I ate the whole thing...

Apparently The Axis & Allies site over at Avalon Hill is going to be phased out soon. A new one will replace it. If you have something over there that you don’t want to be evaporated into thin air then cut and paste it, and bring it over here so that it is not lost forever.
pellulo
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Re: I ate the whole thing...

Post by pellulo » Sun Jan 03, 2010 8:01 pm

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
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Re: I ate the whole thing...

Post by pellulo » Mon Jan 04, 2010 2:19 pm

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
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Re: I ate the whole thing...

Post by pellulo » Tue Jan 05, 2010 10:44 am

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
Pellulo

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Re: I ate the whole thing...

Post by pellulo » Mon Sep 13, 2010 10:09 pm

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

pellulo
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Who won?

Post by pellulo » Tue Jan 07, 2014 8:08 pm

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
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Re: I ate the whole thing...

Post by pellulo » Wed May 03, 2017 9:15 pm

Notes that were posted a bit on the old site, now redone: Round Robin of a Most Minor Write Up for Fortress America...
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Re: I ate the whole thing...

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

Be my Guest...

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Re: I ate the whole thing...

Post by pellulo » Thu May 04, 2017 8:41 pm

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

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