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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

    Latest posts made by Pellulo

    • RE: Axis & Allies 1914: Round Robin

      Round Two:

      RedIMG_4888.jpeg

      Red…

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

      Fighter Bomber flies back to Main Base, builds Jet and C for Main and Apogee Bases.

      At this time Red has 1 VP and Black 2 VP. Blue has 1 and White has 3 VP.

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

      White got to hunker down, with three possible invasion armies/fleets heading towards its Main Base.

      From Apogee Base all terrain unit with a trooper and regular trooper( using special ability) takes out defending Red trooper. Also two more troopers and Snow Cat and Hover Copter take over undefended N. Greenland 1 VP hex.

      White needs some breathing space for its forces at Main Base.

      From Main Base attack Black 2 VP island defended by sub., C, Rattler, and, two Wolf units. White C with two Snow Cats, submarine, Jet, and, Heavy Bomber lead the attack.

      All Black units taken out, White losses are sub., Jet, and, Snow Cat.

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

      Black had built an ice hex from its main base to White main base. From NP base hexes sends C with two Wolf units occupy 1VP island that leads to White Main Base. Along with a Rattler landing on island.

      Hover copter lands with trooper on 1 VP island hex two spaces from White Main Base.

      From main base sends C with two Wolf units up the coast, along with two all terrain units each with a trooper and a Rattler landing on hex.

      Builds C and trooper for main and NP base.

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

      Blue sends its only unit in Greenland, and, from Apogee Base the Cat takes out Red Wolf unit in N. Greenland 1 VP hex.

      Lands 1 VP island midway from Blue and Red main bases. There arriving a C with VTOL Jet and Snow Cat and trooper. Joining them on hex is A.C. with Jet and Fighter Bomber. Flies Heavy Bomber from Apogee to Main Base.

      Builds C and 5 troopers for Main and Apogee Bases. Having used one of the Fighter Bombers, VTOL Jet, and, Heavy Bomber(White cannot use them this round).

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

      If allowed will try to post pictures of theses various supplemental units. None of these units are in scale to the game, except the Danish Trooper.

      Round One: Cobra knows that if you imagine roughly a square box, three corners box in the White Main Base. Before the Joes higher income come into effect, can a attack from NP and Red & Black main base overcome White Main Base?

      While Cobra holds off attacks from Apogee and Blue Main Base.

      Red C lands a trooper and Wolf unit on N. Greenland hexes, moves Rattler same island hex to help protect C. A sub. In same hex, moves to 1VP island just above NP base. Another trooper leaves NP base to go to hex above the base.

      C from main base with a VTOL Jet, trooper and Wolf land in 1 VP island above Red main base, along with a Rattler landing on island. Flies bomber from main base to NP base. Builds AC main base and trooper NP base.

      Note using submarine and VTOL Jet and Heavy Bomber does not allow for this round, to let Black to use them.

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin
      1. Heavy Bomber(think B-52/B-1). Moves 8 spaces, A/D of 5/1, has same rule of Sleuth. Has a special ability that can be used only once in the whole game.

      It has a Blockbuster Bomb, that can sink an A.C. Capital Ship, with only one hit. You do not need two hits to sink an AC.

      Has a range of 8 spaces, flies only from NP and Apogee bases.

      1. Native Greenland Trooper, AD of 2/1 for first attack, afterwards 1/2. Moves two spaces,
      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin
      1. “Sour Grapes” Missile Carrier, can be based in any main base or NP and Apogee base. Never leaves that base, if last unit in defense of that base, optional can be used.

      Causes base value to drop to ZERO. Imagine base personal sabotaging/ destroying everything of value and bobby trapping what is left of roads and bridges and buildings, hangers, supplies, and, so forth.

      The base goes up by 1VP per round, but, with a seven round game, that may be too little too late of any use.

      The missile carrier cannot be destroyed, or, captured if not used in a captured base.

      1. Fast all terrains/snow mobile carries one trooper, can take a hex, cannot Blitz. A/D of 2/1, if the unit is lost, then the trooper is lost. Once parked the trooper can leave and move if so desired and fight by him or her self.

      The unit by itself does not fight, must have a trooper on board it. Has movement of two, only travels on land.

      The only unit that can be captured and be used by the enemy, if found parked and unmanned.

      Cobra gets two of theses units to offshoot the Danish Trooper Joe gets.

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin
      1. V.T.O.L. Jet for A.C., C, main base, NP & Apogee Base, and, any VP hex already occupied by your side at the beginning of the turn. On a C it is not considered cargo.

      A/D of 2/3 and movement of 2.

      1. Fighter Bomber(more like a bomber), A/D of 3/4 (the four if the opponent is not an air units). Defense of 3 & movement of 6.

      Special ability of Sleuth, on a die roll of three down, cannot be counterattack, only works once per round.

      1. Hover-Copter A/D of 3, can carry one Wolf/Cat and a trooper, or, two troopers. With any cargo A/D falls to 1/2. If lost, so is cargo, any unit that boards and leaves it when it lands, stays in that hex.

      Can land in a enemy hex and battle with any landed units. Can fly over water. By itself cannot claim any hexes.

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

      Scenario One: This version of play is with extra units meant to supplement the regular forces. They are not Round Robin, as they are not official units.

      One per side(except 2 Fighter Bombers each side and one Danish Trooper for Joe forces), they can be used by either color of Cobra and Joe forces, they are:

      1. Atomic Attack & Diesel Submarine for Joe and Cobra( for the latter, loan, gifted, sold at a discount, partnered by various dark powers-who are not that stupid to give Cobra a real working nuclear submarine-).

      A/D 2 & Movement of 2. Can move thru hexes with enemy sea units without combat, unless a C is there, if so must surface and give combat to the naval units and any air units.

      Once only per a round may surface in a enemy free hex, and attack any land units, without any enemy counterattack from the land units. Does not apply to any defending air units.IMG_4884.jpeg

      posted in Axis & Allies Discussion & Older Games
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      Pellulo