• IPCs not used or spent for Axis: AHE 72, GE. 100, Ottoman 40, and, Italy 20. Allies: Russia out of game, Fr. 47, British Empire 47, and, U.S.A, 42. These funds include IPCs collected for round nine, which was not played.

    Both sides have one provience contested, with the Axis losing seven territories, and, Allies losing twelve.

    Forces left on the board for Axis and Allied powers. Troopers 23 and 13, guns 21 and 2, tanks 2 and 1, fighters 5 and 2, submarines only one Axis, transports 2 and 4, cruisers only two for Allies, no BBS for either side.

    And finally total IPCs lost for Axis 1189, &, Allies 1114. AHE gave minor aid for N. Africa, some aid to help keep the southern door into France open, and, most of her efforts in taking down Russia. Russia usually hunkers down, but, with little aid from the Allies and, invasion by three Empires did not help, Germany main effort was naval, to keep Britain off balance, some efforts to France, but, most in taking out the proviences in Russia, France forces in Africa quickly dwindled and again having three Empires invading, did not help, British lost early naval wise, which lead to a very prolong effort to get transport system running, Turks kept their Empire from letting a linkup tween Russian and Britain, this allowed their effort to taking back, parts of Africa, Italians suffered lost of its territories and parts of its home empire, especially towards the last round, her forces in France were annihilated, finally U.S. tried to help Britain and France on the Western Front, but, most of its efforts were channeled into trying to drive the Axis out of Africa.


  • This comes out to major political and a military victory for the Axis powers. Poland and Ukraine become independent nations, about 10% of former going to GE. and 10% of the latter to A.H. Empire. Also both theses new nations appreciate their new found freedom, and, yes join the Axis Powers. All Axis share the Suez Canal, with Egypt going back to the Ottoman Empire, and, just the western sandy small part of Egypt goes to Italy(to enlarge Libya), Germany gets back her African colonies, while Northern Sudan is control by the Ottoman Empire and the South by British Empire(cause the war’s end the Sudan was contested). Also Germany keeps the Lorraine and A.H. Empire sells back for big bucks to Russia Sevastopol with big oil deals.

    Also AH Empire goes from dual kingdom to triple kingdom, incorporating Yugoslavia, and, Axis fleets allowing to have a base in Sevastopol and visits to London and Brest. U.S.A. to allow one time fleets visit to Canada(what is the Axis going to do with the U.S., to invade it, they have to go to war, with probably all of the Americas).

    Finally Axis pressure onto Italy to disband and outlaw the new found Fasicst Party.


    Pellulo

    Any more RoundRobin with 1914, might be especially with Italy. For now in the future, I am sure on E-Bay a copy with or without playing parts for War Room(Larry’s new game is sure to appear).

    Maybe I can RoundRobin that game, thanks, Fin, Pellulo

    O.K. decide to try Axis Italy versus only one Ally, eliminating powerful France which touches Italy, and, British Empire which can rapidly attack from Africa. That leaves only two powers Italy can take on, with a chance of holding out after eight rounds(6 months per. year, for four years total). The other power is Russia, but, due to distance it would be mostly a Russian fleet of Cruisers arriving off Rome, defended by Italian Battleships. Also the Suez Canal, and, passage to and from the Black Sea would be closed.

    To speed play up, only highlights of play between Italy & U.S.A. The former is building up forces to invade the U.S., even if only control the seas off the East Coast can count as a very minor victory. The U.S. if possible to get a transport off to Somaliland or into the central Mediterranean Sea. When ever it landed, it would face a determine defense, except for the islands and Libya. After all, hard for Italy to heavily garrison the colonies and islands, quicker to have some reinforcements and build up its navy.

    So in this scenario the U.S. is investing in a wall of steel(navy), which Italy will try to break through. So far Sea Zone 13 has become a “chicken wire”, where each power needs to cross to arrive off the East Coast, or, the Atlantic entrance to the Mediterranean Sea. As naval forces build up, hard for a power, to not try to do a pre-strike.

    After eight rounds, the U.S. wins. They control Samaliland for no lost, the Italians lose a trooper(only land forces lost). Also after allot of flip flop battles the Allies control, the Atlantic entrance to the Mediterranean Sea. The U.S has a BB & C left, an extra 2 troopers, gun, tank, &, air for an invasion that never arrives. Also Italy land forces are augmented by a trooper, tank, &, fighter.

    The IPCs lost for naval battles, fought in Sea Zone 14, are Axis 114 & Allies 117. IPC remaining, not used to purchase units, and, gained for a Round Nine never played are Axis 29 & Allies 41.

    Now for two Axis and two Allies, with Italy as a constant Axis player(also U.S. as a constant Allied player, being the lowest ranking Allied Power).

    Axis Italy & Austro-Hungarian Empire, versus, U.S.A. & France. Basically Axis need to overrun France, control the Central Mediterranean no less, and, send aid to Africa to keep the Allies busy. Losing Africa is tolerable, if Paris falls.

    By Round 4 the AH Empire has contested both Burgundy and Marseille, with one more powerful army, to arrive next round. Italy is worn out, just trying to build up its defensive in case of Allied landings. Her only foot in N.Africa is being held by AH troopers(Axis forces in contested Tunisia were defeated by the Allies). Central Mediterranean Sea belongs to the Axis, the west to the Allies.

    With arriving U.S. forces via Fr. transports allows the French to use the Paris garrison for attack purposes. U.S. forces in N. Africa are turning the tide for the Allies, especially in controlling the seas off S. France.

    By Round 5 Axis highpoint, contested Burgundy, Marceilles, &, Tunisia taken. Is Paris next? By Round 6, Allies ready to invade Libya, taken Piedmont, and, the Axis are building forces to try to hold Northern Italy(gateway also to the AH Empire). Also a standoff in the Mediterranean Sea, that will eventually explode, as both sides are near equal in strength.

    By Round 7, France has already gotten control of the Central Mediterranean Sea, and, the U.S. has already taken Rome. Eventually France gives up Venice, to make sure what ever left over Italian forces, do not retake their capital, by invading Tuscany. Now Fr. contest Piedmont and Tuscany(having pull all forces out of Venice).

    Eventually Peace Breaks out, AHE cannot last long, with Italy lost and occupied Venice the only part of mainland Italy under Axis control, and, the only barrier to the Allies from entering Austro-Hungarian Empire. A major victory military and politically for the Allies. Northern Italy to be demilitarize, along with Trieste and Tryrolia. Also Axis fleets to stay in Home Waters, and, Allies fleets allowed to visit.

    Italy losses Western Libya to France, and, Northern Somaliland to the U.S. The New Roman Empire looks like the worn out one, of the early 400s A.D., only generous loans from AHE keeps the nation afloat.

    IPCs not used/picked up for a round nine, that is never played, for the Allies 109, &, Axis 52. IPCS lost for land forces Axis 377, and, Allies 274. Air 18 & 12, and, Sea 152 & 114.

    Areas lost of all of Mainland Italy and Libya. Forces left for Axis for troopers 09(three are all that is left for Italian Forces), &, 10 Allies, guns 5 & 6, tanks 1 & 2, fighters 2 Allies only, no subs, 3 Cruisers and 2 Battleships(one damaged) and 6 transports, all for Allies.


    Pellulo

    In this scenario The Axis will really be the Central Powers. As Italy as a constant, and, paired with the A.H. Empire, versus, U.S.(another constant to balance out as the weakest Allied Power) and the British Empire.

    The Axis will hunker down in the Southern Mediterranean Sea and area. They know Somaliland is lost, and, with the Suez open to the Allies, naval forces can attack them from both ends of the sea of Mediterranean. AH Empire with its hugh land forces, will help defend the It. peninsula. Also with their transports build up forces in Libya, and, the islands. Along with building up thier navies for defense, will make it hard for the Allies.

    Eventually the Allies will have to attack naval wise to secure the Central Mediterranean Sea(if possible), and, try to make a landing(s) & take Libya. The Axis just have to defend, and, maybe pick up Egypt/control the entire Mediterranean Sea.

    The game begins, mostly both sides building up forces. British Empire takes Somaliland, then again, how could they not take it. The Brits. would love it, if India could produce naval vessels. By Round Two the Axis controll the Eastern, and, by Round Three the Western Mediterranean Sea.

    The Allies find it hard to have Air Power in the Western Mediterranean Sea, unless it came from a primitive aircraft carrier.

    By Round Three, the Eastern Mediterranean Sea, is “no mans sea”. AHE cannot send a ship in, due to Allied fighters in Egypt, but, British Empire cannot send it’s BB off Egypt due to Axis fleets off Rome. Also a It. Fleet attacks an Allied fleet, outside of Gibraltar. All is lost, but, an British transport(the Axis sink a precious U.S. transport, with two troopers). Still it will take Italy 2 rounds, to rebuild those 2 BBS.

    In Round Four, the AHE takes out the Brits. Fleet off Egypt, giving up a chance to destroy a Brit. Convoy with trooper and gun off Spain. Still even with air attacks by the British, all that is left is a damaged AHE Battleship. Forces in Libya are at a tipping point, even with heavy losses the Axis can bring up reinforcements faster than the Allies, an attack most likely next turn into Egypt.

    The Allies can only mostly reinforce from India, now with transports arriving there, still they need to take and hold the western and eastern Mediterranean Sea.

    Finally Round Five AHE kicks in the door to Egypt, with Italy to follow, but, can the Allies push them out? The Italian’s effort keeps the door opened, but, heavy losses from both sides(invading AHE forces are wiped out).

    Desperate fight with heavy losses both sides in Egypt, the Allies force to defend and attack, in order to keep the number of Axis forces down. The British holding onto the skin of their teeth, the situation so desperate, the U.S. attacks Libya. Taking it, after destroying the Italian flleet, and, losing two ships to Axis air power. Can this relieve the pressure off the Brits. In Egypt?, for Round six.

    In Round six AHE fleet lost, but, destroys U.S. fleet off Libya(using air power also), &, British fleet off Spain(on Atlantic side). Also reduces British forces to one tank, in Egypt. Up to Italy to retake Libya and Egypt.

    Now in Round seven AHE finally takes Egypt(Italy had to deal in Round six, with Brits. reinforcements, with both sides losing allot). Italy frees Libya, but, fleet destroyed when it tried to take over the Red Sea. U.S. transport surviving Axis Air Power, contest Sardina.

    Finally Round eight AHE reinforces Sardina and retakes Western Mediterranean Sea for Axis Navy. The Brits. regain the W. Mediterranean Sea for the Allies, and, land and take Sardina. Italy fails to free Sardina, and, nearly takes the Sudan. U.S. blunders into taking Piedmont. Peace breaks out.

    A tie, with five more rounds, definitely a military victory for one side or another. The Axis would have
    probably taken over East Africa, but, even controlling the Suez Canal, could not control the Red Sea. Also with the Allies pushing from the Western Mediterranean area, the need to not expand, just controling the Central Mediterranean, becomes of main importance. I think the Axis have the best chance of the above situation.

    The Axis get back Sardina, Piedmont, and, Somaliland(4 IPCs worth). The Allies get back Egypt, Suez Canal, and, Sudan gets uncontested(3 IPCs worth). To save face, the Allies can built a naval base on Sardina, &, the Axis can sail through the Suez Canal.

    Final countdown, Disposeable income of IPCs 43 for the Axis and 52 for the Allies,
    Losses in IPCs of 549 and 561,
    Units left of troopers 21 & 14(many were AHE garrisoning Italy & British Empire forces in U.K. And Canada),
    Guns 7 & 3,
    Tanks one each side,
    Fighters 3 & 1,
    BBs 2 & 1,
    C six for Allies only,
    Zero subs.,
    Transports 3 & 5, thanks, Pellulo


  • Final two Axis versus Two Entent Powers, with Italy staying a Axis Power & U.S. being one of the Entent Powers(cause of low IPCs). British Empire & U.S.A., versus, Italy & Germany.

    The Axis advantage, Germany has a larger navy than AHE and has colonies in Africa. While the Allies advantage is that both Axis Powers do not touch each other, but, are separated.

    Round One: The Germans take off slowly, take out the British Home Fleet, but, lose theirs in return. Also fail to take out the Canadian fleet. The British get off to a good start, take over all Italian colonies and half of the Germans(of course already lost two of their colonies to Germany). It. cannot take back Libya, does take weaken Egypt(one trooper left, with 4 angry British troopers and two guns in Libya). Also takes out, for same lost, Brit. cruiser off Atlantic Spain, escorting a loaded transport. Finally U.S. splits fleet between U.K. and N. Africa.

    Round Two: Germany manged to take out Brit. Home fleet, and, land forces in Scotland(enlarges fleet). British takes out remaining GE. trooper in Scotland, frees Gold Coast & Egypt, takes out Italian fleet(for the lost of Red SeaFleet), and, rebuilds fleet. Italy hunker down mainland, builds air power. U.S. helps protect waters off Wales, reinforces Brit. Home Fleet, and, sends troops to Ireland.

    Round Three: GE. Forces contest Gold Coast(since no help has arrived from the Reich, they might as well go out big). Attempt to take out Brits. Home Fleet, and, invade Scotland again. Both fleets wiped out, including a U.S. cruiser and a GE. transport with trooper & gun. Landed forces only contest Scotland. British frees two colonies in Africa, and, uncontest Scotland. Italy losses a fighter, to damage a Brit. Warship, to buy time to strengthen home defensives. While U.S. Navy sinks GE. transports off Scotland, &, joins British Home Fleet.

    Round Four: GE. concedes the lost of Africa, sub. sinks Brit. transport off Egypt, losses also submarine, there is no forces left, to help Italy. Fails to break out of N. Atlantic, fleet lost of two BBs & fighter, damages both U.S. BBs and sinks British Cruiser. British Empire take over last 2 GE. colonies, Africa is Axis free! Italy reinforces its home Islands. U.S. begins to marshall a invasion fleet off the Atlantic side of Spain.

    Round Five: GE. Fleet fails in breakout of N. Atlantic, heavy losses both Axis & Allies Fleet. Unless they can send aid to Italy, or, threaten the UK., the war is lost for the Axis. Brits. take Sicily, Italy tries to rebuild Navy, and, U.S. sinks it(& takes Sardina).

    Round Six: GE. builds up its navy, for an all out seaborn invasion of the U.K., by found eight. It is up to the Allies to make sure that naval buildup fails. British contest Piedmont, builds up Home Island Fleet. Italy cannot build up enough sea and air power to threaten the Allied fleets, can only reinforce land units, un contest Piedmont. U.S. contest Piedmont, Axis forces are getting spread out too thinly.

    Round Seven: GE. Ditto as in Round Six. British takes Naples and Piedmont, builds up Home Fleet. Italy contest Piedmont and Naples. U.S. uncontest Piedmont for the Allies.

    Round Eight: GE. fail on an Operation Sea Lion, incredible heavy losses both sides, builds up Home Fleet. Danger of losing control of North Sea. British Empire Home Fleet attacks newly purchase German Home Fleet off Kiel, both fleets destroyed, but, Allies control the North Sea(by default due to lone U.S. Cruiser off London). Takes Tuscany and uncontest Naples. This round has account for just below fifty percent of all sea units lost so far. Italy hunkers down in Rome, cannot defend Venice. U.S. lands and fails to take or contest Rome, but, wipes out half the Roman defenders. That ensures the Italians with just three troopers could not last another round, also U.S. forces take Venice. Italy is reduced to its capital only.

    IPCs left for GE. 31, British Empire 42, Italy 5, &, U.S. 22.

    IPCs Lost: Axis Troopers & Guns & Tanks 172, &, Allies 78. Axis Air 60, &, 30. All Sea Forces Axis 327, &, Allies 250. The sea losses exceed land and air losses combined.

    Units left, the Allies have 24 troopers & 5 guns left, the Axis 3 troopers for Italy & all land forces left for Germany(except Kiel garrison, and, a gun and two troopers from the Ruhr). No way could the Allies invade the Second Reich. Tanks 2 for Allies & 1 Axis, Fighter 3 Allies, Navy for Allies of 4 BBs & 4 Cruisers & 7 Transports & a Submarine.


  • Last two scenerios of Italy staying an Axis power, with just 3 powers versus 3 powers. For the Allies the U.S. power is a constant to balance off Italy(both are the weakest powers on their side). Also Russia used only once for these two scenerios, to the fact the Italians are linked this time with AHE & GE. Empire, making it too easy for the Axis to knock Russia out of the war(yes Italy might be taken out too, but, Russia is a higher IPC nation than the former).

    Axis Italy, Germany, &, Austro-Hungarian Empires, versus, U.S. Republic & British & French Empires
    (for the second scenerio it will be U.S.A., French & Russian Empires).

    Round One: Germany will go on the defensive for the Western Front, pretty much abandon Africa, and, divide its income for an Arms Naval Race for the North Sea, and, forces to pick up Russian provienes.


    Please ignore previous entry

    A&A 1914 of British and Russian Empires, &, U.S.A. Republic, versus,
    Austro-Hungarian and German and Italain Empires.
    Round One: A.H.E. half its forces to attack Russia, the
    proviences are the most important, let the Russians sulk in their
    capital. The other half to enter and secure and defend Italy. Also
    defend its own Home Waters and coastline and Central Meditterian Sea,
    and, send forces to N. Africa(but first rinforces Sardina and Sicly).
    Russia goes the traditional route, of trading space to build up
    its forces in Russia, and, if the Axis will not attack Moscow, force
    itseld to attack maybe one or both of the invaders.
    Germany sinks Candian and U.K. Home Water fleets, for very light
    losses. Takes Poland, Gold Coast, &, Nigeria(also contest South
    Africa).
    Britian rebuilds Home Fleet, builds up forces in Africa, takes
    over two Axis colonies of GE. East Africa and Somaliland.
    Italy needs to help control the Central Mediterian Sea, defend
    its mainland, and, reinforce its presence in N.Africa, to keep the
    Allies busy(maybe try to take Egypt).
    America needs to help the U.K. with mostly naval and air power.
    Land forces for N. Africa, along with some air & naval power.

    Round Two: AHE takes Ukraine, &, reinforces Italy and Libya.
    Russia still trading space for time, Sevastopol is the only
    provience outside of Moscow with heavy defense.
    Germany rebuilding Navy, takes Livonia and Belarus.
    British rebuilding Home Fleet, trying to reinforce Egypt.
    Italy reinforces libya.
    U.S. sends fighter to U.K. and transports to take out German colonies.

    Round Three: AHE takes Tatarstan. Building up Navy for a push out
    in Atlantic(maybe to the North Sea).
    Russia takes back Tatarstan, if the AHE wants it, they will
    need to take Sevatopol first.
    Germany takes out U.K. Home fleet, but, landing in Scotland
    fails. Karelia is taken.
    British Empire takes back Nigeria and takes over German South
    West Africa.
    Italian Fleet is lost, but, severly mauls British fleet off
    Egypt. Forces landed and from Libya enter and contest Egypt(heavy
    losses both sides).
    U.S.A. frees Gold Coast and takes Togoland.

    Round Four: AHE takes out British fleet off Egypt and sends a
    cruiser to off Spain, on the Atlantic Ocean. The Mediterrain Sea is
    now an Axis lake. Also after heavy losses in land forces, takes
    Egypt. Along with contesting Sevastople and Tatarstan. Forces are
    getting a bit thin, if the Russians counterattack, it could be big
    problem for the empire.
    Russia has run out of time, half of its proviences, are
    occupied, two that remain are unguarded, another two are contested,
    leaving Moscow a armed camp. If they go on an all out offensive, they
    might take back 3 lost proviences, and, uncontest one. Of course the
    large GE. forces in Poland, might finally get to take Moscow. From
    experience takeing back lost proviences, might buy some, but, not
    allot of time. You sometimes lose allot of forces, to exterminate a
    smaller forces. Yet there is only some much land, you can trade for
    time. The solution, take back some, but, not all that has been lost.
    Karelia retaken, and, uncontested Tatarstan. Sub. damages GE.
    BB off Kiel.
    GE. does not want to spread its forces out, retakes Karelia(so
    Russians cannot put naval forces out), Finland to be ignored. Finally
    brings forces from Poland, so next round an attack en mass into
    Moscow. Build up fleet off Kiel to try next round to take U.K.
    British Empire reinforces E. Africa, losses Home Fleet
    attacking GE. Home Fleet off Kiel, but, does manage to weaken it.
    Rebuilds naval and land forces for U.K. in case of any future GE.
    landings, and, builds up land forces in India(in case of any future
    landings by A.H. Empire).
    Takes GE. colony of Kamerun.
    Italy takes Sudan. U.S. sinks AHE cruiser trying to breakout
    into the Atlantic, and, join the GE. fleet.

    Round Five: A.H.E. frees undefended Somaliland, building
    forces to invade by sea India. Takes also Sevastople & Tartastan.
    Russia still hunkering down in Moscow, takes small victories,
    by taking back Tatarstan and Karelia.
    GE. fleet is lost, but, nearly destroys U.K. Home Fleet. Loses
    air duel, but, contest Moscow(heavy losses for both sides for infantry
    units). Hard for Russia to survive another round, but, even if it
    did, they would never reach the borders of the Second Reich.
    British Empire rebuild Home fleet, and, reinforce East Africa and India.
    Italian Empire needs to reinforce the Sudan, and, build up the navy.
    U.S. reinforce East Africa, and, for now controls the eastern
    and central Meditterian Sea-for how long?-

    Round Six: A.H.E. even if it does not take Moscow, should
    weaken it, to let the Germans to finish them off. Lands reinforcments
    more in Somaliland(nearly destroys Allied fleet off British East
    Africa, losses whole fleet). AHE Home Fleet retakes Centeral Med. Sea
    area. Retakes Tatarstan, contest Moscow, for very heavy losses(still
    almost impossible that GE. does not take Moscow).
    Russia hunkers down, all forces for defense.
    Germany throws its last remaining forces to try to take Russia,
    it fails with heavy losses in infanry(but does weaken Russia to the
    point of no return). Fails again to try to land troops in Scotland.
    British Empire destroys AHE transports and figher off
    Somaliland(thus they will never be an invasion of India). Destroys GE.
    fleet off Kiel, but, Home Fleet is lost also.
    Italain Empire last fighter lost, but, takes out remaining
    damaged British BB off Somaliland.
    U.S. losses all forces in East Africa, but, seriously weakens
    AHE forces in Somaliland(even if they still had transports, they will
    never threaten India). Now controls the seas in all of the Mediterian
    area(sans AHE Home Waters), lands and takes Libya, &, undefended
    Egypt.

    Round Seven: AHE does not have the forces to take Moscow, all
    they can do is weaken the Russians, just to let the Germans have a
    easy victory, on their turn. Instead they take Khzakstan, and, start
    to garrison the parts of Russia they control(at this late stage of the
    game, these forces will never get to Africa, or, to Italy).
    The fleet is lost trying to destroy the US fleet, no
    reinforcements for Africa.
    Russia is just defending Moscow.
    GE. takes Russia, it cost most of its Infantry(no thanks to
    AHE not attacking Russia this turn). Also takes Karelai.
    British Empire takes back from AHE Italain Somaliland.
    Italy says on the defensive positon(the mainland section, is
    will defended), and, better to lose Africa, than get invaded. Builds
    new fleet.
    U.S. destroys new Italian fleet and still controls the
    Medieterrian Sea(sans AHE Home Water).

    Round Eight: Austro-Hungarian Empire destroys U.S. fleet in
    Central Med. Sea, but, lost its Home Fleet(including a transport and
    fighter, thus no aid for Axis forces in Africa). Also sinks with a
    fighter one of two remaining cruisers in Black Sea. No builds, no
    danger from Allies, in this last round.
    Russian Cruiser just stays in Black Sea, Finland is unguarded.
    Germany takes undefended Finland(Russia is totally
    occupied). GE. attempts to land forces in U.K., boh fleets were 3
    BBs and 2 fighters, all that remains is a GE. damaged BB & 2
    transports. BB shells and scores a hit, and landed 2 troopers and gun
    & tank score 3 more hits(for a total of 4 hits). Defenders of London
    are 4 troopers and 2 guns, which score 3 hits(reduced to two cause of
    the GE. tank). London is contested.
    British Empire uncontest London for no lost, &, frees Sudan
    from Italian control. Rebuilds Home Fleet & air force.
    Italian Empire rebuilds Naval & Air Force.
    U.S. Republic sends reinforcements to E. Africa, cruisers
    take over Western Mediterrian Sea, &, fighter is lost sinking a GE.
    transport off London.
    Peace breaks out, moderate to major Axis Victory over the
    Allies. The Axis get back all their lost African colonies, GE. keeps
    a third of Poland and Finland(gives independence to the other two
    thirds of those new states, and, keep bases inside them, to protext
    them from Russia). AHE sets up Ukraine as a new nation, keeping a
    third as a new provience for the empire(ditto for bases). Keeps
    Sevastpol as a new provience (also gives Italy the Crimean Peninsula
    as a war compensation). Italy gets generous big grants from Germany.
    Both sides take care of their losses, Axis help Axis &
    Allies help Allies. All Axis are now part owners of the Suez Canal,
    except for U.S. Waters, Axis Fleets have passage through Allied Home
    Waters.

    Losses are very heavy, as compared to other games, of Transports,
    BBs, Cruisers, Subs, and, Fighters.
    Total Losses Axis Land Forces in IPCs 384, &, Allies 345. Air 88 &
    96. Sea 449 & 390. Axis lost more in IPCs but, still won the war.
    Also sea losses were heavier than land forces, for both sides.
    IPCs not spent, Axis 189 & Allies 80.
    Units left on the board, most of GE. units are in Russia, AHE in
    Italy and Russia, Italy only in Italy. U.S. most units in Africa,
    while British Empire had the most in the United Kingdom(India and
    Africa).
    Actual Units left of Axis Troopers 43 & Allies Troopers 22.
    Artillery 27(19 in Russia) & 5(US has none), &, Tanks 4 & 1. Fighters
    2 & 3. Subs. 1 for Axis only, Transports 1 & 3. Cruisers 2 for
    Allies only, &, BBs one each side(Axis BB was damaged).


    Pellulo

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    Axis and Allies 1914 RoundRobin

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    Page 17
    blacklodge
    Posts: 27
    Joined: Sat Nov 11, 2017 9:35 pm
    Re: Axis and Allies 1914 RoundRobin

    Post by blacklodge » Tue May 01, 2018 2:13 pm

    In this scenario The Axis will really be the Central Powers. As Italy as a constant, and, paired with the A.H. Empire, versus, U.S.(another constant to balance out as the weakest Allied Power) and the British Empire.

    The Axis will hunker down in the Southern Mediterranean Sea and area. They know Somaliland is lost, and, with the Suez open to the Allies, naval forces can attack them from both ends of the sea of Mediterranean. AH Empire with its hugh land forces, will help defend the It. peninsula. Also with their transports build up forces in Libya, and, the islands. Along with building up thier navies for defense, will make it hard for the Allies.

    Eventually the Allies will have to attack naval wise to secure the Central Mediterranean Sea(if possible), and, try to make a landing(s) & take Libya. The Axis just have to defend, and, maybe pick up Egypt/control the entire Mediterranean Sea.

    The game begins, mostly both sides building up forces. British Empire takes Somaliland, then again, how could they not take it. The Brits. would love it, if India could produce naval vessels. By Round Two the Axis controll the Eastern, and, by Round Three the Western Mediterranean Sea.

    The Allies find it hard to have Air Power in the Western Mediterranean Sea, unless it came from a primitive aircraft carrier.

    By Round Three, the Eastern Mediterranean Sea, is “no mans sea”. AHE cannot send a ship in, due to Allied fighters in Egypt, but, British Empire cannot send it’s BB off Egypt due to Axis fleets off Rome. Also a It. Fleet attacks an Allied fleet, outside of Gibraltar. All is lost, but, an British transport(the Axis sink a precious U.S. transport, with two troopers). Still it will take Italy 2 rounds, to rebuild those 2 BBS.

    In Round Four, the AHE takes out the Brits. Fleet off Egypt, giving up a chance to destroy a Brit. Convoy with trooper and gun off Spain. Still even with air attacks by the British, all that is left is a damaged AHE Battleship. Forces in Libya are at a tipping point, even with heavy losses the Axis can bring up reinforcements faster than the Allies, an attack most likely next turn into Egypt.

    The Allies can only mostly reinforce from India, now with transports arriving there, still they need to take and hold the western and eastern Mediterranean Sea.

    Finally Round Five AHE kicks in the door to Egypt, with Italy to follow, but, can the Allies push them out? The Italian’s effort keeps the door opened, but, heavy losses from both sides(invading AHE forces are wiped out).

    Desperate fight with heavy losses both sides in Egypt, the Allies force to defend and attack, in order to keep the number of Axis forces down. The British holding onto the skin of their teeth, the situation so desperate, the U.S. attacks Libya. Taking it, after destroying the Italian flleet, and, losing two ships to Axis air power. Can this relieve the pressure off the Brits. In Egypt?, for Round six.

    In Round six AHE fleet lost, but, destroys U.S. fleet off Libya(using air power also), &, British fleet off Spain(on Atlantic side). Also reduces British forces to one tank, in Egypt. Up to Italy to retake Libya and Egypt.

    Now in Round seven AHE finally takes Egypt(Italy had to deal in Round six, with Brits. reinforcements, with both sides losing allot). Italy frees Libya, but, fleet destroyed when it tried to take over the Red Sea. U.S. transport surviving Axis Air Power, contest Sardina.

    Finally Round eight AHE reinforces Sardina and retakes Western Mediterranean Sea for Axis Navy. The Brits. regain the W. Mediterranean Sea for the Allies, and, land and take Sardina. Italy fails to free Sardina, and, nearly takes the Sudan. U.S. blunders into taking Piedmont. Peace breaks out.

    A tie, with five more rounds, definitely a military victory for one side or another. The Axis would have
    probably taken over East Africa, but, even controlling the Suez Canal, could not control the Red Sea. Also with the Allies pushing from the Western Mediterranean area, the need to not expand, just controling the Central Mediterranean, becomes of main importance. I think the Axis have the best chance of the above situation.

    The Axis get back Sardina, Piedmont, and, Somaliland(4 IPCs worth). The Allies get back Egypt, Suez Canal, and, Sudan gets uncontested(3 IPCs worth). To save face, the Allies can built a naval base on Sardina, &, the Axis can sail through the Suez Canal.

    Final countdown, Disposeable income of IPCs 43 for the Axis and 52 for the Allies,
    Losses in IPCs of 549 and 561,
    Units left of troopers 21 & 14(many were AHE garrisoning Italy & British Empire forces in U.K. And Canada),
    Guns 7 & 3,
    Tanks one each side,
    Fighters 3 & 1,
    BBs 2 & 1,
    C six for Allies only,
    Zero subs.,
    Transports 3 & 5, thanks, Pellulo
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    blacklodge
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    Re: Axis and Allies 1914 RoundRobin

    Post by blacklodge » Fri May 25, 2018 7:11 pm

    Final two Axis versus Two Entent Powers, with Italy staying a Axis Power & U.S. being one of the Entent Powers(cause of low IPCs). British Empire & U.S.A., versus, Italy & Germany.

    The Axis advantage, Germany has a larger navy than AHE and has colonies in Africa. While the Allies advantage is that both Axis Powers do not touch each other, but, are separated.

    Round One: The Germans take off slowly, take out the British Home Fleet, but, lose theirs in return. Also fail to take out the Canadian fleet. The British get off to a good start, take over all Italian colonies and half of the Germans(of course already lost two of their colonies to Germany). It. cannot take back Libya, does take weaken Egypt(one trooper left, with 4 angry British troopers and two guns in Libya). Also takes out, for same lost, Brit. cruiser off Atlantic Spain, escorting a loaded transport. Finally U.S. splits fleet between U.K. and N. Africa.

    Round Two: Germany manged to take out Brit. Home fleet, and, land forces in Scotland(enlarges fleet). British takes out remaining GE. trooper in Scotland, frees Gold Coast & Egypt, takes out Italian fleet(for the lost of Red SeaFleet), and, rebuilds fleet. Italy hunker down mainland, builds air power. U.S. helps protect waters off Wales, reinforces Brit. Home Fleet, and, sends troops to Ireland.

    Round Three: GE. Forces contest Gold Coast(since no help has arrived from the Reich, they might as well go out big). Attempt to take out Brits. Home Fleet, and, invade Scotland again. Both fleets wiped out, including a U.S. cruiser and a GE. transport with trooper & gun. Landed forces only contest Scotland. British frees two colonies in Africa, and, uncontest Scotland. Italy losses a fighter, to damage a Brit. Warship, to buy time to strengthen home defensives. While U.S. Navy sinks GE. transports off Scotland, &, joins British Home Fleet.

    Round Four: GE. concedes the lost of Africa, sub. sinks Brit. transport off Egypt, losses also submarine, there is no forces left, to help Italy. Fails to break out of N. Atlantic, fleet lost of two BBs & fighter, damages both U.S. BBs and sinks British Cruiser. British Empire take over last 2 GE. colonies, Africa is Axis free! Italy reinforces its home Islands. U.S. begins to marshall a invasion fleet off the Atlantic side of Spain.

    Round Five: GE. Fleet fails in breakout of N. Atlantic, heavy losses both Axis & Allies Fleet. Unless they can send aid to Italy, or, threaten the UK., the war is lost for the Axis. Brits. take Sicily, Italy tries to rebuild Navy, and, U.S. sinks it(& takes Sardina).

    Round Six: GE. builds up its navy, for an all out seaborn invasion of the U.K., by found eight. It is up to the Allies to make sure that naval buildup fails. British contest Piedmont, builds up Home Island Fleet. Italy cannot build up enough sea and air power to threaten the Allied fleets, can only reinforce land units, un contest Piedmont. U.S. contest Piedmont, Axis forces are getting spread out too thinly.

    Round Seven: GE. Ditto as in Round Six. British takes Naples and Piedmont, builds up Home Fleet. Italy contest Piedmont and Naples. U.S. uncontest Piedmont for the Allies.

    Round Eight: GE. fail on an Operation Sea Lion, incredible heavy losses both sides, builds up Home Fleet. Danger of losing control of North Sea. British Empire Home Fleet attacks newly purchase German Home Fleet off Kiel, both fleets destroyed, but, Allies control the North Sea(by default due to lone U.S. Cruiser off London). Takes Tuscany and uncontest Naples. This round has account for just below fifty percent of all sea units lost so far. Italy hunkers down in Rome, cannot defend Venice. U.S. lands and fails to take or contest Rome, but, wipes out half the Roman defenders. That ensures the Italians with just three troopers could not last another round, also U.S. forces take Venice. Italy is reduced to its capital only.

    IPCs left for GE. 31, British Empire 42, Italy 5, &, U.S. 22.

    IPCs Lost: Axis Troopers & Guns & Tanks 172, &, Allies 78. Axis Air 60, &, 30. All Sea Forces Axis 327, &, Allies 250. The sea losses exceed land and air losses combined.

    Units left, the Allies have 24 troopers & 5 guns left, the Axis 3 troopers for Italy & all land forces left for Germany(except Kiel garrison, and, a gun and two troopers from the Ruhr). No way could the Allies invade the Second Reich. Tanks 2 for Allies & 1 Axis, Fighter 3 Allies, Navy for Allies of 4 BBs & 4 Cruisers & 7 Transports & a Submarine.
    Last edited by blacklodge on Thu Jun 28, 2018 8:50 pm, edited 5 times in total.
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    Re: Axis and Allies 1914 RoundRobin

    Post by blacklodge » Mon Jun 25, 2018 1:44 am

    Last two scenerios of Italy staying an Axis power, with just 3 powers versus 3 powers. For the Allies the U.S. power is a constant to balance off Italy(both are the weakest powers on their side). Also Russia used only once for these two scenerios, to the fact the Italians are linked this time with AHE & GE. Empire, making it too easy for the Axis to knock Russia out of the war(yes Italy might be taken out too, but, Russia is a higher IPC nation than the former).

    Axis Italy, Germany, &, Austro-Hungarian Empires, versus, U.S. Republic & British & French Empires
    (for the second scenerio it will be U.S.A., French & Russian Empires).

    Round One: Germany will go on the defensive for the Western Front, pretty much abandon Africa, and, divide its income for an Arms Naval Race for the North Sea, and, forces to pick up Russian provienes.
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    suit
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    Re: Axis and Allies 1914 RoundRobin

    Post by suit » Sat Oct 27, 2018 7:55 pm

    Please ignore previous entry

    A&A 1914 of British and Russian Empires, &, U.S.A. Republic, versus,
    Austro-Hungarian and German and Italain Empires.
    Round One: A.H.E. half its forces to attack Russia, the
    proviences are the most important, let the Russians sulk in their
    capital. The other half to enter and secure and defend Italy. Also
    defend its own Home Waters and coastline and Central Meditterian Sea,
    and, send forces to N. Africa(but first rinforces Sardina and Sicly).
    Russia goes the traditional route, of trading space to build up
    its forces in Russia, and, if the Axis will not attack Moscow, force
    itseld to attack maybe one or both of the invaders.
    Germany sinks Candian and U.K. Home Water fleets, for very light
    losses. Takes Poland, Gold Coast, &, Nigeria(also contest South
    Africa).
    Britian rebuilds Home Fleet, builds up forces in Africa, takes
    over two Axis colonies of GE. East Africa and Somaliland.
    Italy needs to help control the Central Mediterian Sea, defend
    its mainland, and, reinforce its presence in N.Africa, to keep the
    Allies busy(maybe try to take Egypt).
    America needs to help the U.K. with mostly naval and air power.
    Land forces for N. Africa, along with some air & naval power.

    Round Two: AHE takes Ukraine, &, reinforces Italy and Libya.
    Russia still trading space for time, Sevastopol is the only
    provience outside of Moscow with heavy defense.
    Germany rebuilding Navy, takes Livonia and Belarus.
    British rebuilding Home Fleet, trying to reinforce Egypt.
    Italy reinforces libya.
    U.S. sends fighter to U.K. and transports to take out German colonies.

    Round Three: AHE takes Tatarstan. Building up Navy for a push out
    in Atlantic(maybe to the North Sea).
    Russia takes back Tatarstan, if the AHE wants it, they will
    need to take Sevatopol first.
    Germany takes out U.K. Home fleet, but, landing in Scotland
    fails. Karelia is taken.
    British Empire takes back Nigeria and takes over German South
    West Africa.
    Italian Fleet is lost, but, severly mauls British fleet off
    Egypt. Forces landed and from Libya enter and contest Egypt(heavy
    losses both sides).
    U.S.A. frees Gold Coast and takes Togoland.

    Round Four: AHE takes out British fleet off Egypt and sends a
    cruiser to off Spain, on the Atlantic Ocean. The Mediterrain Sea is
    now an Axis lake. Also after heavy losses in land forces, takes
    Egypt. Along with contesting Sevastople and Tatarstan. Forces are
    getting a bit thin, if the Russians counterattack, it could be big
    problem for the empire.
    Russia has run out of time, half of its proviences, are
    occupied, two that remain are unguarded, another two are contested,
    leaving Moscow a armed camp. If they go on an all out offensive, they
    might take back 3 lost proviences, and, uncontest one. Of course the
    large GE. forces in Poland, might finally get to take Moscow. From
    experience takeing back lost proviences, might buy some, but, not
    allot of time. You sometimes lose allot of forces, to exterminate a
    smaller forces. Yet there is only some much land, you can trade for
    time. The solution, take back some, but, not all that has been lost.
    Karelia retaken, and, uncontested Tatarstan. Sub. damages GE.
    BB off Kiel.
    GE. does not want to spread its forces out, retakes Karelia(so
    Russians cannot put naval forces out), Finland to be ignored. Finally
    brings forces from Poland, so next round an attack en mass into
    Moscow. Build up fleet off Kiel to try next round to take U.K.
    British Empire reinforces E. Africa, losses Home Fleet
    attacking GE. Home Fleet off Kiel, but, does manage to weaken it.
    Rebuilds naval and land forces for U.K. in case of any future GE.
    landings, and, builds up land forces in India(in case of any future
    landings by A.H. Empire).
    Takes GE. colony of Kamerun.
    Italy takes Sudan. U.S. sinks AHE cruiser trying to breakout
    into the Atlantic, and, join the GE. fleet.

    Round Five: A.H.E. frees undefended Somaliland, building
    forces to invade by sea India. Takes also Sevastople & Tartastan.
    Russia still hunkering down in Moscow, takes small victories,
    by taking back Tatarstan and Karelia.
    GE. fleet is lost, but, nearly destroys U.K. Home Fleet. Loses
    air duel, but, contest Moscow(heavy losses for both sides for infantry
    units). Hard for Russia to survive another round, but, even if it
    did, they would never reach the borders of the Second Reich.
    British Empire rebuild Home fleet, and, reinforce East Africa and India.
    Italian Empire needs to reinforce the Sudan, and, build up the navy.
    U.S. reinforce East Africa, and, for now controls the eastern
    and central Meditterian Sea-for how long?-

    Round Six: A.H.E. even if it does not take Moscow, should
    weaken it, to let the Germans to finish them off. Lands reinforcments
    more in Somaliland(nearly destroys Allied fleet off British East
    Africa, losses whole fleet). AHE Home Fleet retakes Centeral Med. Sea
    area. Retakes Tatarstan, contest Moscow, for very heavy losses(still
    almost impossible that GE. does not take Moscow).
    Russia hunkers down, all forces for defense.
    Germany throws its last remaining forces to try to take Russia,
    it fails with heavy losses in infanry(but does weaken Russia to the
    point of no return). Fails again to try to land troops in Scotland.
    British Empire destroys AHE transports and figher off
    Somaliland(thus they will never be an invasion of India). Destroys GE.
    fleet off Kiel, but, Home Fleet is lost also.
    Italain Empire last fighter lost, but, takes out remaining
    damaged British BB off Somaliland.
    U.S. losses all forces in East Africa, but, seriously weakens
    AHE forces in Somaliland(even if they still had transports, they will
    never threaten India). Now controls the seas in all of the Mediterian
    area(sans AHE Home Waters), lands and takes Libya, &, undefended
    Egypt.

    Round Seven: AHE does not have the forces to take Moscow, all
    they can do is weaken the Russians, just to let the Germans have a
    easy victory, on their turn. Instead they take Khzakstan, and, start
    to garrison the parts of Russia they control(at this late stage of the
    game, these forces will never get to Africa, or, to Italy).
    The fleet is lost trying to destroy the US fleet, no
    reinforcements for Africa.
    Russia is just defending Moscow.
    GE. takes Russia, it cost most of its Infantry(no thanks to
    AHE not attacking Russia this turn). Also takes Karelai.
    British Empire takes back from AHE Italain Somaliland.
    Italy says on the defensive positon(the mainland section, is
    will defended), and, better to lose Africa, than get invaded. Builds
    new fleet.
    U.S. destroys new Italian fleet and still controls the
    Medieterrian Sea(sans AHE Home Water).

    Round Eight: Austro-Hungarian Empire destroys U.S. fleet in
    Central Med. Sea, but, lost its Home Fleet(including a transport and
    fighter, thus no aid for Axis forces in Africa). Also sinks with a
    fighter one of two remaining cruisers in Black Sea. No builds, no
    danger from Allies, in this last round.
    Russian Cruiser just stays in Black Sea, Finland is unguarded.
    Germany takes undefended Finland(Russia is totally
    occupied). GE. attempts to land forces in U.K., boh fleets were 3
    BBs and 2 fighters, all that remains is a GE. damaged BB & 2
    transports. BB shells and scores a hit, and landed 2 troopers and gun
    & tank score 3 more hits(for a total of 4 hits). Defenders of London
    are 4 troopers and 2 guns, which score 3 hits(reduced to two cause of
    the GE. tank). London is contested.
    British Empire uncontest London for no lost, &, frees Sudan
    from Italian control. Rebuilds Home Fleet & air force.
    Italian Empire rebuilds Naval & Air Force.
    U.S. Republic sends reinforcements to E. Africa, cruisers
    take over Western Mediterrian Sea, &, fighter is lost sinking a GE.
    transport off London.
    Peace breaks out, moderate to major Axis Victory over the
    Allies. The Axis get back all their lost African colonies, GE. keeps
    a third of Poland and Finland(gives independence to the other two
    thirds of those new states, and, keep bases inside them, to protext
    them from Russia). AHE sets up Ukraine as a new nation, keeping a
    third as a new provience for the empire(ditto for bases). Keeps
    Sevastpol as a new provience (also gives Italy the Crimean Peninsula
    as a war compensation). Italy gets generous big grants from Germany.
    Both sides take care of their losses, Axis help Axis &
    Allies help Allies. All Axis are now part owners of the Suez Canal,
    except for U.S. Waters, Axis Fleets have passage through Allied Home
    Waters.

    Losses are very heavy, as compared to other games, of Transports,
    BBs, Cruisers, Subs, and, Fighters.
    Total Losses Axis Land Forces in IPCs 384, &, Allies 345. Air 88 &
    96. Sea 449 & 390. Axis lost more in IPCs but, still won the war.
    Also sea losses were heavier than land forces, for both sides.
    IPCs not spent, Axis 189 & Allies 80.
    Units left on the board, most of GE. units are in Russia, AHE in
    Italy and Russia, Italy only in Italy. U.S. most units in Africa,
    while British Empire had the most in the United Kingdom(India and
    Africa).
    Actual Units left of Axis Troopers 43 & Allies Troopers 22.
    Artillery 27(19 in Russia) & 5(US has none), &, Tanks 4 & 1. Fighters
    2 & 3. Subs. 1 for Axis only, Transports 1 & 3. Cruisers 2 for
    Allies only, &, BBs one each side(Axis BB was damaged).


    Pellulo

    Next and last scenerio, the same Axis Powers of GE., AHE, &,
    Italy, versus, British Empire, U.S.A., and, now France.

    Round One: A.H. Empire goes, here it has to wait for three moves
    to join Italy and Germany, so they can all attack France at the same
    time and turn. Except for Italy, the Axis Powers already have hugh
    land forces avaiable on the board, in order to invade three of the
    seven proviences of France. This allows them, in the first half of the
    game, to spend most of their budget on naval and air forces.
    In theses scenerios, sans U.S. and British Empire being protexted by
    water, only Russia could be assaulted by two of the three Axis powers
    at the same time. AHE will send forces through Northern Italy and
    Eastern Germany, to attack France. Also AHE has to help protext Italy
    from any sea invasions, and, try to control, the Central Meddeterrian
    Sea area.
    Along with trying to help Italy hold onto Libya, just to keep the
    Allies busy in Africa. Paris is first priority, so the rest of Axis
    colonies in Africa are considered quite expendable.
    On the flip side, unlike Russia, France should be able to get
    reinforcements from the other Allies. Also AHE/GE. will not be able
    to constantly rebuid their fleets, especially when the need to
    purchase land and air forces become critical(in the second half of
    this eight round game).
    The road to Paris, may well be much bloodier and longer than Moscow.
    We will see, both sides will depend on their junior partners/wildcards
    to help make the winning play.
    AHE Fleet leaves Home Waters and joins Italian Fleet off Rome,
    reinforces Italian forces in Libya. Begins moving forces to Piedmont
    and Alsace.
    German Empire takes over undefended Gold Coast & Nigeria, and contest
    Rhodesia. A damaged GE. BB off London, is all that remains of the
    Axis and Allies Home fleets. Land forces are heading towards Alsace,
    except for some units to protext the coastline.
    French Empire reinforces Eastern France, frees Gold Coast, sends
    transports to the Americas(sinks 2 GE. subs., but, BB damaged), and,
    sinks damaged GE. BB off London(own BB damaged).
    British Empire uncontest Rhodesia, trooper from British East Africa is
    lost invading Somaliland(but destroys defending Italian trooper, while
    another trooper landed by Indian transport takes over Somaliland and
    undefended GE. East Africa).
    Invade and takes over Libya, with forces from Egypt. Reorganizes
    defense of U.K. and rebuilds Home Fleet.
    Italian Empire shells and lands forces, not in Libya, but, weakly
    defended Egypt. All attacks and defenders are lost, meanwhile
    reoganizes defense of Italian mainland & sends more forces to
    Piedmont.
    U.S. Republic splits navy between North Atlantic & Western Med. Sea.
    Builds up forces.

    Round Two: AHE lands shells & lands forces and frees Libya. Land
    forces moving towards France.
    GE. contest Union of S. Africa, land forces moving towards France, &,
    nearly destroys U.K. Home Fleet.
    France contest Togoland, fleet off Marseilles attacks Axis Fleet off
    Libya, heavy losses for France(still it will make it easier for Brits.
    to attack their turn). Reinforces Wesern Front.
    British Empire uncontest S. Africa, reinforces Egypt & Western France
    & U.K. Heavy fleet losses off Libya, but, AH/Italian Axis Fleet is
    greatly weaken.
    Also UK Home Fleet attacks GE. Home Fleet, damaged BB lost, but,
    weakens GE. fleet. Builds up forces in UK & India.
    Italian Empire reinforces Libya & mainland Italy. Seaborn invasion of
    Egypt fails, but, Brits. now only have a trooper for defense.
    U.S.A. cruiser attacks Axis fleet off N. Africa, is lost, but, further
    weakens the Italians. Also BB finishes what the Brits. started off
    Kiel. The BB is lost, but, destroys the GE. fleet.

    Round Three: AHE fleet attacks Fr. fleet off S. France, only a
    damaged Fr. BB remains. Transports land forces in Egypt, and, take
    it.
    Along with invasion of Marseilles from Piedmont, only contesting
    it(acceptable losses & heavy for French). Also from Alsace into
    Lorraine, totally wiped out AHE forces(moderate Fr. losses), but,
    Germany should prevail on their turn.
    Germany from Alsace ivades and contest Lorraine, heavy losses both sides.
    France reinforces the Western Front, takes over Togoland and Libya.
    British Empire takes over undfended German S.W. Africa, contest Egypt
    via sea landing, and, reinforces France.
    Italy takes Burgundy, contest Libya.
    U.S.A. reinforces N.Africa and France.

    Round Four: AHE again attacks Lorraine, and, again nearly all its
    forces are wiped out. Also in France both sides suffer heavy losses in
    Marseilles, and, fleet fails to destroy Allied fleet in Western Med.
    Sea. Along with reinforcing Italain islands, uncontest Libya & takes
    Egypt.
    GE. Home Fleet off Kiel, destroys U.K. Home Fleet, but, it itself is
    lost. Lorraine Falls!(thanks to no part for AHE for weakening the
    French).
    Fr. frees Nigeria left undefended by Germany.
    British Empire reinforces Sudan, strips the U.K. of forces, sendding
    them to Picardy. GE. cannot advance further into France, with a large
    British force flanking them in Picardy.
    Italy suffers heavy losses, attacking Paris from Burgundy(while the
    Fr. suffer light losses).
    U.S. fleet enters Central Med. Sea, for the lost of two empty
    transports, sinks Axis fleet of It. BB and three AHE transports.

    Round Five: AHE Needs to regain control of waters of Central Med.
    Sea, cruiser from Home Waters destroys U.S. cruiser off Libya. Seaborn
    invasion force landed in Sudan, both all attackers and defenders are
    lost. All that remains is a Italian trooper contesting the Sudan, so
    Sudan fals under Italian control. Also takes control of Tunisia and
    Marseilles, along with rebuilding the fleet & reinforcing Italy.
    Germany attacks Picardy from Lorraine where a large British force
    awaits them. Heavy losses both sides, Picardy contested. Again fleet
    off Kiel is lost, taking out U.K. fleet.
    France takes undefended GE. Kamerun, wipes out contesting Italian
    forces in Paris. Also reinforces Borleaux.
    British Empire strips most of the U.K. of land forces to reinforce
    Picardy. The Empire will let its Wall of Steel(the Home Fleet)
    protext the islands. Reinforces East Africa, France, and, the Home
    Fleet.
    Italy reinforces Egypt, Rome, and, Burgundy. It would take too long
    for land forces to reach the Western Front, even a one time control of
    the Western Med. Sea, will allow a tranport to bring units to S.
    France. Cruiser sinks empty U.S. transport, on Atlantic side of
    Spain.
    U.S. Cruiser sinks Italian Cruiser off Spain. Reinforces N.Africa and France.

    Round Six: AHE damaged BB sinks empty British tranport off East
    Africa, also reinforces Egypt. Takes Bordeaux(Paris next?), and,
    fighter from Marseilles, has an air duel with U.S. fighter, based in
    North Africa(both fighters lost).
    GE.reinforcements from Lorraine enter Picardy, the British must be
    taken out, in order to advance to Paris. Heavy losses for the British
    & Germans, but, Picardy falls! The Germans could afford the losses,
    next Paris. Maybe London, massive naval buildup, as in the entire
    Western Front & U.K. no British land forces are left.
    Fr. reinforces Paris and sends transports to East Coast and London.
    British Empire figter from India is lost, but, sinks damaged AHE BB
    off East Africa. Also liberates Sudan, and, rebuilds U.K. land forces
    and supplements the Home Fleet.
    Italy sends its remaining trooper from Egypt to help defend unguarded
    Libya. Reinforces Marseilles & Tunisia. Strenghtens its Home Fleet.
    U.S. frees Tunisia, reinforces N. Africa & France, &, land forces East
    Coast boards Allied transports.

    Round Seven: AHE needs to contest Paris, to let GE. take it.
    From Burgundy & Boradeux Axis forces invade Paris, very heavy losses
    for AHE, moderate for the French(but it used up most of the Fr.
    reinforcements from the last round). So Paris is contested.
    Reinforces Egypt, and, a transport & BB is heading for India. Expands
    its Home Fleet.
    GE. enters Paris from Picardy, Axis lose air duel, heavy losses both
    sides. Germany can afford too, but, force to lose artillery, as they
    are running out of infantry. Still they contest Paris, with thier
    Axis Allies.
    Earlier GE. Home Fleet, tries to destroy the U.K. Home Fleet(they have
    three loaded transports to land in the near denuded U.K.). Again the
    British Wall of Steel has saved the U.K., the GE. fleet sans
    transports is lost, for light Allied losses.
    GE. sea actions are the last hope to bring the war to the British Home
    Islands. The war is winding down, and, new land forces cannot get to
    the front lines, unless brought in by transports.
    France reinforces Paris and prays…
    British Empire frees Picardy & undefended Bordeaux. Reinforces Home
    Fleet, U.K., and, India.
    Italian Empire making a sea landing and a trooper from Libya, retake
    Tunisia. Fleet attacks U.S. fleet off Morocco, both fleets lost.
    U.S. retakes by sea Tunisia, also lands and takes over undefended
    Libya. Along with destruction of Italian transport off Tunisia and
    Libya.

    Round Eight: AHE forces in Paris wiped out, only causing light losses
    for the Allies. Up to GE. to take Paris, also can only contest
    Bordeaux.
    Invades from Egypt and contest the Sudan. Also destroys US fleet and
    frees Libya(reinforces Egypt). Along with a sea invasion and
    contestation of India.
    GE. forces again try to take Paris, but, fail(still contesting Paris).
    Invasion fleet for U.K. smashed and all transports lost(luckly they
    were empty). British have a survivng cruiser off London.
    France spilts Paris garrison, &, frees Bordeaux. Fighter is lost,
    but, destroys AHE figher in Marseilles. The rest of the Paris garrison
    stays put, and, reinforcements are added(making it still even harder
    for the remaining GE.to ever take Paris).
    British Empire uncontest India of remaining AHE trooper, reinforces
    the Sudan, frees undefended Marseilles, reinforces Paris, &, lands
    also reinforcesments for Picardy.
    Italy tries to retake for itself Marseilles, but, only contest it.
    U.S. Republic lands forces in Marseilles, &, wipes out Axis forces
    contesting it(for little lost). Meanwhile trooper in Tunisia fails to
    take over Libya, but, wipes out defending Axis trooper.

    Peace breaks out. Each side takes care of its own losses(except for
    Brest, most of France was occupied or contested, along with most A&A
    land forces were lost there).
    The Allies control five Axis colonies, the Axis control two Fr.
    proviences, contest Paris, control the British Protexative of Egypt,
    and, contest the Sudan. Both sides get back all lost lands. The war
    ends in a tie, leaning more towards the Axis. Allied forces were too
    weak to fully liberate Paris, in round eight. So Paris as a Allied
    capital stayed contested(with GE. 2 troopers & 5 guns).
    Still to go onto a round nine, with most of the orginial Axis land
    forces buried pushing up flowers in France, and, the Allies having to
    rebuild new armies to get the Axis out of France. Both sides were
    played out. All remaining land forces, on both sides, except for
    tanks, numbered less than the orginial GE. setup for Round One. Peace
    is the way out of this mess.
    The Axis as in one combined group get a third share, in the Suez
    Canal, and, the Central Mediterrian Sea becomes a Axis lake.
    IPCs left(except for France & Italy) the other nations banked their
    IPCs for Purchase of any units. Much less adding what they collected,
    at the end of their turn. Axis IPCs not used 147, &, 121 for the
    Allies.
    Units lost Axis Infantry of 134 Infantrymen, &, Allies 113, Artillery
    36 & 30, tanks none, fighters 13 & 10, transports 13 & 12, cruisers 8
    & 12, BBs 15 & 10, &, subs. 10 & 3. Reconverted to IPCs Axis Land
    Forces 546 & Allies 459, Air 78 & 60, &, Sea 390 & Allies 318. Over
    all Axis IPCs losses of 1024, &, Allies 837.
    Units left on the board: Axis Infantrymen 22(5 guarding the GE.
    coastline & 3 waiting for transports that never sailed to invade the
    U.K., &, five It. troopers protexting the Italian mainland and a
    island. &, AHE had only 3 troopers left and two of them in N. Africa).
    The Allies have 16 infantry left, &, none in the East Coast, &, only
    one in all of the U.K. Artillery Axis have left 13(three in GE.
    guarding the coastline & two stuck waiting for transports), &, Allies
    4. Tanks one each side in Africa, &, an Italian tank guarding Rome
    from any sea invasion.
    Fighters only one in Rome.
    Transports for Axis 5(all AHE), &, Allies 6. Subsmarines none.
    Cruisers Axis two, &, Allies three. Also Battleships only two for the
    Axis(both AHE, they were never worried about a sea landing onto
    Trieste).
    Staistically if this scenerio was played the best of even five or ten
    games, with the same powers. I could see the Axis winning most of
    them. Italy staying as a Axis Power is a tough nut to crack.


  • Christmas Gamming Axis & Allies at The Brooklyn Strategist 2017-2018.

    My first experience with the game store was next to last year, after Hurricane Maria. I had remembered it when I lived in Brooklyn, visiting my daughter, and, had made a donation to the store.

    Curiosity if they had any Axis and Allies games, also a place to give up about 500 cards of the Magic Series, inside a long large card holder box(mostly generic booster type cards). It was given to me, but, as I explained to the gaming store. Twenty years back, I might have gotten into the Magic Craze. At my age, I felt I could not put the time into this type of gaming.

    They gladly accepted it, and, gave me and my daughter passes for gaming night. Our planes to do a A & A game, was smashed, when all we could have join us, was a young transplanted MIT student from Boston. Her speciality was the popular Euro-Core game, set in the U.S.A., of trying to control railroad lines of the late nineteen to early twenty century time period.

    She was quite good, as along with her boyfriend(another transplanted student form MIT), this was their favorite house game. In about an hour, I had my daughter cornered in the north east, and, the young Boston lady had a minor line, in the Southwest area.

    We thank her for showing us the game, finished our coffee, as we had to catch the G train to get back to another part of Brooklyn. I had always heard the version set in Europe, was even better.

    Th following year we go back, with another donation, of a popular euro detective game, that is set in London. What do I spot, a well worn version of Axis & Allies 1914 game, hope springs eternal…

    As we had walked into the gaming store, we notice the main customer area, and, coffee and snack area, had been combined. We walked around the center, and, notice at the end of the first few tables, the cliched table loaded with the at/about 1:72 scale of a ruined city.

    My host explained it was used for the system called like WaXXammer 39,999. A very popular Science Fiction/Fantasy game. Where the rising and declining fortunes of humanity, still pits also a close order Combat type system(along with other types of fighting systems). What I like to play, if I could use a modern day Armor bridgade, mobile infantry, support units, and, S.P. Guns, &, copters, etc., to clean up the opposition. With its never ending modules, like the old Avalon Hill Bookcase Panzer/Squad Leader series, we use to call it “WaXXammer Forever”.

    Passing the rest room, and, the games storage area, we got to the second half of the center…

    We walked to the front of this part of the center(it is u shaped, having two storefronts). There was two tables, with dark cloth covering them. Sitting down we’re about eight gentlemen playing a card driven game. Their faces was as serious as Gang Lords dividing up a city for their illicit use.

    Finally we got back to the front of the other section of the store, and, our hopes of playing Axis and Allies 1914 was dashed. They had forgotten to put on their website, that the coordinator for walk in gamers, was not coming in this night.

    Well we had a long trip via G train to 7 train, then finally the 2 to the upper Bronx. My daughter was glad we did not shellout twenty for game night. Oh well it was a nice visit to the Brooklyn Stategist, as for the donated game, I forgot to bring the game board!

    They forgot to post on their website, and, I forgot to bring the board, I guess it evens out.

    Have a nice x-mas/holiday season, Hell I’ll thrown in Three Kings Day on 1-6-2019, thanks, Pellulo


  • Present Day
    Pellulo

    They have an additional store, off Union Square Station, lower Manhattan, bordering the Village Area. Only a few blocks from the Subway system, across the street from Forbidden Planet Sci-Fi and Fantasy(along with some board games) store. Along in the neighborhood of Strand Bookstore with its 19 miles of books, and, a ridiculous large great Halloween store.

    You can join a game in session at the Strategist Store, or, sign up.

    They also have a large selection of games for sale, and, yes you can play practically any Axis and Allies game ever made.

    Check the net for times and days they are open, as for a fully functional 8 player Axis & Allies 1914 game, hey u never know!


  • Sorry this is the name of board game store:

    Hex and Company, off 11 East St., 801 Broadway, New York, NY 10003


  • Howdy, as mention before about 14% of the scenarios have been misplaced, when found or pass onto me, is in the future.

    Would you think the Zombie Edition will get into the Forum, for better or for the worst, I believe the game is selling quite well, thanks

    Finally could the Zombie 🧟‍♀️ ideal be applied to the 1914 game?
    Would the Zombies be Supernatural or a Secret Weapon gone amok?
    Also could for The Thirty-One Year War time frame 1914-1945(after all the War to End All Wars ended in an armistice, think Korean Conflict ), could the Earth face an Alien U.F.O. Invasion, for that kind of theme game?
    Thanks

    Not plugging it, you can get it free at your library, The World War Series by H.G. Wells.

    This Axis & Allies War of the Worlds Game would go like this:

    Invaders would be for land, a typical buy-eyed Martian/clunky robot/blob with an oversized gun/rifle, and, a combo Self-Propelled gun/A.P.C./Tank. For air/space the fame saucer or cigar shape mother ship and smaller versions of it. Finally for Sea a battleship shaped submarine, and, a smaller hovercraft Cruiser/DD that doubles as a Transport. Along with a carrier that can carry up to two smaller versions of their fighters.

    Now the units supplied would be on up to ten rounds of reinforments, with a half of all the units introduced, in the first round. The Aliens do not buy any units, a throwback to the way units were introduced, let us say in Axis and Allies Battle of the Bulge Game. They win by the number of spaces, they occupy, at the end of the game of all land and sea. So they will need lots of markers to show ownership, also they do not need to leave a unit in it, to garrison it.

    Victory, a major one if they control three quarters and up. Moderate is just below three quarters to half, and, minor is just below half to a third. Having a Alien Air/Space Unit fly over a territory does not give it ownership.

    For a retro* look if used for the 1914 game, the Minis can have that no longer copyrighted public domain, of Wells War of the Worlds. Using the “Walking Saucer” type ships, with the multi-tentacle aliens, and, a mini representing the fame poisonous smoke.

    Firepower and movement:
    Infantry two spaces with attack two and defense two, the combo vechicle three spaces and attack of four and defense of three(can carry two troopers three spaces, but, cannot the troopers and combo engage in any attacks).

    The mothership cannot land or is made for atmosphere fighting, can pick up any one unit, once per turn and allow it to transfer anywhere on the board(think of it as a hugh space elevator station). The smaller versions of the mother ship are like fighter bombers, attack on four defend on four, and has a range of eight.

    Finally the sea units, fortunately for the Axis and Allies, the invaders come from a world with small and shallow oceans, little understanding of submarine warfare. Thus earth subs. have a attack and defense of three, when dealing with the Alien Fleet. Their BB attacks on a five, defends on a four. The C/DD hybrid attacks and defends on a four and three, if in a transport mode only defends on a three. The BB is also a submersible, but, only attacks and defends on a three. All fleets ships move on a three, except the BB as a submersible moves on two spaces.

    Being attacked by earth’s submarines, all defense falls to a lowly two, and, their C/DD cannot negativity stop any surprise attacks(including air/spacecraft, fail to detect submarines).

    Finally for extrapolation/nice to know information, the BB/Submarine hybrid cannot dive too deep, and, the fleet as whole cannot leave port if rought seas are present(much less deal with icy waters).

    Round One is a bitch as one Theater of Operation, thinks the Alien Invasion is an Hoax, and, lets the Alien Invaders get a extra attack for land invaders(again playing like the 1914 game, of just one attack, sans sea, per turn). Throw a Die to see who gets zapped, European, Pacific, or, BIC(Burma, India, China).

    Secret weapons by round five all Earth fighter & bombers now have their range extended by two spaces. A.P.C. Cost 1 less IPC due to U.S. mass production, ditto for DDs.

    Again borrowing from the D-Day & Bulge games, as the reinforcements stop coming in for the invaders, by Round Ten. The earth forces either has the forces to win, or, has to yield to a Alien Victory Condition.

    *This ideal has long been up as a model driven game(very expensive?), reminds me of the built up models for a Star Wars Game. I saw it at Barnes and Nobles game section, second floor, Union Square, Manhattan. Of course you could have played it with cardboard cutouts, or, just an index card saying it was an Imperial Star Cruiser, but, heck where’s the fun in that(also the BIG Mouse from a magical land in Fl., wants its money).

    The game is called Tripods and TriplaXes , on the cover a W.W.I Fr. fighter plane, with primitive rockets, taking on one of free copyright Tripods with that laser type eye, from H.G. Wells “War of the World”. This is a standalone game, maybe more games in the future. Of course the scale is much bigger than a Axis and Allies mini, much less you have to build them. Additional games and extra units is where the money is for the game maker.

    An Axis and Allies 1914 game with alien invaders from the Well’s book, would be more cost effective.


  • Next until I can get RoundRobin for GI Joe Game with Axis & Allies rules, here is Axis & Allies RoundRobin for Sea Minis(remember those 3-D ships and stuff).


  • This originally was for the old Avalon Hill site, but, only recently found the notes, and, finally completed them, Round Robin for Axis and Allies Sea Minis.

    Previously I play the basic game on a island/land side, just rotating the fleets around the map, for 100-200-400-500 pt. fleets, using basic 2-D sticky note papers to make up my fleets(no I was not going to buy boxes to have the plastic versions of fleet series basic to two & three).

    Round robin was set up mostly as a paper exercise, ships(100 point fleets/flotillas) are lost/radar not working/poor timing or luck,
    bad visibility(e.g.cloudiness/fogged condition). Suddenly visibility clears up & a melee breaks out.

    Cause the ships pretty much stumbled into each other(saves on having to maneuver them, did give the BB & some CC with a 3 range shot, a “free” shot). No limit on stacking them(pretty much bunched up), VA hits are added up(saves on paperwork), secondary & third set of guns & torpedoes are allow to hit different targets. Along with subs. surface, they were recharging their batteries, allowing ships to use their basic guns, or, second/third set of guns(for CC & BB), along with torpedoes.

    Also no just BB vs. BB, CC vs. CC, and so forth, as generally MAD (mutually assured destruction) occurs.

    Basically I started with Axis e.g. Destroyer (as many as you can purchase for a 100pt. fleet) vs. just only Allied Torpedo Boats , then CC, BB, AC(no aircraft), Sub.,
    skip Fighter Planes (historically in WWII a USAAF fighter took out a Ge. DD), Bomber,
    Torpedo/Dive Bomber. All the Allied variations were also 100 pt. fleets.

    After that I repeated that for Axis T.B. going against the same list of Allied ships (now including a Allied DD)., and, so forth, down the list.

    The results for Allies e.g. DD vs. Axis ship, and, so forth going down the list, came close statistically to the Axis Round Robin. Thanks, Pellulo

    Basically with Round Robin, it was found, that cheaper came out better, a cost of for a 7 pt. DD, will get you fourteen, pretty much puny guns, but, each DD get you one torpedo (even against a BB you are bound to get sixes from fourteen rolls for torpedo).

    This works quite well with the other capital ships, CC (light or heavy or big), AC, and, with surface subs(house rule allowing them to be torpedo) . Even with puny ASW the quantity of DDs will overwhelm them.

    Now against Air, due to low AA fire they do not do good against bombers; hold their own against Dive/Torpedo bombers.

    DD did not do so good against Torpedo Boats(at 0 range & with a capacity of three torps. the TBs cleaned up).

    When a USA TB took on Capital ships, generally it won out, except against the AC.
    Here the 16 TB vs 11 Axis AC, the dice rolls favored the latter(one AC survived the conflict). Axis bombers cleaned up over puny AA fire of the TB, while the secondary bombers(torp./dive) were wiped out.

    Now when a GE. CC took on Allied Capital ships BB & AC, it won out. Subs. were no problem. The ten Ge. CC failed against the 16 Brit. bombers, but, held out against the 12 Brit. Torp. bomber.

    Again when this Allied B.B. went against Capital ships it cleaned up on the AC, but, lost out to the more numerous CC. When it went against air power the two Hoods(historical restriction were not applied) were wiped out quickly.

    Finally thru the process of elimination when Axis AC vs Allied subs, the three surviving AC out of three destroyed the eight surface subs.

    Remember this was based on 100 pt. fleets, so you can have two BB vs 14 bombers(not 2 vs 2 or 14 vs 14). Rarely you have evenly matched opponents in numbers. There was no historical restrictions, no maneuvering/stacking restriction(so fire power was at 0 range, four range BB/CC were given a free shot), subs. were surface so ship’s torpedoes and main/secondary/third set of guns could be used against them.

    No fighters were used, AC fought just using their ship guns(no time to scramble their air), and, even thought I give a one for defense for subs. against fighters and TB & DB, I passed on this(along with the house rule of letting surface subs. use their deck gun).

    If you want to try this on a grander scale, using the map board and manuerving and so forth, please let me know of the results.

    Next and finally an example of play with 12 GE. DD vs in Round Robin the Allies, thanks, Pellulo

    Example of Round Robin:
    Whit Ge. DD that cost 8 pt., gave me a fleet of 12 of them(for a 100pt. fleet), vs., USN PT Boat fleet of 16(each cost 6 pt., for a 100pt. fleet). The end results were
    4 surviving USN PT Boats.

    Same Axis setup vs. two Battle Cruiser Hoods British, the results were 6 Axis DDs left.

    Same Axis setup vs. USN 11 St. Lo AC, the results were 2 Axis DD left.

    Same Axis setup vs. 8 Truculent British Sub., the results were 7 Axis DD left.

    Same Axis setup vs. 16 British Halifax bombers, the results were 10 bombers left.

    Same Axis setup vs. 10 British Swordfish Torpedo Bombers, with 8.5 Axis DDs left.

    For these kind of setups some quality is important, but, like Uncle Joe said…“quantity has a quality to it”…, Thanks, Pellulo
    Pellulo

    Finally(took forever to get the information for it), Round Robin for that Axis and Allies Sea Minis Convoy Scenario, thanks, Pellulo

    I played them with the extra Allies 5 transports(cannot lose more than 40% of them), going across the sea side of the map,&, putting 5 small islands, in the way.

    Since both fleets, are of hundred points, the Axis got two Japanese subs, and, two Ge. subs, that both fired at 0 & 1 range a spread of three torpodoes, and, the Japanese “tin fish” could go up to a range of three spaces. The Italian subs, two of them, fired two torpedoes at 0 & 1 range, &, like the Ge. subs. had a range of just 0-1-2.

    The Allied fleet was a mixture of low costs Baby Flats (even if sunk, they still be one left) rather than one large aircraft carrier. DD or low cost CC with a good ASW(since the subs were not going to be surface, torpedoes, and, gun power were of little use). Also a Allied sub. or two.

    The Japanese subs could get a free shot at Allied ships, cause of their long range torps., but once committed, a speed of one(for all subs.), compared to two for a DD, left no room for retreat.

    The surface ships have to be in the same space of the sub, to use their ASW. With about two or so quickly swamp a sub. and sink it. Much less the air power, that can hit the Axis ships, way before the subs. sight the transports(no …“happy time”… for these sub. captains).

    Also starting way back two spaces from the end of the map, did not leave time, for a sub(s) to get behind the convoy group(perhaps Pacific rule of submerged sub. might come in handy). It came out mostly to side & headlong torp. shots.

    With air power via AC, land base bomber group(every other turn), DD & CC & TB/Sub. escorts, its not to hard to get a convoy through the “Wolf pack”. Especially if you run the ships along the top part of the map, and, not have to worry about your port side flank.

    Game ended with all 8 Axis Subs. lost, Allies lost 2 DD & one sub.(left 5 transports, 2 baby flattops, 2 ship borne & one land base bomber with ASW, and, one sub. and two DD).

    Finally the Round Robin variations. Thanks, Pellulo

    Round Robin for the Axis, no changes(did toy with a ideal of a large surface raider/Q ships), for the Allies a fleet of just Air Power, fleet of just subs, and, a fleet of just DD/CC, thanks, Pellulo
    Pellulo


  • 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

    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
    Pellulo


  • 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

    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

    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
    Pellulo

    Notes that were posted a bit on the old site, now redone: Round Robin of a Most Minor Write Up for Fortress America…
    Pellulo

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

    Be my Guest…

    Fortress America Round Robin(mostly elements of the first game & latter version)


  • 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


  • Final Note of House Rules:
    One: to speed up play, I am dumping the rule of the advantage of defense for cities/mountain territories. This will probably affect the U.S.A. forces more than the invaders initially, then again later in the game, it would make it harder for the invaders to hold onto their captured cities. All combat for attack & defense happens at the same time!-think Axis & Allies-*

    Two: at start of game U.S.A. can place all their partisans, out ready for combat whenever space you wish to place them(so in round one, you can have an gateway city defended by 5 units).

    Three: all cards are played once, a player can hold onto them{bank the card(s)}, and, use them on the turn as it fits their use, the cards are never recycled!

    Four: Auxiliary units like the fighter jets, old style copters, &, so forth are placed whenever needed for ONLY round one(so that gateway city may be defended by more than 5 units, or, attacked by more than five units). These secondary, usually older type of units, are NEVER replaced!

    *In a more smaller campaign like “Battle for the Mile High City”(Siege of Denver), your troopers & mobile units probably have towed or self propelled guns, with mortar crews & pre-registered guns & heavy machine gun nests, & snipers, &, traps to take a good toll of any Western & Southern Invaders. Before the Invaders can even get in range to fire back! So I leave the defense has an advantage for a smaller scale battle/campaign, like the mythical Mile High scenario. For the larger scale campaign I’ll just use A & D fire the same time, thanks, Pellulo!


  • The initial 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. Plus the twelve or so irregular units for U.S.A. & Invaders.

    Starting with the Western Invaders(rotated latter to the Southern & Eastern Invaders) the setups are changed to this, for increase Armor scenario:

    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(then South, then East, for other scenarios) knock out America faster than normal?

    Note: due to time constrictions, the results will be noted, but, the play by play commentary may be bypassed, thanks, Pellulo
    Pellulo

4 / 5

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