anime theme axis and allies STOP! TETSUJIN!!

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i'm working on an anime themed axis and allies game based on tetsujin no.28 /aka gigantor en.wikipedia.org/wiki/Tetsujin_28-go  on a what if scenario the prof kanada didn't have a change of heart and have the american bomb his island base

 its for an up comming anime conventio ani jam  www.ani-jam.com/  heres some rough details ive working on to flesh it out looking for some input and suggestion



Axis And Allies Minis :STOP TETSUJIN!



2-6 players japanese vs american ,britsh, australain,new zeland points variable for number of players



duration 8 turns



objective  allies destoy tetsujin or it operator and capture remocon



axis hold out for and eliminate most of allies units without tetsujin destoryed or remocon captured



from turn 1-4 tetsujin is being preped 5-8 tetsujin attacks



 



 



 



***************************************card***************************************



Tetsujin no.28



8/8



move ground 5/flight anywhere



attack pyshical: range 0 20d6 / throw 15d6 s 13d6 m 12d6 l



extended range 18" long



grab throw: can pick up an enemy vehical and throw it into another unit both units suffer throw damage



superior armor 2



antiair 



move all terrain



tough: ingnore frist damage marker



tall siloutte: fails cover rolls



remocon :remote control unit with reomote must have line of sight if unit killed another unit pick up the remocon or testsujin gose silent  unit must choose to use remocon or it normal abilty



**********************************************************************************





japanese axis



gold sqd



1x imp sgt 9



1x mitsubishi zero 12



1x type 1 ho ni 12



1x type 92 mg team 7



1x honor bound hero 7



1xtype 95 ha go 8



1x type 88 75mm aagun 10



2x type 99 lmg 4



2x jungle spotter 6



5x arisaka rifle



red sqd



1x SNLF capt 6



1x imp sgt 9



1x 70 mm type 92 10



1x jungle spotter 6



2x type 99 lmg 4



2x type 88 75mm aa gun 10



2x SNLF fanatics 7



3x type 92 mg team 7



5x arisaka rifle 3



**********************************************************************************1x tetsujin no 28 (remocon can be traded to adacent red and gold unit  note number on color squad marker tape and color paper atached to unit)



**********************************************************************************



allies



americans



squad green



1x sherman easy eight 34



1x bazooka 4



1x m1919 mg 9



1x bar gunner 4



1x 3"gun m5 12



1x red devil capt 7



1x resourceful hero 8



2x thompson gunner 4



4x m1 grand rifle 4



black squad



1x red devil captain 7



1 x bazooka 4



1x thompson gunner 4



2x marine flamethrower 5



2x rangers 5



2x sherman easy eight 34



british



purple sqd



1x inspiring lt 10



1x bren mg 5



1x royal eng 10



2x sherman vc firefly 24



2x vickers mg team 8



4x gurkha riflemen 4



blue sqd



1x inspiring lt 10



1x royal eng 10



1x vicker mg team 8



2x churchill avre 25



3x bren machine gunner 5



4x SMLE no. 4 rifle 3


some   updates victory point scoreing ect






       Axis And Allies Minis :STOP TETSUJIN!



2-6 players japanese vs american ,britsh, australain,new zeland points variable for number of players



duration 8 turns



objective  allies destroy tetsujin or it operator and capture remocon



axis hold out for and eliminate most of allies units without tetsujin destoryed or remocon captured



from turn 1-4 tetsujin is being preped 5-8 tetsujin attacks 



victory points and conditions for allies



take and hold the objective marker that represents the hidden lab complex  by the end of



turn 8 10pts and shared allied win



destroy tetsujin 10 pts shared allied win



kill and capture remocon operator 10 points (if tetsujin is alread destroyed)15 pts if not



share allied win



kills squad victory points



1 point for each soldier



2 pts for each vehicle /artillery



3 pts for tanks and planes



to determine winning squad



axis victory points



hold and keep objective marker by turn 8  10pts  and be in control of  a working tetsujin +10points victory points shared



kills by tetsujin shared (see above)



squad kills not shared ( see above )



shareed points determine team win,  non shared points for squad



to capture remocon: kill unit be or move into hex of the killed unit



to transfer remocon: be in or an adjacent hex



maps : north africa  jungle map x3 american and britsh set up with in 3 hexs of the coast japanese within  8hexs in from the coast and beyond ,objective marker mid way  on map 2 ,tetsujin deploys form the objective marker on turn 5



***************************************card***************************************



Tetsujin no.28



9/9



move ground 5/flight anywhere



attack pyshical: range 0 20d6 / throw 15d6 s 13d6 m 12d6 l



extended range 18" long



grab throw: can pick up an enemy vehical and throw it into another unit both units suffer throw damage



superior armor 2



antiair 



move all terrain



tough: ingnore frist damage marker



tall siloutte: fails cover rolls



remocon :remote control unit with reomote must have line of sight if unit killed another unit pick up the remocon or testsujin gose silent  unit must choose to use remocon or it normal abilty



**********************************************************************************





squad building: 2 squads japanese 110pt each, 2 squad US 100 pts each, 2 squads UK 105 pts each



japanese axis



gold sqd 110 pts



1x imp sgt 9



1x mitsubishi zero 12



1x type 1 ho ni 12



1x type 92 mg team 7



1x honor bound hero 7



1xtype 95 ha go 8



2x type 88 75mm aagun 10



2x type 99 lmg 4



2x jungle spotter 6



5x arisaka rifle 3



red sqd 110 pts



1x SNLF capt 6



1x imp sgt 9



1x 70 mm type 92 10



1x jungle spotter 6



2x type 99 lmg 4



2x type 88 75mm aa gun 10



2x SNLF fanatics 7



3x type 92 mg team 7



5x arisaka rifle 3



1x ammo dump 10



**********************************************************************************1x tetsujin no 28 (remocon can be traded to adacent red and gold unit  note number on color squad marker tape and color paper atached to unit)



**********************************************************************************



allies



americans



squad green 102 pts



1x sherman easy eight 34



1x bazooka 4



1x m1919 mg 9



1x bar gunner 4



1x 3"gun m5 12



1x red devil capt 7



1x resourceful hero 8



2x thompson gunner 4



4x m1 grand rifle 4



black squad 103 pts



1x red devil captain 7



1 x bazooka 4



1x thompson gunner 4



2x marine flamethrower 5



2x rangers 7



2x sherman easy eight 34



british



purple sqd 105pts



1x inspiring lt 10



1x bren mg 5



1x royal eng 10



2x sherman vc firefly 24



2x vickers mg team 8



4x gurkha riflemen 4



blue sqd 102 pts



1x inspiring lt 10



1x royal eng 10



1x vicker mg team 8



2x churchill avre 25



3x bren machine gunner 5



4x SMLE no. 4 rifle 3

the results  only got to the begining of turn 5 before we needed to stop the four allies did really good against the japanese blasting large groups spotters and mg teams and troops with the avr churchiulls and were advancing nicly so well that the japanses player made  a mistake in placeing the tetsujin operator blocking line of sight  we did a quick demo at the end tetsujin grabbed an easy 8 sherman and tossed it short range into the other easy 8 the tossed easy suffered no damage but over stacking limit disrupt the other tank it hit was damaged to disrupt status 
using the victory points charts  the allies won the game 

 the players were all novices and were impressed with axis and allies  minis the prevoius day  i ran some short land and navel games as tutorial and picked up some interested partys 


and that the result s for anijam 2012   
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