the Southern Invader.

      Eastern Invader attacks with these forces, 12 troopers(2 other troopers allready destroyed by card action), 7 mobile units, hover tank & 3 copters, bomber(old style hover copter, &, fighter bomber), versus, U.S.A. forces of 4 troopers & 5 partisans(one from southern front & two from cards), 2 mobile units(one from southern front), 6 hover tanks, &, 2 hover copters(irregular partisan car).

      Losses Eastern Front 5 troopers, mobile unit, &, hovercopter., &, U.S.A. trooper & four partisans, mobile gun, 2 hover tanks & copter, &, laser(due to card action).

      Taken seacoast & 2 mountain territories, &, Atlanta. Easter Front forces now communicates with Southern Front forces.

      U.S.A. counterattacks ONLY Eastern Invader, with 3 troopers & partisan, mobile unit, &, 3 hovertanks & 1 copter(one partisan car), versus, Eastern Invader forces of 7 troopers, 5 mobile units, hovertank, 2 hovercopters, bomber(old style hover copter, &, fighter bomber).

      Losses U.S.A. of trooper & partisan, mobile unit, &, 2 hover tanks, &, Eastern Invader trooper, 4 mobile units, &, hover copter.

      Retaken Washington D.C., &, mt. territory. East Coast U.S. forces are badly outnumbered by Eastern Invader.

      The invaders control 9 cites from a peak of 10.

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

      GAME 1:
      Intial 60 unit setups are as follows, 12 Armor, 24 Infantry(same number of partisians for U.S. only), 9 Mobil Units/A/P.C., 6 bombers, &, 9 copters.

      Starting with the Western Invader
      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 Southern Invader)
      08 Copters(decrease by one, going to the Eastern Invader),
      for a toal of 60 units. Could a massive armor push, starting in the West, knock out America faster than normal?

      House ruled, in order to give a bit of variation, about 12 irregular units are given to the invaders(4 per each invader) & U.S.A. forces(get 13 units). It gives a little bit of variety for land & air combat. Along with they are nonrepaceable, &, you may used them anytime you want and any number of them. For example all twelve can be included in the first wave of attacks in Round One, so you have 24 units attacking for each invader. Also the U.S.A. can place all thirteen on the front lines &/or reserves behind the front lines.

      The units are: Fighter-Bombers moves 3 for maneuver & invasion movements, uses white dice, &, choice of any units,

      Medium Bomber moves 3 for maneuver & invasion, uses blue dice, &, choice of any units(A/D with a fighter-bomber & bomber, dice is downgraded to white), choice of units,

      Hover copters are just older versions of the copters used in the game, moves 2 for maneuver & invasion movements, uses white dice against land units & other copters(againt any other air units, dice are downgraded to red), choice of units,

      Turbo Bladed Helicopter(U.S.A. only), this oldest style copter has the main blade centered over the body, moves 2 for maneuver & 2 for invasion movements, uses white dice against any land units, &, red dice against any air units, choice of units,

      One man copter(partisian use only), moves 1 for manuver & invasion movements, uses white dice against any foot, and, red for mobile units only, order of casualties is foot & mobile units,

      Mobile Gun(on a large pickup truck, partisian use only), moves 1 for manuver & 1 for invasion movements, uses white dice against any foot and mobile units, downgraded to red dice against any tanks and copters(cannot engage any fighters or bombers), order of casualties foot, mobile units, tanks, &, copters,

      APC Carrier(for USA only) older style mobile unit, will not engage fighters and bombers, uses red dice,

      Road Recon. Cars(partsians only, think Mad Max), maneuver of one & invasion movement of one, on the attack only uses white dice, &, if attack first uses red dice to defend itself, cannot engage fighters and bombers,

      Mobile Missiles moves only one space at a time, uses blue dice on the attack, if attacked & it is not in a combine arms/city/mountain area, it defends on a red dice, destroys any unit(including laser).

      Final Note of House Rules:
      One: to speed up play, I am dumping the rule of the advantage of defense for cities/mountain territories. This will probably affect the U.S.A. forces more than the invaders initially, then again later in the game, it would make it harder for the invaders to hold onto their captured cities. All combat for attack & defense happens at the same time!-think Axis & Allies-

      Two: at start of game U.S.A. can place all their partisans, out ready for combat, whenever space you wish to place them. Excemption is no more than two, in any coastal city, only for round one(so in round one, you can have an gateway coastal city defended by 7 units, five regular units & 2 partisans).

      Three: all cards are played once, a player can hold onto them{bank the card(s)}, and, use them on the turn as it fits their use, the cards are never recycled!

      Four: Auxiliary/irregular units like the fighter jets, old style copters, &, so forth are placed whenever needed for ONLY round one(so that gateway city may be defended by 8 units-five regular, 2 partisans, &, 1 auxiliary unit-, or, attacked by more than five units from an invader, like five regular unit & a auxiliary unit). These secondary, usually older type of units, are NEVER replaced! They are not on the cards!

      Round ONE: Western Yellow Invader/Asian People’s Republic Setup from the sea, into undefended land in front of Seattle, of 3 tanks, trooper, &, bomber. All but bomber enters undefended space in front of Seattle, while the bomber enters air space over Portland. Next is a trooper, 3 tanks, &, hovercopter, versus, the defenders of Portland of 2 partisans, trooper, tank, &, one man partisan copter. Here the bomber from the group in area in front of Seattle is over Portland, joined also from that group of 3 tanks, to help attack Seattle. Losses U.S. one man copter, &, hover tank(with the remaining trooper & 2 partisans retreated), &, Western Invader losses trooper, &, 2 tanks(also the hover copter & bomber join trooper in taken area in front of Seattle). Portland is taken, &, Seattle under seige!

      Meanwhile in the coastline below Portland, a old style fighter bomber, &, medium bomber fail to destroy defending partisan(who takes out fighter bomber). The medium bomber lands in Portland.

      Also on the coastline above San Fransico an fighter bomber & old style tracked tank take out defending partisan(for lost of tank). Fighter bomber lands with forces in front of Seattle.

      Battle for San Fransico of trooper, hover copter, &, 3 tanks, versus, U.S. forces of medium bomber, mobile unit, trooper, &, 2 partisans. Losses U.S. of mobile unit, trooper, &, partisan, &, Western Invader of trooper, &, tank.

      Finally the battle for the most important city, on the west coast, of Los Angeles, of trooper, 3 tanks, &, hover copter, versus, U.S. forces of trooper, 2 partisans, tank, &, hover copter. Losses U.S. trooper, 2 partisans, &, tank, &, Western Invader of trooper & tank.

      U.S.A. counterattack against the West Coast Invader ONLY, laser in Chicago takes out bomber in front of Seattle. Bomber, trooper, mobile unit, sortie from Seattle to area in front of the city, joined by 2 more bombers courtersy of Minneapolis(due to cards), versus, Western Invader trooper, hover copter, &, fighter bomber. Losses Western Invader all, &, U.S.A. 2 bombers & trooper. Siege of Seattle lifted!

      Using the three retreated units of trooper & 2 partisans from Portland, &, hover tank & copter from Seattle(along with bomber from Las Vegas), attempt to retake Portland, guarded by Wester Invaders of 4 tanks & medium bomber. Losses Western Invaders medium bomber, &, 2 tanks, &, U.S. bomber & tank. Finally for an attack on Portland, trooper from below Portland, on the coast, &, copter for Las Vegas attack the 2 remaining enemy tanks guarding Portland. Losses Western invader a tank, &, U.S. a trooper(copter took a chance Portland would be retaken, crashes in Portland).

      Medium bomber from S.F. goes to L.A. joining copter already there, &, a hover tank & mobile unit arriving from Las Vegas, in an attempt to drive out invading copter & 2 tanks. Losses Western Invader a copter & tank, &, U.S. medium bomber & mobile unit(hover copter landed in S.F.).

      Meanwhile trooper from Las Vegas heads for West Coast, while trooper & partisan car heads for L.A. from Salt Lake city. While two more hover copters are flying in from Minneapolis(due to cards).

      Local milita has pratically wiped out the first wave of invaders, but, yet Western Invaders can pratically replace everything they has lost. On the West Coast, there is only one U.S.A. tank, while the Western Invader still has 20 in reserve. The first wave was bad enough, the second may be just as worst.

      Losses for Western Invader of 4 troopers, 8 tanks, &, 2 nonreplacable fighter bombers & tracked tank, 2 hover copter, &, medium(nonreplaceable) & regular bomber. For the U.S.A. 3 troopers, 5 partisans, 2 mobil unit, 3 tanks, nonrepaceable partisan one man copter, hover copter, &, 3 bombers and medium bomber(nonreplacable).

      Southern Invader writeup will be less explicit, in order to play faster(Western was more explicit & longer to play). The
      Central American Federation has these forces to attack, San Diego, Phoenix, two non-city spaces, San Antonio, two non-city spaces, and, Houston, of: 5 troopers, 5 Mobile Units, 2 tanks, 4 hover copters, 4 bombers, &, irregular units of two fighter bombers, old style haver copter, &, mobile missile. Defending U.S.A. forces are:6 troopers, 8 partisans, tank, 2 mobile units, hover coptor, irregulat units of 3 fighter bombers.

      Losses Southern Invader of 4 troopers, 5 mobile units, 2 tanks, hover copter, &, 2 bombers, &, U.S.A. of 2 troopers, 2 partisans, 2 mobile units, hover copter,&, 3 fighter bombers.

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

      The initial 60 unit setups are as follows, 12 Armor, 24 Infantry(same number of partisians for U.S. only), 9 Mobil Units/A.P.C., 6 bombers, &, 9 copters. Plus the twelve or so irregular units for U.S.A. & Invaders.

      Starting with the Western Invaders(rotated latter to the Southern & Eastern Invaders) the setups are changed to this, for increase Armor scenario:

      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 Southern Invader)
      08 Copters(decrease by one, going to the Eastern Invader),
      for a toal of 60 units.

      Could a massive armor push, starting in the West(then South, then East, for other scenarios) knock out America faster than normal?

      Note: due to time constrictions, the results will be noted, but, the play by play commentary may be bypassed, thanks, Pellulo
      Pellulo

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

      Final Note of House Rules:
      One: to speed up play, I am dumping the rule of the advantage of defense for cities/mountain territories. This will probably affect the U.S.A. forces more than the invaders initially, then again later in the game, it would make it harder for the invaders to hold onto their captured cities. All combat for attack & defense happens at the same time!-think Axis & Allies-*

      Two: at start of game U.S.A. can place all their partisans, out ready for combat whenever space you wish to place them(so in round one, you can have an gateway city defended by 5 units).

      Three: all cards are played once, a player can hold onto them{bank the card(s)}, and, use them on the turn as it fits their use, the cards are never recycled!

      Four: Auxiliary units like the fighter jets, old style copters, &, so forth are placed whenever needed for ONLY round one(so that gateway city may be defended by more than 5 units, or, attacked by more than five units). These secondary, usually older type of units, are NEVER replaced!

      *In a more smaller campaign like “Battle for the Mile High City”(Siege of Denver), your troopers & mobile units probably have towed or self propelled guns, with mortar crews & pre-registered guns & heavy machine gun nests, & snipers, &, traps to take a good toll of any Western & Southern Invaders. Before the Invaders can even get in range to fire back! So I leave the defense has an advantage for a smaller scale battle/campaign, like the mythical Mile High scenario. For the larger scale campaign I’ll just use A & D fire the same time, thanks, Pellulo!

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

      Fortress America Round Robin(mostly elements of the first game & latter version)

      Only the invaders will be changing their setups, of what will be hopefully a more advantgeous dipostion of their forces for their attacks on America’s Homeland. With a bow to the first edtion, maybe NATO is deadlocked in battle in Europe, Canada being ignored for now, &, the United States Navy trying to make a comeback.

      Intial 60 unit setups are as follows, 12 Armor, 24 Infantry(same number of partisians for U.S. only), 9 Mobil Units/A/P.C., 6 bombers, &, 9 copters.

      Starting with the Western Invaders(rotated latter to the Southern & 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 Southern Invader)
      08 Copters(decrease by one, going to the Eastern Invader),
      for a toal of 60 units. Could a massive armor push, starting in the West, knock out America faster than normal?

      Units loaned/traded off to another invader, becomes part of that invader’s command system(as in the example above, the 20 extra tanks that the Western Invader got, is controlled only by the Western Invader). Also this will effect the 60 unit setup of the Southern & Eastern Invaders, as they become more armor poor, but, gain additonal infantry, mobil units, &, air power(still having combine arms, if need be).

      Of course the temptation to leave the Southern & Eastern Invaders with their orginail rulebook setups(borrowing tanks from other Axis & Allies games), would leave the game with a setup of not 3:1 armor setup, but, a 5:1 armor setup(in the invaders favor). This would leave to an counter attempt to give some sort of edge to U.S. forces(giving the partsians their own homemade tanks?, making U.S. army tanks better superior quality using the blue dice?, and, never ending attempts of upgrading).

      Follow up scenerios:
      06 Armor(decrease by 6, with three going to each of the other invaders)
      44 Infantry(increase by 20, ten from each of the other invaders)
      03 Mobile Units(decrease by 6, with three going to each of the other invaders)
      02 bombers(decrease by 4, with two going to each of the other invaders)
      05 Copters(decrease by 4, with two going to each of the other invaders),
      for a total of 60 units. Could a massive infantry push, starting in the West, allow the Invaders to win?

      08 Armor(decrease by 4, with two going to each of the other invaders)
      20 Infantry(decrease by 4, with two going to each of the other invaders)
      25 Mobile Units(increase by 16, eight from each of the other invaders)
      02 Bombers(decrease by 4, with two going to each of the other invaders)
      05 Copters(decrease by 4, with two going to each of the other invaders),
      for a total of 60 units. Could a massive mobile unit push(each carrying an infantry unit), starting in the West, finally end it for America?

      Finally,
      07 Armor(decrease by 5, with three going to Southern Invader & two to the Eastern Invader)
      14 Infantry(decrease by 10, with five going to each of the other invaders)
      04 Mobile Units(decrease by 5, with two going to the Southern Invader, &, three to the Eastern Invader)
      16 Bombers(increase by 10, five from each of the other invaders)
      19 Copters(increase by 10, five from each of the other invaders),
      Could the massive use of air power, blast through America’s defensive? These scenerios are dupicated for the Southern & Eastern Invaders. Geography wil degrade/enhance Invaders prospect of victory.

      Final three scenerios, of a massive attack with picking the Western Invader site as first choice, of starting with 20 units, along with 15 units from the other two invaders(of course a symbolic 5 infantry invasion from the South & Eastern fronts, to make the U.S.A. leave forces there, in order to defend). All this is done with all the invaders under one command for their one united attack, per turn(followed by the next five turns of 24 units, eight each color arriving on the West Coast). Along with intergration of the units, for example a red infantry hitches a ride on a yellow mobile unit, combine arms made up of all the invaders, &, so forth. This can be done, cause the three Invaders, sloved their logistic problems, to attack all on one front, hopefully to steamroll their way to Washington/Chicago/San Diego.

      House ruled, in order to give a bit of variation, about 12 units are given to the invaders & U.S.A. forces. It gives a little bit of variety for land & air combat. Along with they are nonrepaceable, &, you may used them anytime you want and any number of them. For example all twelve can be included in the first wave of attacks in Round One, so you have 24 units attacking for each invader(total twelve). Also the U.S.A. can place all thirteen on the front lines &/or reserves behind the front lines.

      The units are:
      Fighter-Bombers moves 3 for maneuver & invasion movements, uses white dice, &, choice of any units
      Medium Bomber moves 3 for maneuver & invasion, uses blue dice, &, choice of any units(A/D with a fighter-bomber, dice is downgraded to white), choice of units
      Hover copters are just older versions of the copters used in the game, moves 2 for maneuver & invasion movements, uses white dice against land units & other copters(againt any other air units, dice are downgraded to red), choice of units
      Turbo Bladed Helicopter(U.S.A. only), this oldest style copter has the main blade centered over the body, moves 2 for manuver & invasion movements, uses white dice against any land units, &, red dice against any air units, choice of units
      One man copter(partisian use only), moves 1 for manuver & invasion movements, uses white dice against any foot, and, red for mobile units only, order of casualties is foot & mobile units
      Mobile Gun(on a large pickup truck, partisian use only), moves 1 for manuver & invasion movements, uses white dice against any foot and mobile units, downgraded to red dice against any tanks and copters(cannot engage any fighters or bombers), order of casualties foot, mobile units, tanks, &, copters
      APC Carrier(for USA only) older style mobile unit, will not engage fighters and bombers, uses red dice.
      Road Recon. Cars(partsians only, think Mad Max), maneuvers & invasion movement of one, on the attack only uses white dice, &, if attack first uses red dice to defend itself, cannot engage fighters and bombers
      Mobile Missiles moves only one space at a time, uses blue dice on the attack, if attacked & it is not in a combine arms/city/mountain area, it defends on a red dice, destroys any unit(including laser).

      Note: Playing the first game the attack & defense of theses units are different, cause the dice are different, for both game versions.
      Pellulo

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

      In Round Robin of Axis and Allies Sea Minis’s Convoy Scenario, of just Allied DDs (no bombers & sea based carrier planes & subs) to protect the five ship convoy.

      The Axis side had eight subs(4 Japanese, 2 German & 2 Italian), the Allies 5 convoy ships, and, fourteen destroyers( more like destroyer escorts/corvettes). I got the cheaper Allied DDs more for their ASW in 0 space, in order to swamp the Axis forces. These ships have puny guns, &, AA guns not more than the transports, more for anti-sub work. Definitely fueling off a oilier transport in order to stay in the convoy.

      The results no transports lost, all Axis subs lost, and, ten of the fourteen surface ship were left, Thanks, Pellulo

      For those who tried a Sea-Lion for old style A&A, Revised, Europe, 1942, and, Anniversary Games, pretty nifty"if" movie, “Hitler’s Britain” on Hulu, thanks, Pellulo
      http://www.hulu.com/watch/137363/hitlers-britain
      Pellulo

      I do not know who wins(cannot see it down here), but, Bugs versus Daffy playing a board game(maybe 1914?), enjoy, Pellulo
      http://www.kidswb.com/video/Looney-Tune … 69b57db6ed
      Pellulo

      Notes that were posted a bit on the old site, now redone: Round Robin of a Most Minor Write Up for Fortress America…
      Pellulo

      Post by Larry » Wed May 03, 2017 10:32 pm

      Be my Guest…

      Fortress America Round Robin(mostly elements of the first game & latter version)

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

      In Round Robin of Axis and Allies Sea Minis’s Convoy Scenario, of just Air Power (bombers & sea based carrier planes) to protect the five ship convoy.

      The Axis side had eight subs(4 Japanese, 2 German & 2 Italian), the Allies 5 convoy ships, 4 Baby flats, 4 planes & one land bomber. The air power(daylight and with radar) just ate the subs. from a distance, ended with all subs. lost, and, one baby flat carrier lost(its plane landed on the bomber airfield).

      Thanks, Pellulo

      In Round Robin of Axis and Allies Sea Minis’s Convoy Scenario, of just Allied Submarines (no bombers & sea based carrier planes & no surface ships) to protect the five ship convoy.

      The Axis side had eight subs(4 Japanese, 2 German & 2 Italian), the Allies 5 convoy ships, and, twelve subs. I got the cheaper Allied subs. with mostly 2 torpedoes in 0-1 space, in order to swamp the Axis forces.

      Over all the inferior Allied subs. can let loose about 24 torpedoes, while the Axis subs can let loose about only 22. Also with 12 subs vs. 8, even with a lost ratio of just one to one, the losses are justified.

      They will always be only eight Allied subs. the Axis can target maximum, while the Allies can target all eight Axis subs, with four extra subs to re target any surviving Axis submarines.

      In this game one torpedo hit will sink you (with the historical exception of one Japanese sub. during WWII), subs. where thinned armor. Also all were traveling at just one movement.

      The results were no transports lost, 11 /12 Allied submarines lost, and, 8 /8 Axis submarines lost, thanks, Pellulo
      Pellulo

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

      This originally was for the old Avalon Hill site, but, only recently found the notes, and, finally completed them, Round Robin for Axis and Allies Sea Minis.

      Previously I play the basic game on a island/land side, just rotating the fleets around the map, for 100-200-400-500 pt. fleets, using basic 2-D sticky note papers to make up my fleets(no I was not going to buy boxes to have the plastic versions of fleet series basic to two & three).

      Round robin was set up mostly as a paper exercise, ships(100 point fleets/flotillas) are lost/radar not working/poor timing or luck,
      bad visibility(e.g.cloudiness/fogged condition). Suddenly visibility clears up & a melee breaks out.

      Cause the ships pretty much stumbled into each other(saves on having to maneuver them, did give the BB & some CC with a 3 range shot, a “free” shot). No limit on stacking them(pretty much bunched up), VA hits are added up(saves on paperwork), secondary & third set of guns & torpedoes are allow to hit different targets. Along with subs. surface, they were recharging their batteries, allowing ships to use their basic guns, or, second/third set of guns(for CC & BB), along with torpedoes.

      Also no just BB vs. BB, CC vs. CC, and so forth, as generally MAD (mutually assured destruction) occurs.

      Basically I started with Axis e.g. Destroyer (as many as you can purchase for a 100pt. fleet) vs. just only Allied Torpedo Boats , then CC, BB, AC(no aircraft), Sub.,
      skip Fighter Planes (historically in WWII a USAAF fighter took out a Ge. DD), Bomber,
      Torpedo/Dive Bomber. All the Allied variations were also 100 pt. fleets.

      After that I repeated that for Axis T.B. going against the same list of Allied ships (now including a Allied DD)., and, so forth, down the list.

      The results for Allies e.g. DD vs. Axis ship, and, so forth going down the list, came close statistically to the Axis Round Robin. Thanks, Pellulo

      Basically with Round Robin, it was found, that cheaper came out better, a cost of for a 7 pt. DD, will get you fourteen, pretty much puny guns, but, each DD get you one torpedo (even against a BB you are bound to get sixes from fourteen rolls for torpedo).

      This works quite well with the other capital ships, CC (light or heavy or big), AC, and, with surface subs(house rule allowing them to be torpedo) . Even with puny ASW the quantity of DDs will overwhelm them.

      Now against Air, due to low AA fire they do not do good against bombers; hold their own against Dive/Torpedo bombers.

      DD did not do so good against Torpedo Boats(at 0 range & with a capacity of three torps. the TBs cleaned up).

      When a USA TB took on Capital ships, generally it won out, except against the AC.
      Here the 16 TB vs 11 Axis AC, the dice rolls favored the latter(one AC survived the conflict). Axis bombers cleaned up over puny AA fire of the TB, while the secondary bombers(torp./dive) were wiped out.

      Now when a GE. CC took on Allied Capital ships BB & AC, it won out. Subs. were no problem. The ten Ge. CC failed against the 16 Brit. bombers, but, held out against the 12 Brit. Torp. bomber.

      Again when this Allied B.B. went against Capital ships it cleaned up on the AC, but, lost out to the more numerous CC. When it went against air power the two Hoods(historical restriction were not applied) were wiped out quickly.

      Finally thru the process of elimination when Axis AC vs Allied subs, the three surviving AC out of three destroyed the eight surface subs.

      Remember this was based on 100 pt. fleets, so you can have two BB vs 14 bombers(not 2 vs 2 or 14 vs 14). Rarely you have evenly matched opponents in numbers. There was no historical restrictions, no maneuvering/stacking restriction(so fire power was at 0 range, four range BB/CC were given a free shot), subs. were surface so ship’s torpedoes and main/secondary/third set of guns could be used against them.

      No fighters were used, AC fought just using their ship guns(no time to scramble their air), and, even thought I give a one for defense for subs. against fighters and TB & DB, I passed on this(along with the house rule of letting surface subs. use their deck gun).

      If you want to try this on a grander scale, using the map board and manuerving and so forth, please let me know of the results.

      Next and finally an example of play with 12 GE. DD vs in Round Robin the Allies, thanks, Pellulo

      Example of Round Robin:
      Whit Ge. DD that cost 8 pt., gave me a fleet of 12 of them(for a 100pt. fleet), vs., USN PT Boat fleet of 16(each cost 6 pt., for a 100pt. fleet). The end results were
      4 surviving USN PT Boats.

      Same Axis setup vs. two Battle Cruiser Hoods British, the results were 6 Axis DDs left.

      Same Axis setup vs. USN 11 St. Lo AC, the results were 2 Axis DD left.

      Same Axis setup vs. 8 Truculent British Sub., the results were 7 Axis DD left.

      Same Axis setup vs. 16 British Halifax bombers, the results were 10 bombers left.

      Same Axis setup vs. 10 British Swordfish Torpedo Bombers, with 8.5 Axis DDs left.

      For these kind of setups some quality is important, but, like Uncle Joe said…“quantity has a quality to it”…, Thanks, Pellulo
      Pellulo

      Finally(took forever to get the information for it), Round Robin for that Axis and Allies Sea Minis Convoy Scenario, thanks, Pellulo

      I played them with the extra Allies 5 transports(cannot lose more than 40% of them), going across the sea side of the map,&, putting 5 small islands, in the way.

      Since both fleets, are of hundred points, the Axis got two Japanese subs, and, two Ge. subs, that both fired at 0 & 1 range a spread of three torpodoes, and, the Japanese “tin fish” could go up to a range of three spaces. The Italian subs, two of them, fired two torpedoes at 0 & 1 range, &, like the Ge. subs. had a range of just 0-1-2.

      The Allied fleet was a mixture of low costs Baby Flats (even if sunk, they still be one left) rather than one large aircraft carrier. DD or low cost CC with a good ASW(since the subs were not going to be surface, torpedoes, and, gun power were of little use). Also a Allied sub. or two.

      The Japanese subs could get a free shot at Allied ships, cause of their long range torps., but once committed, a speed of one(for all subs.), compared to two for a DD, left no room for retreat.

      The surface ships have to be in the same space of the sub, to use their ASW. With about two or so quickly swamp a sub. and sink it. Much less the air power, that can hit the Axis ships, way before the subs. sight the transports(no …“happy time”… for these sub. captains).

      Also starting way back two spaces from the end of the map, did not leave time, for a sub(s) to get behind the convoy group(perhaps Pacific rule of submerged sub. might come in handy). It came out mostly to side & headlong torp. shots.

      With air power via AC, land base bomber group(every other turn), DD & CC & TB/Sub. escorts, its not to hard to get a convoy through the “Wolf pack”. Especially if you run the ships along the top part of the map, and, not have to worry about your port side flank.

      Game ended with all 8 Axis Subs. lost, Allies lost 2 DD & one sub.(left 5 transports, 2 baby flattops, 2 ship borne & one land base bomber with ASW, and, one sub. and two DD).

      Finally the Round Robin variations. Thanks, Pellulo

      Round Robin for the Axis, no changes(did toy with a ideal of a large surface raider/Q ships), for the Allies a fleet of just Air Power, fleet of just subs, and, a fleet of just DD/CC, thanks, Pellulo
      Pellulo

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

      Next until I can get RoundRobin for GI Joe Game with Axis & Allies rules, here is Axis & Allies RoundRobin for Sea Minis(remember those 3-D ships and stuff).

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

      Howdy, as mention before about 14% of the scenarios have been misplaced, when found or pass onto me, is in the future.

      Would you think the Zombie Edition will get into the Forum, for better or for the worst, I believe the game is selling quite well, thanks

      Finally could the Zombie 🧟‍♀️ ideal be applied to the 1914 game?
      Would the Zombies be Supernatural or a Secret Weapon gone amok?
      Also could for The Thirty-One Year War time frame 1914-1945(after all the War to End All Wars ended in an armistice, think Korean Conflict ), could the Earth face an Alien U.F.O. Invasion, for that kind of theme game?
      Thanks

      Not plugging it, you can get it free at your library, The World War Series by H.G. Wells.

      This Axis & Allies War of the Worlds Game would go like this:

      Invaders would be for land, a typical buy-eyed Martian/clunky robot/blob with an oversized gun/rifle, and, a combo Self-Propelled gun/A.P.C./Tank. For air/space the fame saucer or cigar shape mother ship and smaller versions of it. Finally for Sea a battleship shaped submarine, and, a smaller hovercraft Cruiser/DD that doubles as a Transport. Along with a carrier that can carry up to two smaller versions of their fighters.

      Now the units supplied would be on up to ten rounds of reinforments, with a half of all the units introduced, in the first round. The Aliens do not buy any units, a throwback to the way units were introduced, let us say in Axis and Allies Battle of the Bulge Game. They win by the number of spaces, they occupy, at the end of the game of all land and sea. So they will need lots of markers to show ownership, also they do not need to leave a unit in it, to garrison it.

      Victory, a major one if they control three quarters and up. Moderate is just below three quarters to half, and, minor is just below half to a third. Having a Alien Air/Space Unit fly over a territory does not give it ownership.

      For a retro* look if used for the 1914 game, the Minis can have that no longer copyrighted public domain, of Wells War of the Worlds. Using the “Walking Saucer” type ships, with the multi-tentacle aliens, and, a mini representing the fame poisonous smoke.

      Firepower and movement:
      Infantry two spaces with attack two and defense two, the combo vechicle three spaces and attack of four and defense of three(can carry two troopers three spaces, but, cannot the troopers and combo engage in any attacks).

      The mothership cannot land or is made for atmosphere fighting, can pick up any one unit, once per turn and allow it to transfer anywhere on the board(think of it as a hugh space elevator station). The smaller versions of the mother ship are like fighter bombers, attack on four defend on four, and has a range of eight.

      Finally the sea units, fortunately for the Axis and Allies, the invaders come from a world with small and shallow oceans, little understanding of submarine warfare. Thus earth subs. have a attack and defense of three, when dealing with the Alien Fleet. Their BB attacks on a five, defends on a four. The C/DD hybrid attacks and defends on a four and three, if in a transport mode only defends on a three. The BB is also a submersible, but, only attacks and defends on a three. All fleets ships move on a three, except the BB as a submersible moves on two spaces.

      Being attacked by earth’s submarines, all defense falls to a lowly two, and, their C/DD cannot negativity stop any surprise attacks(including air/spacecraft, fail to detect submarines).

      Finally for extrapolation/nice to know information, the BB/Submarine hybrid cannot dive too deep, and, the fleet as whole cannot leave port if rought seas are present(much less deal with icy waters).

      Round One is a bitch as one Theater of Operation, thinks the Alien Invasion is an Hoax, and, lets the Alien Invaders get a extra attack for land invaders(again playing like the 1914 game, of just one attack, sans sea, per turn). Throw a Die to see who gets zapped, European, Pacific, or, BIC(Burma, India, China).

      Secret weapons by round five all Earth fighter & bombers now have their range extended by two spaces. A.P.C. Cost 1 less IPC due to U.S. mass production, ditto for DDs.

      Again borrowing from the D-Day & Bulge games, as the reinforcements stop coming in for the invaders, by Round Ten. The earth forces either has the forces to win, or, has to yield to a Alien Victory Condition.

      *This ideal has long been up as a model driven game(very expensive?), reminds me of the built up models for a Star Wars Game. I saw it at Barnes and Nobles game section, second floor, Union Square, Manhattan. Of course you could have played it with cardboard cutouts, or, just an index card saying it was an Imperial Star Cruiser, but, heck where’s the fun in that(also the BIG Mouse from a magical land in Fl., wants its money).

      The game is called Tripods and TriplaXes , on the cover a W.W.I Fr. fighter plane, with primitive rockets, taking on one of free copyright Tripods with that laser type eye, from H.G. Wells “War of the World”. This is a standalone game, maybe more games in the future. Of course the scale is much bigger than a Axis and Allies mini, much less you have to build them. Additional games and extra units is where the money is for the game maker.

      An Axis and Allies 1914 game with alien invaders from the Well’s book, would be more cost effective.

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

      Sorry this is the name of board game store:

      Hex and Company, off 11 East St., 801 Broadway, New York, NY 10003

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

      Present Day
      Pellulo

      They have an additional store, off Union Square Station, lower Manhattan, bordering the Village Area. Only a few blocks from the Subway system, across the street from Forbidden Planet Sci-Fi and Fantasy(along with some board games) store. Along in the neighborhood of Strand Bookstore with its 19 miles of books, and, a ridiculous large great Halloween store.

      You can join a game in session at the Strategist Store, or, sign up.

      They also have a large selection of games for sale, and, yes you can play practically any Axis and Allies game ever made.

      Check the net for times and days they are open, as for a fully functional 8 player Axis & Allies 1914 game, hey u never know!

      posted in Axis & Allies Discussion & Older Games
      P
      Pellulo
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