ok so it got here today. I’m re-reading the rule book and things are looking good. I’m answering my own questions at this point. Things I could never figure out I’m finding the answer to and understanding the rules. I think my hang up before was the title Axis and Allies and the combat system is nothing like it.
Advanced Battle of the Bulge game
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Sorry. Been long time since I played this game.
Question
So say 3 inf attacking 2 infThe 3 inf get 1 hit. Now does the other side have to remove 1 of the 2 inf ?
Then he can decide if he wants to attack with 1 inf ?
I’m just looking at does the other side have to remove casualties first before he can do hit attack turn ? . -
@general-6-stars said in Advanced Battle of the Bulge game:
The 3 inf get 1 hit. Now does the other side have to remove 1 of the 2 inf ?
The one that was hit must retreat. If it was hit twice, it would be eliminated.
Then he can decide if he wants to attack with 1 inf ?
Yes, if that hex has not already attacked.
I’m just looking at does the other side have to remove casualties first before he can do hit attack turn ? .
Yes.
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OK I think this is it. About 30 hours into it. Only thing changing maybe some kind a icon for victory cities values.
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Here’s one of the setup cards. Need to figure rest of reinforcements.
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Printed up map. Wow the colors I added and highlighted are cool. Picture here is not as good as in person with naked eye. Should have a setup pic by this weekend.
This is gonna be a sweet Advanced game hopefully.I added bridges so they can be bombed in game. Still needs a few tweaks. Cities are pretty big. Maybe go a bit smaller and tone down the red but man at least you can see them. Lol
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Setups. Patton and Montgomery in game plus other German generals. Will help a bit on reroll for a miss or 2.
Supply tokens will be added. Yellow markers for that on map.
So we have a few SS inf, tanks and some tigers.
Bombers will be able to bomb bridges to block movement and or cost a supply token to repair. -
Here’s the setup charts for now.
In time may add more army names or such. For now just testing. Will post rules in a bit.
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Started a game. Got 5 turns in. Forgot u got to use your mind here . Lol
Pics are from end of turn 2, 4 and 5.We played straight a a style. Did not use the combat strips. Each side got to attack and defend. Made a rule for planes so not so strong.
Have a retreat rule where for every 2 hits side had to retreat 1 guy.Everything seemed to work out. When u added reinforments we made it where they had to stay on the edge hex. All this was to compensate for the new battle rules.
Will post piece values and rules if somebody wants to see what we have.Will finish game in a week or so. Have my major ww2 game next Saturday so this is on hold
Germany got to 19 points but turn 5 had good weather so planes came in and allies made a push for 5 points. Gonna come down to taking Bastogne or other 2 big cities north.
Turn 2
Turn 4
Turn 5
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Awesome !
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Border front now on map
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Think this is it for map. Gonna do another game soon.
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Got 2 more games in. Some minor tweaks
This game shows the Germans getting 34 points for the win. Need 30.Pics are in order end of turn 6, 7 and 8.
![463678C3-8ED9-41E1-92EF-68171CBAE650.jpeg](/forums/assets
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Setup charts for now.
Map.
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@general-6-stars fantastic. Must have been a chore , but great result.
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Thanks Leo. Ya got a lot of time in it. Hopefully available pretty quick here for free.
Will be reposting map with 30 victory points chart needed for win. -
@general-6-stars that is kind and I am sure many will use your ideas.
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The Map. The setup cards for turn 8 orange have been adjusted to map turn 8 color orange.
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Here’s the casualty and retreat chart.
You have to pick casualties and retreats in order on the chart.
Example below shows the axis getting 6 kills and the allies getting 4 kills.
So you start at Infantry and go to your right and take your casualties in order. Leave token at that spot. IF there’s another round of combat then you would take casualties starting from there.For retreats you have to retreat 1 unit per 2 casualties. SO for axis 4 kills equals 2 retreats and they are a inf and a armor. The allies would need to retreat 3 units and they would be Inf, armor and a mech.
Leave token there. If another round of combat you continue taking retreats from there.This is a d6 system and both sides get to attack and defend per turn. No more casualty strips.
If there is no unit available next in line, then you skip until you get to the next available unit. -
@general-6-stars Nice work General ! I actually had this confused with D-Day so i haven’t played this before. The combat system looks fun
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Printed out a few charts. Looks good.