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Imperious Leader
@Imperious Leader
Best posts made by Imperious Leader
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RE: Help us look for spam in this category
@djensen You as always are doing great benefit to your site.
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RE: House Rules Compilation & Discussion: Oil!
@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.
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RE: Axis & Allies Anniversary upgraded version
Oh his name was Mr. Anderson
here is a typical post
he was the master of this
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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”
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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.
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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
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RE: Italian Special Rules/Abilities?
- Frogmen- once per game ( or 3 times per game) the Italian player may make one target attack against any ship rolling 8 or less to hit.
- Bersaglieri -up to X of these may be built, in combat they have automatic hits ( they were sharpshooter units)
- Rommel effect- When German and Italian units are in combat and the German player has armored units, they receive a combat bonus of re rolling X misses.
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RE: Axis & Allies Anniversary upgraded version
Can we get this is in PDF, .ai or .PNG?
I want to print from crisp images an playtest these
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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.
Latest posts made by Imperious Leader
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RE: Low Luck explained (& advertised)
They are bean counters. No doubt about it. They want exact results with no luck. All life is luck and games are simulations of life.
I don’t vilify anything. Its accurate reporting of facts and theirs nothing glamorous of low luck. To me its only value is for play testing of games, not actual games.
Bean counters are also mostly Rule Lawyers. They argue rules all day if possible.
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RE: [1942 SE] Balancing the game suggestion
@baron-Münchhausen Well its to make the things Germany needs to do well-- without a disaster to have a good game. The margins are tight in sz 7, also to avoid piling on decisively in Egypt.
Regarding Sealion G2: Some guy says buy 2 CA and 2 AP and have the Medd BB attack the UK CA with 1 AP landing 1 Inf in Gibraltar. Landing 3-4 Tanks, 3-4 Men, 5 planes, and 3 CS SBs VS> UK builds of 7 inf, 1 fighter plus landing US bomber and all UK planes and 1 UK tank… I will try it 3 times in practice games, but i doubt it.
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RE: [1942 SE] Balancing the game suggestion
@baron-Münchhausen Im trying to give all players options and avoid some of the Meta lines of play. I think Germany should have a 4th sub, somewhere in south Atlantic or Indian ocean. One thing is UK can protect her Indian trans and land DEI on UK 2, while doing other things.ma German sub in range of 30 or ? might do the trick. I like Russia having some resemblance of the far east group historically.
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RE: [1942 SE] Balancing the game suggestion
@8d88 well the bomber can be placed in Finland so it will only be used in 7, that makes for no disaster for Germany in7 and not a ruined game. Its hard for Germany to fail in 7 and lose a plane or two and still allow a UK BB
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RE: [1942 SE] Balancing the game suggestion
@8d88 but also change up the far east group. it wasn’t only infantry, it was mechanized, 1 tank, 1 art and 2-3 infantry.
The Manchukuo force should have similar composition. and the Americans in China should have 1-2 more infantry, and 1 artillery at least. China had 500 divisions of admittedly poor quality, but that’s reduced to Japanese army road apples. -
RE: [1942 2nd Ed.] AA42 Skip the 9-12 setup
@8d88 well this would require the iron blitz rule: Russia Restricted. you don’t want them going after new targets. you basically skip combat on R1
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RE: [1942 SE] Balancing the game suggestion
@Faramir yea but Germany get compensation too . moving planes in UKR out of the way helps them too no? Now Germany attacking 7 is more predictable and egypt gets more so thats out G1. UK also gets like 1 DD, and the CA off Trafalgar is moved to 12 but can still help, not kill German Medd BB, but fight subs. It just makes sense.
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RE: [1942 SE] Balancing the game suggestion
@Imperious-Leader They cant really trade or have real options… even those UKR tanks are getting lost most of the time.