Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. Imperious Leader
    • Profile
    • Following 8
    • Followers 17
    • Topics 660
    • Posts 15,796
    • Best 222
    • Controversial 0
    • Groups 10

    Imperious Leader

    @Imperious Leader

    '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    325
    Reputation
    2.9k
    Profile views
    15.8k
    Posts
    17
    Followers
    8
    Following
    Joined Last Online
    Location Berlin, Reich Chancellery Age 136

    Imperious Leader Unfollow Follow
    '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    Best posts made by Imperious Leader

    • RE: Proper Term for Playing Pieces

      @hbg-gw-enthusiast

      TOYS

      posted in Global War 1936
      Imperious LeaderI
      Imperious Leader
    • RE: Help us look for spam in this category

      @djensen You as always are doing great benefit to your site.

      posted in Welcome
      Imperious LeaderI
      Imperious Leader
    • RE: House Rules Compilation & Discussion: Oil!

      @general-6-stars

      @Imperious-Leader’s Oil Centers
      https://www.axisandallies.org/forums/topic/15500 & various other places (help me out here, @Imperious-Leader)
      Territories have Oil Values, and Oil limits both production and movement of mechanized units. Total values = total number of mech units that can be bought or move that turn.

      My idea is that enemy oil centers are possible IPC producers each turn with a roll of one D6, however the first turn of capture you don’t receive any income to model the fact that the original owner player damaged the facility. Every other turn just roll D6 and add to production. Neutral oil centers are treated the same way. The other idea is you must own at least one oil center, or you must roll a D6 and that result is removed from your production each turn. Also, while you don’t own any oil centers, your land units all move one space.

      posted in House Rules
      Imperious LeaderI
      Imperious Leader
    • RE: Axis & Allies Anniversary upgraded version

      Oh his name was Mr. Anderson

      here is a typical post

      https://www.axisandallies.org/forums/topic/23439/fortunes-of-victory-mr-andersson-s-house-rules-for-spring-1942-2nd-ed

      https://www.axisandallies.org/forums/topic/2128/axis-allies-org-weapons-development-and-national-advanta/2

      he was the master of this

      posted in Customizations
      Imperious LeaderI
      Imperious Leader
    • RE: Advice to Renegade! What is on your top 10 for adjustments to G40 3rd edition?

      Using the molds from 1941 and adding a few new ones, Technology must be mandatory part of the game.

      Heavy Tanks
      Escorts
      Light Carriers or “escorts”
      Paratroopers
      Generals
      Battle-cruisers 4-4-2 one hit ships
      Heavy Bombers
      Fortifications ( Seigfried, Maginot, Gibrater, Liege, etc)

      Map should be roll up Neoprene or Vinyl 72x36

      Dry eraser IPC board

      Plastic tray with 3 removable compartments (land sea, air)

      Battleboard on the map

      Neutrals have dynamic forces and IPC values and they can be influenced, Also Brazil is not allied to USA!

      Add Azores, Mauritania

      Allow invasions and fighting in Antarctica as per HBG “UFO business”

      posted in House Rules
      Imperious LeaderI
      Imperious Leader
    • RE: Advice to Renegade! What is on your top 10 for adjustments to G40 3rd edition?

      My suggestions are in most cases “TECH IMPROVEMENTS” In some cases are additional tools to give player options, which is what makes these games so interesting. For example a Battlecruiser is a “tween” unit between Battleship and Cruiser and not all nations may buy them, but need a 4 defense or offensive unit, plus if you add a speed of 3, you got a utility in that to use in special occasions and its cheaper than a Battleship, but the only thing is it takes one hit. I have played with this type of unit for years and it works and does not break the game. Paratroopers would be a tech unit BTW, but all nations should be capable of its development, even though all nations did in fact have Paratroopers in the war, sake Italy. What is not a “Tech” but nobody but me seems to flog its very notion, is those very scraps of paper with a corresponding pledge to pay the borrower back at the end of the conflict known as “War Bonds” This is not a tech!!! and yet people just pass it off as some invention that was paramount to Allied victory. Rather its: We got nothing left in our mind to put down as a potential tech, that’s not political “atomic bomb avoidance syndrome” due to our puny understanding of History and so i remember Rosey the riveter signs from some book as being iconic, so war bonds was born.

      Stupid.

      posted in House Rules
      Imperious LeaderI
      Imperious Leader
    • RE: [House Rules] The Cruiser

      Keep all OOB units the same

      Cruiser OOB is now Heavy Cruiser but moves 3 spaces no matter where it is
      new Light Cruiser is a 2-3, which is in between 3-3 and 2-2, cost is between too, but does not move 3 unless its in port. Reason is they were slower.

      Peeps might buy the Light because of defense, or if they had 9 IPC left

      posted in Axis & Allies Global 1940
      Imperious LeaderI
      Imperious Leader
    • RE: Is it worth it?

      Im thrilled to have 4 copies of this game. Its easily the best theater game

      posted in Axis & Allies North Africa
      Imperious LeaderI
      Imperious Leader
    • RE: Axis & Allies Anniversary upgraded version

      @Dagon81

      Can we get this is in PDF, .ai or .PNG?

      I want to print from crisp images an playtest these

      posted in Customizations
      Imperious LeaderI
      Imperious Leader
    • RE: Further Features and Ideas

      I don’t like the tit for tat dice roller. This means say attacker misses on everything, defender likewise. Next round attacker may get 3 hits and last second all the defending units hit for same amount. Its not the luck i remember on MSN game zone when we played classic AA via Milton Bradley computer game.

      But alas i am hooked. I think im playing in every online game, and training for the Harry Larris setup, which is terrible and gives nothing for the axis. The German Bomber is out of range of the UK fleet on G1. But what it may do is balance the game. But i win regardless. Don’t understand why more people didn’t sink $17 bucks. Its well worth it to at least support the possibility of a G40 version of this game.

      Getting tired on the constant reloads and freeze ups. They need to fix this ASAP, and they need to address why it takes so long to load up available games online.

      posted in Axis & Allies 1942 Online
      Imperious LeaderI
      Imperious Leader

    Latest posts made by Imperious Leader

    • RE: [AA50/Anniversary] Modular Map Overlays - Splitting Australia, the Balkans, and Sea Zones; adding Cairo, Malaya, Singapore, Rio, Cape Town, Recruitment Centers and tons more!

      @vodot Excellent!!! Azores should be within flight range of Eastern Seaboard for a Bomber. This gives a reason for axis to capture so they can SBR New York

      posted in Customizations
      Imperious LeaderI
      Imperious Leader
    • RE: [AA50/Anniversary] Modular Map Overlays - Splitting Australia, the Balkans, and Sea Zones; adding Cairo, Malaya, Singapore, Rio, Cape Town, Recruitment Centers and tons more!

      Need to add Azores, Malta, Maldives

      posted in Customizations
      Imperious LeaderI
      Imperious Leader
    • RE: Battle deck

      @Titus too brown… you need to tell AI full color, photo realistic picture with no background. Use Chat GPT 5.0, and yes they do nazi crap and everything even if it tells you “we cant draw that” it had selective memory as the short answer

      posted in Customizations
      Imperious LeaderI
      Imperious Leader
    • RE: Korea Game

      You folks can see like about 100 videos of the ongoing changes to Korea 6.25 War on you tube, Look up “Red Bull Tanker” on You Tube. Its all going on there… I cant send updated files since Doug will be producing the game. Very Sorry. But more good news is coming as im aloud to say something more.

      posted in Other Axis & Allies Variants
      Imperious LeaderI
      Imperious Leader
    • RE: Korea Game

      @bew560 Right now i am adding clarifications and new explanations for concerns that some newer players felt needed . I think this is version 3.9 and the D6 and D12 systems were separated into two rule-books. Don’t download that file from HBG, the map and rules have been substantially altered and balanced. New battle-boards and New Timeline have been added. HBG will produce a boxed version of the game at some point. I released about 17 games nobody ever seen to them and alot of guys are play-testing and i have spent many hundreds of hours reformulating and modernizing/updating the maps that were made decades ago.

      posted in Other Axis & Allies Variants
      Imperious LeaderI
      Imperious Leader
    • RE: 3/4 inch round wooden disks ( same size as roundels)

      @Tall-Paul The wooden disks can be used if you add generals or admiral to the game. a round .75 inch decal of whatever commander with some benefit on the back

      posted in Customizations
      Imperious LeaderI
      Imperious Leader
    • RE: Oil Centers in AAG40

      These are my rules portion excerpt for an upcoming game of mine, this only pertains for oil deposits in Europe except Middle East

      7.1 Oil Allocation & HQ Recharge
      Your Headquarters (HQ) units have a ‘face value’ (up to a limit of 6 points) that represents their operational capacity. You must ‘recharge’ these face points to use your HQ’s effectively in combat and other operations.

      1. Standard HQ Recharge (Using Oil):
        o To increase an HQ’s face value, you spend Oil Chits.
        o Each 1 Oil Chit spent will increase an HQ’s face value by +1 point.
      2. HQ Recharge in Snow Months (Special Rule):
        o During months designated as “Snow Months” (December, January, February), HQ activations are more costly.
        o A full winter activation recharge for an HQ will require 2 Oil Chits to fully replenish its operational value for that activation.
      3. Conducting Combat When Out of Oil (Separate Cost):
        o If your supply of Oil Chits is exhausted, you can still choose to conduct combat that requires HQ support.
        o However, for each combat round where an HQ is activated while you have no Oil Chits, you must pay a cost of 2 Production Points (PP). This is a penalty for fighting without sufficient oil supply for your HQ’s.
      4. Recharging HQ with Production Points (When Oil is Unavailable):
        o You can allocate resources to recharge your HQ chits at the start of a turn, or even immediately after an HQ has been exhausted in combat.
        o If you have no Oil Chits available, you have the option to use Production Points (PP) to increase your HQ’s face value.
        o When using PP for recharge instead of oil, it will cost you 2 Production Points (PP) for each +1 increase in HQ face value. This is considered “twice the cost” compared to the implicit value of oil for recharge.
      5. National Oil Production Track
        o Your National Oil Production Box (printed on the board) indicates how many “HQ-turns” of recharge you may purchase each turn.
        o Players may deliberately sabotage their own oil centers to avoid capture. Roll one D6 1-3 success, 4-6 failure.
      6. Oil Plunder
        Once the opposition captures an oil center, you can plunder its reserve stocks. Roll one D6 and ADD the printed map value of the oil center. This value is immediate oil replenishment in that nations oil reserves and can be used immediately for more combats.

      7.1.2 Oil Resources
      o The following oil producing centers below are on the map and produce oil, additional resources if needed costs 1 PP from a player’s treasury.

      7.2 Soviet Union Oil Centers
      • Baku (Caucasus, Azerbaijan) – 12 PP
      • Grozny (Chechnya, North Caucasus) – 4 PP
      • Maikop (Adygea, North Caucasus) – 2 PP
      • Drohobych–Boryslav (Western Ukraine) – 1 PP
      Soviet Total Production : 19
      USSR Total Production: 19 PP
      7.3 Axis (German) Oil Centers
      • Ploiești (Romania) – 6 PP
      • Nagykanizsa (Hungary) – 2 PP
      • Almásfüzitő (Hungary) – 2 PP
      • Pétfürdő (Hungary) – 1 PP
      • German Synthetic Output (combined synthetic plants within Germany) – 2 PP
      Germany Total Production: 13 PP
      • Note: In addition, Germany begins the campaign with 15 PP of Strategic Reserves (one‐time stockpile).

      7.4 German Oil Production Bonus
      Germany controls limited domestic oil reserves at Ploiesti and, if in Axis hands, Baku. To model this:
      • Ploiesti Bonus: Germany gains +2 PP per turn when Ploiesti is under German control.
      • Baku Bonus: Germany gains +3 PP per turn when Baku is under German control (maximum 5 PP total oil bonus).
      These bonuses are permanent while the hex remains in German possession and are in addition to VC based PP. Note: add 2 PP to the German Players Treasury.

      7.5 Rationale & Design Notes

      1. Lower Soviet Start: Reflects initial Soviet industrial losses and delay while relocating factories.
      2. Symmetrical Mobilization: Both sides reach 2 PP/VC by Turn 7, modeling full wartime production after the first winter’s disruption.
      3. Total War Surge (Historical Viability): After Goebbels’ February–March 1943 speech, Nazi Germany did accelerate armaments production significantly—estimated at a ~50% increase over pre speech levels by mid 1943. Modeling the shift from 2 to 3 PP/VC approximates that surge without overstating it. While exact PP values are abstractions, the 3 PP/VC matches documented industrial output growth during the summer of 1943, making it historically plausible.
      4. Persistent Oil Constraints: Germany’s oil bonuses represent Ploiesti (and Baku if captured), ensuring limited resource access remains a strategic factor.
        These revisions maintain your core VC based PP mechanics while incorporating key production inflection points supported by historical data: initial Soviet disadvantage recovery, winter mobilization, and Germany’s Total War ramp up.
      posted in House Rules
      Imperious LeaderI
      Imperious Leader
    • RE: What is the Purpose of Minor Axis Infantry in Stalingrad.

      @FranceNeedsMorePower I agree just add French: about 40 Infantry 15 Tanks, and 10 planes. That will fix the balance to any game. Throw in a couple of French Battleships to SB support and you got a game.

      posted in Axis & Allies Stalingrad
      Imperious LeaderI
      Imperious Leader
    • RE: What is the Purpose of Minor Axis Infantry in Stalingrad.

      @DoManMacgee exactly! Long time no hear from. Welcome back if that’s the case

      posted in Axis & Allies Stalingrad
      Imperious LeaderI
      Imperious Leader
    • RE: History of the forum

      @SuperbattleshipYamato well it was alot different back when we allowed Politics to flourish. Mary and Jennifer used to get into great battles, then we had Sexual Harassment Panda, Mr. Smith, et al who posted like 30 times a day. I recall about 3 others who were nasty but eventually drifted off under a rock.

      posted in Website/Forum Discussion
      Imperious LeaderI
      Imperious Leader