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    Jesse144

    @Jesse144

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    Best posts made by Jesse144

    • RE: 👋 Introduce or Re-Introduce Yourself (Current)

      Hi, Jesse here from Kelso, WA. Glad to have found this site! I especially appreciate the amazing customizations and House Rules people have developed. Wow, some really beautiful and ingenious work has been done over the years. Custom game tables, painting, solo wargaming techniques, escape rolls for transports… just awesome stuff. Thanks to all contributors!

      I played Classic many times back in the 80s, CD ROM version in late '90s a few times, then rediscovered A&A (and this site) a few months ago. Have since played 1941 (teaching my wife the game that way–she picked the game up quickly and is almost as big a fan as I am now), then 1942 SE about 4 times, Europe 40 three times, Pacific 40 is next. Then G40.

      I’ve been accumulating and some House Rules ideas, drafting some of my own ideas, and purchasing additional playing pieces (oil economy, Allied Lend Lease, Govt in Exile, Canada and The Netherlands-Belgium as minor Powers, elite/specialty units) so that someday my ongoing G40 games will have these elements. And I’m going to paint France’s units dark blue-gray. I hope I don’t ruin them haha.

      I don’t generally have big chunks of free time, so our games tend to take a couple of weeks at a time. It’s been interesting to notice how helpful it is to have fresh-eyes between breaks, to slow down the aggression-momentum phenomenon that tends to occur when playing to get the game over quickly after a long slog of hours.

      posted in Welcome
      J
      Jesse144
    • RE: The Dutch Diaspora, alternate AAG1940 playable faction

      @eroxors

      Thanks!!

      I’m interested in your views on another Dutch idea… what I call “Double Dutch” and posted on the G40 forum as a new topic –

      "Since G40 has Dutch marker emblems printed on the board, I’ve become interested in finding a way to include them in the game without simply forcing them in and creating more meaningless clutter in the process.

      @eroxors has some nice posts and other members give thoughtful discussion here [The Dutch Diaspora, alternate AAG1940 playable faction]

      After some admittedly light surface research (reading a few wikipedia sites about Suriname and the historical Dutch Gov’t in Exile at London), I can envision a scenario where the Dutch begin as an Allied power in Exile, but then SWITCH to Axis. What–how?

      • Basically, the Dutch were cooperative with Germany prior to a betrayal by Nazi Germany. Then, while a Gov’t in Exile at London, the Dutch leaders were made essentially impotent by the Queen–Churchill considered her “the only man in the Dutch government.”

      • Suddenly, the Nazis are decapitated as the controlling Party of Germany when Hitler is successfully assassinated at the hand of his own inner-circle (the assassination is not scripted at a particular point in the game, but rather is a chance event, based on a recurring die roll–no pun intended). The National Socialist Party fractures in splinters, and is displaced when contemporary-minded civilian and military entities reorganize in unity, under the headship of fictional Dietrich Helm, who is swiftly installed as the new German National Unity Party Leader. Hammer Geil becomes Commander of German armed forces, and the Generals are happy to finally have a military man heading their operations. (As an aside, in order to stomach the fun of playing Germany, which is part of my ethnic heritage, I’ve imagined a different German Leadership during the war. This is a personal side-benefit of this optional faction.)

      • In the new ruling Party’s immediate attempt to gain another European ally, reparations (in terms of restored Holland-Belgium territorial sovereignty, with a defense pact, plus an additional pledge of a specified number of German IPCs and units) are offered to the Dutch leadership now embittered by the mothering of the British Queen–and The Dutch become a WESTERN Axis Power!

      • To safeguard the now-Axis government and in a stroke of geopolitical genius, Suriname is established as the Dutch Wartime Capital/Headquarters. Argentina, Brazil, Chile and Venezuela turn Pro-Axis. An uprising occurs in the West Indies, which possibly falls to Dutch control (more on that later).

        • (Depending on balancing factors, a small number of Dutch units are placed in Suriname and Belgium-Holland. To protect Suriname from immediate American invasion, some National Objective or consequence may need to be invoked. One idea to promote a feasible Double-Dutch entry could be that additional international neutrals with historical ties to The Low Countries and even Spain or Portugal would all turn Pro-Axis if the Allies invade the South American State. The Monroe Doctrine could require such an invasion? Another hybrid idea is given in greater detail below.)

      **

      • In the Pacific, however, the Western-Axis Dutch become NEUTRAL with the Japanese, but can become AT WAR with Japan–only if provoked by an attack. If the Japanese already occupy originally-Dutch territories, a resolution based on an overall alignment with the Axis is reached. Those details could include the Dutch “buying back” the IPC value of each Japanese-controlled territory originally belonging to the Dutch, all at once or incrementally, with the political power of the European Axis Powers being sufficient to broker a deal with the Japanese. Occupying Japanese units would exit the Dutch East Indies as soon as possible, without combat occurring. Japan would receive one-time per territory the IPC value of each “liberated” Dutch East Indies territory as each is converted.

      • Once a W-Axis, Dutch units are considered hostile to the Allies, even in the Pacific Theatre. The Dutch will NEVER become an ally of Japan, although their mutual Pacific enemies may lend to an uncoordinated passive cooperation by remaining Neutral with one another. Therefore, W-Axis Dutch units may only share space with Germany and Italy.

      Some additional “Double Dutch” considerations:

      • The assassination roll (and if a 1D6 is successful at “6”, the implications of political realignment) takes place at the beginning of Germany’s turns, before any other purchases/repairs, etc.

      • W-Axis Dutch could be managed either as a separate Power, or as a German “One Power, Two Economies”

      -or-

      • W-Axis Dutch could have the option to re-establish its homeland as their capital in Europe if conditions are considered secure. Suriname could later be established as a South American foothold for the Axis to sway the continent’s standing armies to Pro-Axis.

      -and/or-

      • If newly W-Axis Dutch choose Suriname as a Wartime Capital, Germany cannot negotiate a Dutch Axis-switch unless the following reparation terms are met:

        • Germany must immediately send at least 2 defensive air units (not strategic bombers) to Suriname. These defensive air units (but not any additional) must remain as defenders for the territory and adjacent sea zone for as long as Berlin stands.

        • Germany transfers 30 IPC to The Dutch for purchasing an air base, minor IC, and an Infantry in Suriname, which now being aligned with nearby Pro-Axis Venezuela and Brazil, receives logistical support for the Territorial IPC Requirements of the minor IC being ABLE TO MOBILIZE THIS TURN.

      • If/once Suriname is established as Wartime Capital, neighboring British and French Guiana fall to W-Axis Dutch via German political muscle for a coup-d’etat in each, and are annexed. (Any Allied Forces present in either would be eliminated/become POWs if such a house rule for POWs exists.)

      • Each territory, in addition to Suriname, immediately produce 1 Dutch Infantry. Unless liberated, all 3 territories are considered a single “Suriname” territory worth 2 IPC, as if they were originally worth 2/3 of an IPC apiece. (Use Dutch markers, if available. Also, use either German units or a new color such as turquoise or orange units such as those HBG supplies.)

      • The uprising in the West Indies generates (2) Dutch Infantry. Would need resolution process if American forces are present. Consider any occupying American forces in the West Indies to be required to conduct combat with W-Axis Dutch, but to simulate the political upheaval and national uprising, allow the 2 Dutch Infantry a unique “Surprise Strike” each attacking at 2 (like submarines).

      • Certain issues with mid-game/late-game ANZAC/British troops occupying/controlling originally-Dutch territories would need a resolution process

      • W-Axis Dutch, if a separate Power, would play after Germany

      There would be games where the 1D6 roll would happen in Turn 1, other games where it didn’t occur at all, and anywhere in-between. The political instability may bring a bittersweet tension to the game. Allied players who overcompensate for a potential “Double Dutch” Power may waste valuable time and resources for an event which never occurs. The unpredictability may add a realistic new psychological dynamic to the game, if the final design isn’t too convoluted, or stifling to the game, or significantly unbalanced.

      Where are the historical/practical problems/holes here? Fire away!"

      posted in House Rules
      J
      Jesse144
    • RE: Seeking advice on applying paint correctly and well

      @trenacker said in Seeking advice on applying paint correctly and well:

      also hunt down the Simple Green this weekend. Sad to hear that I probably won’t succeed with 100% paint removal, but I do intend to try again with the same colors, so it shouldn’t be too much of a problem as long as I can combat some of the bad caking. I have some Soft-bristled toothbrushes I’ll start with.
      Special thanks for warning me about eye protection.

      How’d it go with the next attempt? You’re trailblazing for me ;)

      posted in Customizations
      J
      Jesse144
    • RE: 👋 Introduce or Re-Introduce Yourself (Current)

      @nolimit
      Thanks for the welcome and info about your soon-to-be-unleashed House Rules! Yeah, I’m a bit of a late bloomer–story of my life 😄

      PS that dice emoji is perfect for A&A, wow haha

      posted in Welcome
      J
      Jesse144
    • RE: The Tri-Polar Cold War

      @monsieurmurdoch

      :+1: Bookmarked!

      posted in House Rules
      J
      Jesse144
    • RE: Seattle area players wanted

      Kelso, WA here. Not sure about my future availability but thought I’d make my geographic presence known :)

      FWIW, played Classic many times back in the 80s, CD ROM version in late '90s a few times, then rediscovered A&A (and this site) a few months ago. Have since played 1941 (teaching my wife the game that way), then 1942 SE about 4 times, Europe 40 three times, Pacific 40 is next.

      posted in Player Locator
      J
      Jesse144
    • RE: Playing Solo

      I used to play solo when others didn’t have time for a game. I actually really enjoyed it and found it useful.

      For me, one of the keys is to find something about each Power’s unique military situation, history, goals, geography, possible scenarios, etc., to make every “switch to the other side” highly interesting… so that by the time I’m running an opposing strategy I become even more enamored with it, or with testing the weaker spots in what I had previously thought was a strong plan.

      It’s also a great time to experiment with house rules.

      posted in Axis & Allies Global 1940
      J
      Jesse144

    Latest posts made by Jesse144

    • RE: 👋 Introduce or Re-Introduce Yourself (Current)

      @andrewaagamer
      Thanks very much Andrew! Yes, the Portland group would be much closer, not even considering Tacoma traffic 🤯
      My best to you and your new wife. Maybe the only downside to playing together is the difficulty in getting much else done, especially when adding in WWII documentaries in between 😄
      I guess it’s a good problem to have for now, especially since the grass is about done growing this year.
      See ya around!

      posted in Welcome
      J
      Jesse144
    • RE: 👋 Introduce or Re-Introduce Yourself (Current)

      @nolimit
      Thanks for the welcome and info about your soon-to-be-unleashed House Rules! Yeah, I’m a bit of a late bloomer–story of my life 😄

      PS that dice emoji is perfect for A&A, wow haha

      posted in Welcome
      J
      Jesse144
    • RE: 👋 Introduce or Re-Introduce Yourself (Current)

      Hi, Jesse here from Kelso, WA. Glad to have found this site! I especially appreciate the amazing customizations and House Rules people have developed. Wow, some really beautiful and ingenious work has been done over the years. Custom game tables, painting, solo wargaming techniques, escape rolls for transports… just awesome stuff. Thanks to all contributors!

      I played Classic many times back in the 80s, CD ROM version in late '90s a few times, then rediscovered A&A (and this site) a few months ago. Have since played 1941 (teaching my wife the game that way–she picked the game up quickly and is almost as big a fan as I am now), then 1942 SE about 4 times, Europe 40 three times, Pacific 40 is next. Then G40.

      I’ve been accumulating and some House Rules ideas, drafting some of my own ideas, and purchasing additional playing pieces (oil economy, Allied Lend Lease, Govt in Exile, Canada and The Netherlands-Belgium as minor Powers, elite/specialty units) so that someday my ongoing G40 games will have these elements. And I’m going to paint France’s units dark blue-gray. I hope I don’t ruin them haha.

      I don’t generally have big chunks of free time, so our games tend to take a couple of weeks at a time. It’s been interesting to notice how helpful it is to have fresh-eyes between breaks, to slow down the aggression-momentum phenomenon that tends to occur when playing to get the game over quickly after a long slog of hours.

      posted in Welcome
      J
      Jesse144
    • RE: Seattle area players wanted

      Kelso, WA here. Not sure about my future availability but thought I’d make my geographic presence known :)

      FWIW, played Classic many times back in the 80s, CD ROM version in late '90s a few times, then rediscovered A&A (and this site) a few months ago. Have since played 1941 (teaching my wife the game that way), then 1942 SE about 4 times, Europe 40 three times, Pacific 40 is next.

      posted in Player Locator
      J
      Jesse144
    • RE: Seeking advice on applying paint correctly and well

      @trenacker said in Seeking advice on applying paint correctly and well:

      also hunt down the Simple Green this weekend. Sad to hear that I probably won’t succeed with 100% paint removal, but I do intend to try again with the same colors, so it shouldn’t be too much of a problem as long as I can combat some of the bad caking. I have some Soft-bristled toothbrushes I’ll start with.
      Special thanks for warning me about eye protection.

      How’d it go with the next attempt? You’re trailblazing for me ;)

      posted in Customizations
      J
      Jesse144
    • RE: [Global 1940] House Rule idea: Dutch as Allies, changeable to Western-only Axis

      … Back to the European half of the G40 board…

      Another intriguing possibility arising out of a significant Axis presence in South America is a pathway to an option for German Government in Exile in… you guessed it: Argentina.

      posted in House Rules
      J
      Jesse144
    • RE: [Global 1940] House Rule idea: Dutch as Allies, changeable to Western-only Axis

      Revised order of play:

      1. Germany
      2. The Netherlands* (Holland-Belgium, Dutch-controlled)
      3. Soviet Union
      4. Japan
      5. United States
      6. China
      7. United Kingdom
      8. Canada (that’s another discussion)
      9. Italy
      10. ANZAC
      11. France

      *Even though Holland-Belgium is in German control at the start of the game, The Netherlands may nevertheless collect IPCs and use them like any other Power, because The Dutch (and Belgian) Government/s In Exile begin the game located in London. The Netherlands opens as an At-War Allied Power, and remains such unless Hitler is assassinated and the Germans are able to successfully poach The Netherlands to the W-Axis side.

      IPC adjustments:

      • The Netherlands 12 IPC (place a Dutch control marker on Belgian Congo)
      • UK European economy 20 IPC (or 27 if no Canada)
      • Canada 7 IPC (if played as a separate Power with ability to host British Gov’t in Exile in Ottawa and French Govt’ in Exile in Quebec)

      For “Free Dutch” and “Free Belgian” combined Forces, initial unit placement for minor Power “The Netherlands” –

      United Kingdom: 1 Infantry
      Suriname: 1 Infantry
      Sumatra: 1 Infantry
      Java: 1 Infantry
      Celebes: 2 Infantry
      Dutch New Guinea: 2 Infantry

      SZs:
      41 - empty
      42 - Cruiser, Destroyer
      44 - Submarine
      45 - Destroyer

      (As of yet unknown what balancing for the Japanese would be appropriate, keeping in mind that W-Axis Dutch will never be aligned with Japan but a Double-Dutch switch would likely indirectly benefit Japan by adding another Pacific opponent to the Allied military and economic efforts there.)

      posted in House Rules
      J
      Jesse144
    • RE: The Tri-Polar Cold War

      @monsieurmurdoch

      :+1: Bookmarked!

      posted in House Rules
      J
      Jesse144
    • RE: [Global 1940] House Rule idea: Dutch as Allies, changeable to Western-only Axis

      Cumulative chances of rolling the “6” that starts the dominoes falling:

      Turn . Pct. / Turn . Pct. / Turn . Pct.
      1 = 16.7% / 5 = 59.8% / 9 = 80.6%
      2 = 30.5% / 6 = 66.5% / 10 = 83.8%
      3 = 42.1% / 7 = 72.1% / 11 = 86.5%
      4 = 51.8% / 8 = 76.7% / 12 = 88.8%
      …
      Although there is a 99% chance by Turn 25 of a Double-Dutch roll opportunity, it is also highly possible that the game is long-since finished by then, or at some point in the double-digit rounds that the Allies have at least liberated Holland-Belgium, deactivating their opportunity to turn W-Axis (as they now solidly side with their liberators and the Gov’t in Exile considers returning to the homeland).

      The above percentages have implications for Dutch initial setup, Allied neutrality in early turns, mid-game/late-game balance. In other words, The Dutch turning W-Axis on ~Turn 2 is very different to the course of the game as compared to ~Turn 4, where the Allies are on their heels, versus Turn 8, where the Allies are very well-mobilized, or ~Turn 10 where possibly the tide has decidedly turned for the Allies–and The Dutch switch!

      • Other requirements for a W-Axis Dutch switch would be that Holland-Belgium is Axis controlled (not liberated by Allied forces), and German homeland (W. Germany, Germany, Greater Southern Germany) are all in German control. This ensures a Dutch switch is in-keeping with a realistic confidence of joining the projected winning-side.

      • As for Brazil, mentioned earlier as switching to Pro-Axis–that may be better left out. If the Dutch (immediately AT WAR alongside the Allies) begin the game with 1 Infantry in Suriname, and they remain Allied, they may use that Infantry in non-combat to activate Pro-Allies Brazil into the Allied side, producing more Dutch Infantry. Those are Allied forces for as long as Holland-Belgium are politically aligned as such. Later, if they are turned with the Double Dutch rule, those forces immediately become W-Axis. (Sort of like what happens with the Clone Troopers upon executing Emperor’s Order 66 in Revenge of The Sith. :stuck_out_tongue_winking_eye: )

      • As for the Belgians, although not a separate Power in the game, the Double Dutch Optional Rule could include that the Belgians also join the W-Axis, but are simply represented and controlled by the Dutch. Belgium would serve as another minor ally for the Germans to build a “buffer” between them and any potential future French uprisings (similar to how the Soviets coveted a western “buffer” of satellite states), while Belgium (and Holland) get to enjoy a relative sovereignty and maintain management of colonial possessions (i.e. the Belgian Congo).

      posted in House Rules
      J
      Jesse144
    • RE: The Dutch Diaspora, alternate AAG1940 playable faction

      @eroxors

      Thanks!!

      I’m interested in your views on another Dutch idea… what I call “Double Dutch” and posted on the G40 forum as a new topic –

      "Since G40 has Dutch marker emblems printed on the board, I’ve become interested in finding a way to include them in the game without simply forcing them in and creating more meaningless clutter in the process.

      @eroxors has some nice posts and other members give thoughtful discussion here [The Dutch Diaspora, alternate AAG1940 playable faction]

      After some admittedly light surface research (reading a few wikipedia sites about Suriname and the historical Dutch Gov’t in Exile at London), I can envision a scenario where the Dutch begin as an Allied power in Exile, but then SWITCH to Axis. What–how?

      • Basically, the Dutch were cooperative with Germany prior to a betrayal by Nazi Germany. Then, while a Gov’t in Exile at London, the Dutch leaders were made essentially impotent by the Queen–Churchill considered her “the only man in the Dutch government.”

      • Suddenly, the Nazis are decapitated as the controlling Party of Germany when Hitler is successfully assassinated at the hand of his own inner-circle (the assassination is not scripted at a particular point in the game, but rather is a chance event, based on a recurring die roll–no pun intended). The National Socialist Party fractures in splinters, and is displaced when contemporary-minded civilian and military entities reorganize in unity, under the headship of fictional Dietrich Helm, who is swiftly installed as the new German National Unity Party Leader. Hammer Geil becomes Commander of German armed forces, and the Generals are happy to finally have a military man heading their operations. (As an aside, in order to stomach the fun of playing Germany, which is part of my ethnic heritage, I’ve imagined a different German Leadership during the war. This is a personal side-benefit of this optional faction.)

      • In the new ruling Party’s immediate attempt to gain another European ally, reparations (in terms of restored Holland-Belgium territorial sovereignty, with a defense pact, plus an additional pledge of a specified number of German IPCs and units) are offered to the Dutch leadership now embittered by the mothering of the British Queen–and The Dutch become a WESTERN Axis Power!

      • To safeguard the now-Axis government and in a stroke of geopolitical genius, Suriname is established as the Dutch Wartime Capital/Headquarters. Argentina, Brazil, Chile and Venezuela turn Pro-Axis. An uprising occurs in the West Indies, which possibly falls to Dutch control (more on that later).

        • (Depending on balancing factors, a small number of Dutch units are placed in Suriname and Belgium-Holland. To protect Suriname from immediate American invasion, some National Objective or consequence may need to be invoked. One idea to promote a feasible Double-Dutch entry could be that additional international neutrals with historical ties to The Low Countries and even Spain or Portugal would all turn Pro-Axis if the Allies invade the South American State. The Monroe Doctrine could require such an invasion? Another hybrid idea is given in greater detail below.)

      **

      • In the Pacific, however, the Western-Axis Dutch become NEUTRAL with the Japanese, but can become AT WAR with Japan–only if provoked by an attack. If the Japanese already occupy originally-Dutch territories, a resolution based on an overall alignment with the Axis is reached. Those details could include the Dutch “buying back” the IPC value of each Japanese-controlled territory originally belonging to the Dutch, all at once or incrementally, with the political power of the European Axis Powers being sufficient to broker a deal with the Japanese. Occupying Japanese units would exit the Dutch East Indies as soon as possible, without combat occurring. Japan would receive one-time per territory the IPC value of each “liberated” Dutch East Indies territory as each is converted.

      • Once a W-Axis, Dutch units are considered hostile to the Allies, even in the Pacific Theatre. The Dutch will NEVER become an ally of Japan, although their mutual Pacific enemies may lend to an uncoordinated passive cooperation by remaining Neutral with one another. Therefore, W-Axis Dutch units may only share space with Germany and Italy.

      Some additional “Double Dutch” considerations:

      • The assassination roll (and if a 1D6 is successful at “6”, the implications of political realignment) takes place at the beginning of Germany’s turns, before any other purchases/repairs, etc.

      • W-Axis Dutch could be managed either as a separate Power, or as a German “One Power, Two Economies”

      -or-

      • W-Axis Dutch could have the option to re-establish its homeland as their capital in Europe if conditions are considered secure. Suriname could later be established as a South American foothold for the Axis to sway the continent’s standing armies to Pro-Axis.

      -and/or-

      • If newly W-Axis Dutch choose Suriname as a Wartime Capital, Germany cannot negotiate a Dutch Axis-switch unless the following reparation terms are met:

        • Germany must immediately send at least 2 defensive air units (not strategic bombers) to Suriname. These defensive air units (but not any additional) must remain as defenders for the territory and adjacent sea zone for as long as Berlin stands.

        • Germany transfers 30 IPC to The Dutch for purchasing an air base, minor IC, and an Infantry in Suriname, which now being aligned with nearby Pro-Axis Venezuela and Brazil, receives logistical support for the Territorial IPC Requirements of the minor IC being ABLE TO MOBILIZE THIS TURN.

      • If/once Suriname is established as Wartime Capital, neighboring British and French Guiana fall to W-Axis Dutch via German political muscle for a coup-d’etat in each, and are annexed. (Any Allied Forces present in either would be eliminated/become POWs if such a house rule for POWs exists.)

      • Each territory, in addition to Suriname, immediately produce 1 Dutch Infantry. Unless liberated, all 3 territories are considered a single “Suriname” territory worth 2 IPC, as if they were originally worth 2/3 of an IPC apiece. (Use Dutch markers, if available. Also, use either German units or a new color such as turquoise or orange units such as those HBG supplies.)

      • The uprising in the West Indies generates (2) Dutch Infantry. Would need resolution process if American forces are present. Consider any occupying American forces in the West Indies to be required to conduct combat with W-Axis Dutch, but to simulate the political upheaval and national uprising, allow the 2 Dutch Infantry a unique “Surprise Strike” each attacking at 2 (like submarines).

      • Certain issues with mid-game/late-game ANZAC/British troops occupying/controlling originally-Dutch territories would need a resolution process

      • W-Axis Dutch, if a separate Power, would play after Germany

      There would be games where the 1D6 roll would happen in Turn 1, other games where it didn’t occur at all, and anywhere in-between. The political instability may bring a bittersweet tension to the game. Allied players who overcompensate for a potential “Double Dutch” Power may waste valuable time and resources for an event which never occurs. The unpredictability may add a realistic new psychological dynamic to the game, if the final design isn’t too convoluted, or stifling to the game, or significantly unbalanced.

      Where are the historical/practical problems/holes here? Fire away!"

      posted in House Rules
      J
      Jesse144