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    Pellulo

    @Pellulo

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    Best posts made by Pellulo

    • RE: Any good book suggestions for WWI?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

      Builds Rattler for its main base.

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

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

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

      posted in Axis & Allies Discussion & Older Games
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      Pellulo

    Latest posts made by Pellulo

    • RE: Axis & Allies 1914: Round Robin

      Round Two:
      Red 3 Wolf from N. Greenland attack Apogee Base and destroy 2 Snow Cats. All Red forces lost and still at Apogee White Jet and Snow Cats and a Blue Cat.

      From NP base a Red Wolf goes to N. Greenland hex. Builds 2 Wolf units for NP base and another ice hex that leads to Blue Main Base.

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

      Black sends 3 Wolf(from NP base)units and retakes N. Greenland hex, for no lost, destroying Blue Snow Cat.

      From ice hex, Wolf unit attacks Joe defenders in Apogee Base. A land unit each side is lost, still in the base 1 Blue & White Cat and White Jet left.

      Builds a Wolf unit for NP and main Black base. Also a ice hex to attack White Main Base.

      White attacks from Apogee Base Snow Cat & Jet attack coastal hex, held by 2 Red Wolf units. Hex taken for no lost, Jet flies back to Apogee Base.

      Builds three and one Snow Cat for Apogee and Main White Bases.

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

      This scenario is where Snow Cats and W.O.L.F. Units are predominantly the main units.

      Round One: 
      

      Red moves from NP base and nearby hex 7 Wolf units to 1VP N. Greenland hex, defended by 3 White Snow Cat units. Hex taken for a lost of 3 Wolf Units/Wolves.

      From ice hex three more Wolf units attack a coastal Greenland hex with two Snow Cats/ Cats. Hex taken for a lost of one unit each side. Builds 2 Wolf Units at main base, along with a ice hex, that connects base to a 1 VP island.

      Blue 4 Snow Cats from Apogee Base attack 5 Black Wolf units in N. Greenland 1 VP hex. Hex taken with only 1 Snow Cat left. From main base flies Jet to White’s 2 VP island two hexes from NP base.

      Builds 2 and 1 Snow Cat for Apogee and Main Blue Bases.

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin
      1. Hover-Copter has A/D of 3, changed to a 1, when carrying one vehicle /one trooper or two troopers/two vehicles. Moves two spaces. When lands vehicle/trooper(s) they cannot make any moves, also if Hover-Copter destroyed, the vehicle/trooper(s) are lost. They are just freight/passenger(s), cannot fight. Each side has one given, cannot be replaced, if lost. Also Hover-Copter can fly over sea hexes.

      2. Missile “Sour Grapes” Land Carrier, used only once, it lowers the value of any numbered hex, or, main base down to zero. In other words if you cannot keep a particular numbered vex/main base, then burn it down, useless to the enemy. Only activated when it is the last unit left, cannot be destroyed. Imagine your forces dynamiting camps, supply depots, air fields, roads, bridges, burning down buildings, bobby traps, and, so forth.
        There is only one Missile Carrier per side, cannot be replaced or purchase. Once every new turn, the hex value goes up by one, but, on a game system of only about seven turns, its hex value might never go back to what it once was. Also cannot be used for NP base and Apogee Base.

      3. Fast All Terrain Recon. Vehicle/Snowmobile moves two spaces, with one trooper. Can carry one trooper, uses A/D of 2/1, if trooper is destroyed so is the vehicle. Can take a hex, cannot Blitz. The All Terrian Vehicle is given, cannot be replaced or purchase, one per each side. Of course if you have a mini already of a snow mobile, feel free to use that!

      4. Heavy Bomber has movement of eight, A/D of 4/1, same rule for Sleuth but the die is 4 down. Special ability one attack on a A.C. will sink it, think Mega BlockBuster bomb. One per side and can only be used once, in the whole game.
        Now back to the RoundRobin…

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

      Next scenario Combine arms of just one flying unit, one Cruiser, and, only Snow Cats and Wolf units.

      After this scenario, would like to repeat all three of them, using additional extra units. These units will be given, and, extra ones cannot be purchased.

      They are:

      1. Submarines atomic for the G.I. Joe(via the U.S.N.), and Advance Diesel Electric(via U.S.S.R. 2.0 & Red China). Neither sub. of each side has nuclear weapons.

      Subs attack and defend on a 2, and, move 2 spaces(partially submerged). They can be fully submerged and do not participate in battle, and, can move 2 spaces. Now if a Cruiser is in its hex, or, a hex it wants to pass thru, it cannot stay fully submerged.
      Now fully surface it Attacks on a three and Defends on a 1, it is now open to air attack. Special ability on attacking land units, while fully surface, it cannot be counterattack by land units. Can only do this attack once per round, then automatically fully submerged and stays in the hex, after it fired its missile while fully surface.
      There is only one sub., for each side, it is given and if lost, it cannot be purchased.

      1. VTOL Jet on Carrier, has Attack/Defense of 2/3, and movement of two. There is only one each side, the VTOL can land on any color of its side Cruisers and Aircraft Carriers. Again it is given, cannot be replaced.

      2. Fighter Bombers are two for each side, cannot be replaced if lost. Attacks 3/5 ( five if the latter is not an aircraft), Defense of 3, movement of 6. These bombers have Sleuth ability, throw die, if three down the enemy cannot target it, only for that one time of combat.

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

      Joe wins cause of control of the two Northern 1VP bases. White had built a C and three troopers and another two troopers for Apogee and White Main Base.

      In terms of extra monies, Joe had 3, Cobra none.

      On the upper part of the board( not counting NP base), there are 3 troopers and a Jet for Joe. For Cobra a trooper and C.

      The bottom part of the board there are for Joe, 19 troopers, 2 C, and a Jet. For Cobra two troopers and a Rattler.

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

      White using special ability a trooper from Apogee Base goes to N. Greenland, while a trooper from there attacks the NP base. The trooper is lost, but, of the three Black defending troopers, one is lost.

      Again using special ability a trooper from main White base, along with a Jet, attack lone Black trooper on 1 VP hex( that is two hexes from White Main Base).

      Hex taken for no lost, Jet flies back to Base.

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin
      Black attacks from N.P. Base 5 troopers onto ice hex holding 3 Blue troopers.  
      

      Takes hex for a lost of two troopers. Meanwhile

      from ice hex, two spaces from White main base, a C

      lands 2 troopers onto base, along with a Rattler.

      Base defended by 4 troopers & Jet.

      All Black forces lost, with one White trooper and

      Jet left. From ice hex, moves trooper to 1VP hex

      that is two hexes from White main base.

      In a last chance to take a Northern Greenland 1VP

      hex, from ice hex three troopers attack the two

      White defenders.

      All Black forces are lost, along with a White

      trooper. Builds 3 troopers for NP base and C for main base.

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin
      Round 7:
      

      Red using special ability, uses a trooper on ice hex tween Greenland and NP base, to take out White trooper in N. Greenland 1VP hex. Builds Rattler and trooper for main base and trooper for NP base.

      Blue using special ability to land two troopers onto Red main base, with three extra troopers attacking from nearby ice hex. All Blue forces lost, only a Red Rattler remains. Two more Blue troopers arrive on ice hex, bordering Red Main base.

      From N. Greenland hex, three troopers attack defending Red trooper, on ice hex, that leads to NP base. Hex taken for no lost, while three troopers move onto N. Greenland hex, and , another seven troopers leave Apogee Base, going North.

      From 2VP island hex, two spaces from N.Pole base, a fighter attacks 6 defending Cobra troops there. The fighter jet is lost, along with a Red trooper.

      Red is reduced to just a Rattler on the game board! Blue builds at Main Blue Base a Jet & C.

      posted in Axis & Allies Discussion & Older Games
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      Pellulo
    • RE: Axis & Allies 1914: Round Robin
      Except for Apogee and North Pole Bases, the other bases are not surrounded by land. 
      

      Red main base is only defended by 4 troopers. Red needs to hunker down to defend from a upcoming Blue attack.

      Using special ability Black has, forces White to place a Jet at its main base, for a potential Black attack.

      Blue Base has no defense and Black base has just a trooper in it. For Round Seven there is no danger any motion of enemy forces, taking those bases.

      Cobra does not have the forces to make a tie, by taking a Northern Greenland 1VP . There best bet, is taking White Base, if Blue doe not also take Red base.

      posted in Axis & Allies Discussion & Older Games
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      Pellulo