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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 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

      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 N. Africa RoundRobin

      For RoundRobin play, am tempted to do what I did with the Bulge game, just scrap the supply tokens. Still need to reread the instruction booklet two more times, thanks, Pellulo

      PS so far 70% chance I am going to house rule out the Supply Tokens to attack/defend.

      Since it is a “What if…” scenario, the nations involvement in it, are that they already have the supply taken care of.

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

      Hi, still reading Instruction Booklet for African game, thanks, Pellulo

      posted in Axis & Allies Discussion & Older Games
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      Pellulo

    Latest posts made by Pellulo

    • RE: Axis & Allies 1914: Round Robin

      With a new RoundRobin coming up go to North Africa posts, will play it basically with general Axis & Allies rules.

      Will house rule it, dumping the supply tokens. Since this is mostly “What If…” scenarios, will let all the combatants already have their supply issues, taken care of.

      Keeping the new rules for movement on the roads, let a truck carry up too 2 troopers, trooper and whatever large gun, mines for land and sea, convoy spaces, multiple attacks(no tokens needed, just to speed play up), air and sea rules, love the Tiger tank rule(the scale is not the same, but, I’ll dig up a Tiger from my Memoir’44 or Tide of Iron games, or, get a A&A mini).

      Just the way the scenarios will be set up, they will be not split up, like in the N. Africa game, tween Operation Torch, and, Axis Forces in Egypt.

      Too little time, too many scenarios, but, some of these rules would be great for the basic A&A games, both Europe games, D-Day and Bulge games, who knows maybe something can be used in the new Stalingrad game.

      Oh well maybe a 1916 The Great War Battle of Jutland, much less new minis, one can wish. Let me take care of the first scenario of USA versus Italy, in 7-8 rounds.

      I will be posting from now on in the NORTH AFRICA post, if possible, thanks, Pellulo

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

      Hi, still reading Instruction Booklet for African game, thanks, Pellulo

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

      For RoundRobin play, am tempted to do what I did with the Bulge game, just scrap the supply tokens. Still need to reread the instruction booklet two more times, thanks, Pellulo

      PS so far 70% chance I am going to house rule out the Supply Tokens to attack/defend.

      Since it is a “What if…” scenario, the nations involvement in it, are that they already have the supply taken care of.

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

      Next RoundRobin Axis & Allies North Africa Game, go to that site. Thanks, Pellulo

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

      Howdy, am reading the instruction manual now, so far the game reminds me of the excellent Avalon Hill game of desert warfare tween the Brit’s. Eight Army and the Axis forces in North Africa.

      Basically Monty versus Rommel. The Afrika Korps game had one ready to wipe clean the board of one’s enemy, but, your forces were too strung out on the board.

      It realistically put the problem of supply, supply, and, supply as being the base for winning the game. It helped the British Empire had ALLOT of cheap infantry to throw at the Axis forces.

      A good comparison game to play and compare to this new Axis & Allies North Africa game. A food for thought experience of using the old Avalon Hill board, and, adapting it for a game use with the new game. The game is easily picked up on E-Bay, where it cost more for shipping and handling than the purchase price(or check out Boardgame Geek).

      Enough for the past, starting in Round one of U.S.A. versus just The New Roman Empire/Axis Italy. Will give it seven rounds from 1942-1943, will U.S. clean up the board, or, will Italy hold onto it’s lands…

      Still reading instructions, I thought the Bulge game had allot about supplies, this one takes the cake, reminds me of the Avalon Hill game from the seventies. Wish they had more examples, of at least a combatant full turn, thanks, Pellulo

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

      Forces at end of Round 7.IMG_5025.jpeg

      Thanks, Pellulo

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

      Forces at end of Round 7.IMG_5025.jpeg

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

      Special Forces left, each side has a Heavy Bomber and the Sour Grapes Missile Launchers. While Cobra still has a Fighter-Bomber Jet. As for Cruisers, Joe has two & Cobra one. Along with only Joe has a Jet. Finally for troopers and Snow Cats/Wolf Units. Joe has 15troopers/1 Snow Cat and Cobra has 11/3.

      Still have a future Scenario, to play. Again these forces involved, are equal to a regular army of 4 divisions spread out over the Arctic Circle, with also a small fleet and air arm. Supplies can only support, with difficulty these forces.

      Anything larger would have a special guest appearance of NATO & Warsaw Pact. Going by the eighties animated show, Cobra Commander is blaming this Tie on Destro, for not having a extra trooper or two to take over White Main Base, or, hold onto that 1VP N. Greenland base.

      As I am studying the Game booklet, my next RoundRobin will be Axis & Allies North Africa game, to take a lead from the eighties animated show, “Knowing is half the battle.”

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

      Round 7:

      Red scout car with its trooper on ice flow, attacks Blue trooper on ice flow below Red forces.  Ice flow taken for no lost, with two land based Wolf units joining scout car, all bordering Blue main base.  From ice field that connects N. Greenland to NP base, Red uses special ability, and lose a trooper to take out 1 White trooper on 1VP hex. The hex is occupied by 2 Red troopers & Wolf unit joining from ice hex and  NP base.  Meanwhile for no lost, a White Snow Cat on the other N. Greenland 1VP is taken out, for no lost for a Red trooper from ice hex, and, Wolf unit joining the trooper from NP base.  
      

      Red has taken the game winning hexes, it is up to Black to reinforce/retake if needed, and, help win the game. Red builds another trooper and 2 Wolf units for main and NP bases.

      Blue likes to return the favor, by putting Red in its place. C off the coast of Greenland lands two troopers, along with 3 Snow Cat, attacks Red’s N. Greenland 1 VP hex(defended by Red trooper and Wolf unit. For a lost of a trooper, the hex is taken. One more trooper on the coast, go to an interior hex(while using special ability another trooper is assign to a C). Blue is waiting for an eventual counterattack by Black, and, trying to reinforce that hex.

      Meanwhile a C 2hexes from Blue Main Base, goes there, picks up another trooper, and, they are landed on on adjacent ice hex, along with a Jet from base, attack a Scout car with its trooper & 2 Wolf units. The landing force of 2 troopers and C are lost, but, all Red units are taken out. The Jet flies to reinforce and land in Blue N. Greenland 1 VP hex.

      Builds trooper and Snow Cat & C and two troopers for Apogee and Blue Main Base. For now Red & Blue Main Bases are pretty much immune from any attacks. While each side control one of the valuable 1VP N. Greenland hexes.

      Black must decide, should it reinforce Red’s N. Greenland 1 VP hex, or, try to take over Blue’s N. Greenland 1 VP hex. Six troopers on ice hex, 2 Wolf units from NP base, and, a Heavy Bomber using special ability from Black main base, attack Blue defenders of 3 Snow Cats, trooper, Jet, &, C. For a lost of 5 troopers the hex falls(Blue choose the C as a lost, from the bomber attack, instead of a land unit, in order to keep that land unit in the fight). Heavy Bomber lands in Red’s hex as reinforcement for that hex(even thought it defends on 1, it can be used as a lost, to keep ground Red forces fighting). Moves 2 troopers from NP base to ice hex.

      Meanwhile Fighter Bomber using special ability, flies from Black main base, and, destroys Greenland trooper(without a counterattack), that is on the hex above White’s Main Base. Flies back to Black’s main base. This allows scout with a Black trooper and Wolf unit to attack White”s Main Base(defended by 5 troopers). A desperate gamble as all White defenders are lost, along with all Black attackers.

      Builds a C & 2 troopers and a trooper for NP & Black main base.

      White has its Main Base, standing with no defensive, it has at Apogee Base, 6 troopers and a Heavy Bomber to only attack one of those 1VP hexes in N. Greenland. One hex has Red 2 troopers & Wolf unit, and, a Black Heavy Bomber. The other hex has a Black trooper and 2 Wolf units. Moves a C one hex away back to Main Base.

      The attack begins, White uses Heavy Bomber special ability, and, scores a hit, for a Black trooper. It cannot be counterattack for its Sleuth ability and lands on White Main Base. The Black hex falls for a lost of 2 troopers, to take out the 2 Wolf units.

      Builds a Jet and trooper & 3 troopers for Apogee & Main Base. White came close to losing its Main Base to Black, each side controls a 1VP N. Greenland hex. The game is a tie!

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

      Picture of Forces For Round 7:

      IMG_4418.jpeg

      posted in Axis & Allies Discussion & Older Games
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      Pellulo