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    Pellulo

    @Pellulo

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    Best posts made by Pellulo

    • RE: Any good book suggestions for WWI?

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

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

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

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

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

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

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

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

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

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

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

      After all Italian efforts

      caused about 10% of all losses for the British.

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

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

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

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

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

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

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

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

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

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

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

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

      Builds Rattler for its main base.

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

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

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

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

      Round Three:

      Red…IMG_4890.jpeg

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

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

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

      IMG_4891.jpeg

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

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

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

      Builds C at Apogee and Main Base.

      posted in Axis & Allies Discussion & Older Games
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      Pellulo

    Latest posts made by Pellulo

    • RE: Axis & Allies 1914: Round Robin

      Round Two: Red…

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

      Black moves 2 Wolf units and trooper to ice hex, that connects to N. Greenland. From NP base sends Rattler to reinforce forces on 1 VP hex two spaces from White Main Base.

      Flies fighter-bomber from 1VP hex above main base, and, uses Sleuth ability destroys White Jet its 1 VP hex, just two hexes away. Returns to its 1 VP hex, where 2Rattlers and two Wolf units have move too. Also from main base hover copter and recon land unit, arrive each with a trooper.

      Finally from main base 2 C with 2 troopers and a VTOL jet on a C move to 1VP hex above main base.

      Builds ice hex that connects from 1 VP island that leads to NP base and N. Greenland. Also on NP base builds a C and three troopers.

      White sends 2 C with 4 troopers and a VTOL Jet attach to a C. Lands and occupy 1 VP island two spaces from Blacks’ 1 VP island. Sends using special ability a trooper, recon. land unit with trooper, Snow Cat to 1 VP hex, that touches ice hex.

      From Apogee Base sends 2 troopers, using special ability to N. Greenland 1 VP hex. Moves Fighter- Bomber to Apogee Base from Main Base. Moves from coastline Snow Cat back to Main Base. Returns the favor to Black, by using one time Sleuth ability Heavy Bomber. It flies from Apogee Base and sinks Black Heavy C off NP base(using Blockbuster Bomb, that can be also used for a enemy A.C.).

      Builds on Main Base 6 troopers.

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

      Round One: for this scenario Red and White appear to have more units than Black and Blue forces.

      Also due to lack of tokens I am using pennies as one units and eventually nickels as five units.

      Both sides are building up forces for a major push, instead of piecemeal attacks. Of course skirmishes will occur.

      Red uses special ability sending sub. from 1VP island base to take out at Blue Main Base, the only other submarine. A sub. for a submarine.

      Moves from NP base 2 C with 2 Wolf and a trooper to 2 VP island just below NP base. Hover copter moves from NP hex to another hex where there is 2 troopers. C from Red main base picks up trooper at 1VP island next to the base and departs trooper there. Two Wolf units leave main base and go out to hex outside main base, while Rattler flies out to recently acquired 2 VP island.

      Builds ice hex touching the other ice hex leading to Blue Main Base.

      Blue from Apogee Base sends Snow Cat unit to reinforce upper Greenland 1 VP hex. FROM 1 VP island a C lands 2 Snow Cats off to Apogee Base. While a C from Main Blue Base attacks Red C off 1 VP island base. Both are lost.

      Builds 2 troopers for Apogee and Main base. Also a Jet for the latter.

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

      Also to make the land battles more interesting the Snow Cat and Wolf units defend on three, only when each unit has a Infantry unit with it.

      Along with Infantry attacks on two when paired with a Snow Cat, Cruiser, Jet or Rattler. Does not apply to extra units like subs., the heavy bombers, Sour Grapes Missile Launcher(you already lost if you use the “Sour Grapes” missile launcher).

      Finally the cost factor has not changed for the units.

      IMG_4388.jpeg

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies N. Africa RoundRobin

      Basic R.R.(not using any units from other games)
      Italy versus U.S.
      Italy versus British Empire

      Germany versus US
      Germany versus British Empire

      Both Axis versus just BE/USA
      Both Allies versus GE./Italy

      Folks I hope to start soon, bad weather and a leaky roof has stopped theses battles from commencing, thanks, Pellulo

      Now…

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

      Round 7:

      Red builds another ice hex that connects NP base to Northern Greenland, four troopers for home base, and, Wolf unit for NP base.

      Blue C lands 2 troopers onto Red main base, defended by 5 troopers. Only the Blue C is left, and, one Red trooper still defending the base. Cruisers fail to destroy ice hex, but, land on another ice hex defended by Red 4 troopers and Wolf. Attacking are 2 C( using Blue special ability), with 4 troopers landed, and, Jet from N. Greenland and Apogee & Blue Main Base. All Red units are destroyed for the lost of 2 Blue troopers. All 3 Jets land on 1 VP N. Greenland hex belonging to White.

      Another C with 2 troopers land on Black 1VP island two hexes from White Main Base. Defending are 2 Black troopers and a Fighter-Bomber. All troopers wiped out leaving Blue C and Black Figher- Bomber.

      Builds A.C. , 5 troopers, & , 2 Snow Cats for Apogee Base.

      Black has 3 troopers in the upper game board, too far away to be of any threat for White Main Base. On its 1 VP island, the Fighter- Bomber uses Sleuth ability to attack Blue C in the same hex. Destroys the C with no fear of a counterattack from the Cruiser.

      From NP base 4 Wolf units attack a N. Greenland 1 VP hex. It is tempting to attack the hex with 3 Blue Jets, but, the other hex is defended by 2 White troopers(also has an abandon recon. Unit not attach to any trooper)and a Fighter-Bomber. All units lost but for the White Fighter- Bomber.

      Note the White Recon. Unit was abandoned, cause if it stayed with a trooper it has a defense of one, if lost so is the trooper. So all it did was soak up a hit, from the Wolf units(even if they took the hex, could one Black Wolf unit have survive White counterattack).

      Black builds C and 4 troopers for home and NP base.

      White C destroys ice hex that connects NP base to N. Greenland. Moves from Apogee Base 2 Snow Cats and a Jet to N. Greenland. Finally from same N. Greenland hex, Fighter-Bomber using Sleuth ability to attack Black Fighter-Bomber on its 1 VP island two hexes away. White fails to destroy it, but, suffer no counterattack.

      Builds C, Jet, and, trooper for its main base.

      No major bases taken, Joe has 9VP, while Cobra has 5 VP. Cobra needed to take and hold both N.Greenland hexes, in order to tie in VP only. There is 1VP hex never taken by either side. In reserve Cobra has one. Joe has only one for the extra support units, a Fighter-Bomber. Both sides still have the “Sour Grapes Missile Launchers”.

      On the board Joe has 7 troopers while Cobra has 11, 4 Snow Cats to 2 Wolf units, Joe has 1 A.C. and 5 C to Cobra 1 C, Joe has 5 Jets to none for Cobra.

      All in all Joe wins this game.

      Next Scenerio Two with Supplemental Units: Cobra is having a hard time, trying to win. For this game, we will try to do a large Naval Air Battle, by having a few rounds building up forces(a la Jutland with air and subs. added to it).

      To make the sea battles more interesting I will upgrade the Cruisers to Big Cruisers/Pocket Battleship status. Their stats for attack/defense will go from 3/2 to 3/3, also two hits to sink them. If hit just once A/D goes down to 2/2(can still land forces and shell land targets). To repair from one hit, needs to go to a friendly base, to be repaired for next round.
      Maybe 12 units allowed on. Regular Hexes.

      IMG_4374.jpeg

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

      IMG_4373.jpeg

      Round Six:
      Round Six: Red using special ability takes out on nearby ice hex, next to its main base, a White trooper for the lost of a Red trooper. Sends 4 troopers and Wolf unit from NP base, onto ice hex, that connects to Northern Greenland 1 VP hex. Builds 5 troopers & Wolf unit for main and NP bases.

      Blue moves Jet from Apogee Base to Northern Greenland 1 VP hex where are two Blue troopers helping to defend it for White. Blue C with a trooper heads towards N. Greenland coast, where a Jet and 2 troopers are located. Another C with 2troopers go to White’s 1 VP island, two spaces from Red main base( while another C goes off the Greenland 1 VP hex).

      Meanwhile on the other side of Greenland a C with 2 troopers, leave a 2 VP island and land and take over an unclaimed 1 VP island. Builds a Jet and trooper for Apogee and Main Base.

      On the bottom half of the board are 5 Joe C and none for Cobra 🐍.

      Black using special ability sends fighter-bomber from 1 VP island and destroys a trooper( the air unit suffers no counterattack). While C land two troopers and from land via ice hex a Wolf unit attacks White Main Base. All units lost, except for White fighter-bomber.

      Also a trooper leaves ice hex and is just above White Main Base. Had built an ice hex, that just connects NP base to Northern Greenland. Builds 3 Wolf units for NP base.

      White if Black had just one more unit, the main base probably would have fallen. Sends C off N. Greenland coast and destroys ice hex. Tempted to send two troopers and recon. unit over ice hex, but, they could only take out Red troopers on nearby ice hex, or, Black troopers at NP base(most unlikely destroy any the Wolf units).

      Meanwhile C lands a trooper on Red main base(defended by 6 Red troopers), along with Hover-Copter and Snow Cat attacking from nearby ice hex. All White units destroyed with only one Red trooper left(again if White C had landed two trooper, the base probably would have fallen!).

      Even thought special ability did not kick in, Fighter-Bomber destroys Black trooper above White Main Base. Lands in N. Greenland 1VP hex with that has recon.unit and two White troopers.

      Builds for Apogee Base a jet and 2 Snow Cats.

      For upcoming and last round only Red main base, NP base, and, two N. Greenland Hexes can be attack. Black, Blue, White, and Apogee Bases are out of the picture, and, can be left lightly defended/undefended bases.

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

      Black sends Fighter-Bomber from land 1 VP hex to 1 VP island defended by 2 Black troopers. Cruisers from main Black base and 1 VP hex above that base, land 4 troopers onto ice hex.

      Two troopers move back into NP base. Builds for NP base a C and Wolf , and, trooper for main base.

      White sends C upwards the tip of Greenland Western hex. C with a trooper from 2 VP island lands on 1 VP island, undefended by Red.

      From same island Hover- Copter lands on ice hex closes to Red main base, a trooper and Snow Cat.

      Jet and Fighter-Bomber with its Sleuth ability attack 2 Black Cruisers between the ice hexes. A Black C is lost along with White Jet.

      White C off NP hex with Black C, attacks it, both C are lost.

      Snow Cat and trooper using special ability attack, from main base, ice hex with 4 Black troopers. All White lost, along with 2 Black troopers. Builds for main base, Jet, Snow Cat, and, 3 Troopers.

      VP 8 for Joe, &, 5 for Cobra.

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

      Round 5: Cobra’s forces have thinned up a bit, with only three rounds left, hard to build up sufficient units to take a major base.

      Perhaps considering just taking as many VP land and sea hexes, as possible, maybe build a ice hex to Greenland VP hexes?

      IMG_4372.jpeg

      Red moves Wolf and trooper unit onto farthest ice hex from its main base, send Rattler to 1 VP island just off an ice hex. While it builds a Wolf & trooper for main base, an ice hex that connects to NP base, and, three more troopers for that base.

      Blue sends C one space up western coast of Greenland and lands 2 troopers onto unclaimed 2 VP hex.

      Using special ability C leaves Apogee Base with a trooper and lands onto unclaimed 1VP island two hexes from Apogee Base. C from eastern coast of Greenland lands 2 troopers onto ice hex defended by Red trooper and Wolf unit. All lost but the C.

      While a C with Snow Cat and trooper land on 1VP island midway between Blue and Red main bases. Defended by Red Rattler and 2 troopers. All forces are lost, island still under Red control.

      Builds Jet for Apogee Base, C and trooper for Main Blue Base.

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

      Black from NP base sends a C with 2 troopers and takes over 1 VP island, two spaces from White Main Base. Destroying defending White trooper.

      Sends a Wolf and Rattler unit over ice hex, to its 1 VP hex, two spaces from White Main Base. Sends fighter- bomber using Sleuth ability to attack, the White Main Base. Fails to destroy its target and lands at Black 1 VP hex.

      Meanwhile another C picks up 2 troopers at main base

      Builds C and Wolf unit for main base.

      White sends a C with 2 troopers and a hover copter carrying a Snow Cat to Blue undefended 2 VP island, to reinforce it from a potential Red attack.

      Another C leaves Apogee Base and goes up Western Coastline of Greenland. The Fighter-Bomber using Sleuth Ability attacks but fails to destroy an air unit two hexes away from White Main Base. Flies back to main base, while a Snow Cat and a trooper attack the same hex, defended by a Wolf Unit, Rattler, and, Fighter- Bomber. They are destroyed, but, leave only Black Fighter- Bomber.

      Meanwhile C from main base attacks and sinks Black C off 1 VP island defended by two Black troopers.

      White builds Jet, Snow Cat, &, trooper for Main Base.

      VP Cobra 6 and Joe 4.

      posted in Axis & Allies Discussion & Older Games
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      Pellulo