@andrewaagamer
Thanks very much Andrew! Yes, the Portland group would be much closer, not even considering Tacoma traffic đ¤Ż
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 đ
I guess itâs a good problem to have for now, especially since the grass is about done growing this year.
See ya around!
Posts made by Jesse144
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RE: đ Introduce or Re-Introduce Yourself (Current)
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RE: đ Introduce or Re-Introduce Yourself (Current)
@nolimit
Thanks for the welcome and info about your soon-to-be-unleashed House Rules! Yeah, Iâm a bit of a late bloomerâstory of my life đPS that dice emoji is perfect for A&A, wow haha
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RE: đ 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 wayâshe 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.
Iâve 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 Iâm going to paint Franceâs units dark blue-gray. I hope I donât ruin them haha.
I donât generally have big chunks of free time, so our games tend to take a couple of weeks at a time. Itâs 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.
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RE: Seattle area players wanted
Kelso, WA here. Not sure about my future availability but thought Iâd 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.
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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 wonât succeed with 100% paint removal, but I do intend to try again with the same colors, so it shouldnât be too much of a problem as long as I can combat some of the bad caking. I have some Soft-bristled toothbrushes Iâll start with.
Special thanks for warning me about eye protection.Howâd it go with the next attempt? Youâre trailblazing for me ;)
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RE: [Global 1940] House Rule idea: Dutch as Allies, changeable to Western-only Axis
⌠Back to the European half of the G40 boardâŚ
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.
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RE: [Global 1940] House Rule idea: Dutch as Allies, changeable to Western-only Axis
Revised order of play:
- Germany
- The Netherlands* (Holland-Belgium, Dutch-controlled)
- Soviet Union
- Japan
- United States
- China
- United Kingdom
- Canada (thatâs another discussion)
- Italy
- ANZAC
- 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 Govât in Exile in Ottawa and French Govtâ in Exile in Quebec)
For âFree Dutchâ and âFree Belgianâ combined Forces, initial unit placement for minor Power âThe Netherlandsâ â
United Kingdom: 1 Infantry
Suriname: 1 Infantry
Sumatra: 1 Infantry
Java: 1 Infantry
Celebes: 2 Infantry
Dutch New Guinea: 2 InfantrySZs:
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.)
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RE: [Global 1940] House Rule idea: Dutch as Allies, changeable to Western-only Axis
Cumulative chances of rolling the â6â 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%
âŚ
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 Govât 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 Alliesâand The Dutch switch!
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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.
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As for Brazil, mentioned earlier as switching to Pro-Axisâthat 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 Emperorâs Order 66 in Revenge of The Sith. :stuck_out_tongue_winking_eye: )
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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 âbufferâ between them and any potential future French uprisings (similar to how the Soviets coveted a western âbufferâ of satellite states), while Belgium (and Holland) get to enjoy a relative sovereignty and maintain management of colonial possessions (i.e. the Belgian Congo).
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RE: The Dutch Diaspora, alternate AAG1940 playable faction
Thanks!!
Iâm interested in your views on another Dutch idea⌠what I call âDouble Dutchâ and posted on the G40 forum as a new topic â
"Since G40 has Dutch marker emblems printed on the board, Iâve 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 Govât in Exile at London), I can envision a scenario where the Dutch begin as an Allied power in Exile, but then SWITCH to Axis. Whatâhow?
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Basically, the Dutch were cooperative with Germany prior to a betrayal by Nazi Germany. Then, while a Govât in Exile at London, the Dutch leaders were made essentially impotent by the QueenâChurchill considered her âthe only man in the Dutch government.â
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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 rollâno 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, Iâve imagined a different German Leadership during the war. This is a personal side-benefit of this optional faction.)
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In the new ruling Partyâs 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 Queenâand The Dutch become a WESTERN Axis Power!
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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.)
**
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In the Pacific, however, the Western-Axis Dutch become NEUTRAL with the Japanese, but can become AT WAR with Japanâonly 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 âbuying backâ 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 âliberatedâ Dutch East Indies territory as each is converted.
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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 âDouble Dutchâ considerations:
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The assassination roll (and if a 1D6 is successful at â6â, the implications of political realignment) takes place at the beginning of Germanyâs turns, before any other purchases/repairs, etc.
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W-Axis Dutch could be managed either as a separate Power, or as a German âOne Power, Two Economiesâ
-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 continentâs standing armies to Pro-Axis.
-and/or-
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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:
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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.
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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.
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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-dâetat in each, and are annexed. (Any Allied Forces present in either would be eliminated/become POWs if such a house rule for POWs exists.)
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Each territory, in addition to Suriname, immediately produce 1 Dutch Infantry. Unless liberated, all 3 territories are considered a single âSurinameâ 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.)
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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 âSurprise Strikeâ each attacking at 2 (like submarines).
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Certain issues with mid-game/late-game ANZAC/British troops occupying/controlling originally-Dutch territories would need a resolution process
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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 didnât 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 âDouble Dutchâ 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 isnât too convoluted, or stifling to the game, or significantly unbalanced.
Where are the historical/practical problems/holes here? Fire away!"
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RE: [Global 1940] House Rule idea: Dutch as Allies, changeable to Western-only Axis
Some additional âDouble Dutchâ considerations:
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The assassination roll (and if a 1D6 is successful at â6â, the implications of political realignment) takes place at the beginning of Germanyâs turns, before any other purchases/repairs, etc.
-
W-Axis Dutch could be managed as a German âOne Power, Two Economiesâ
-or-
- W-Axis Dutch could have 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 continentâs standing armies to Pro-Axis.
-and/or-
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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:
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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.
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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.
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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-dâetat in each, and are annexed. (Any Allied Forces present in either would be eliminated/become POWs if such a house rule for POWs exists.)
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Each territory, in addition to Suriname, immediately produce 1 Dutch Infantry. Unless liberated, all 3 territories are considered a single âSurinameâ 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 those as HBG supplies.)
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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 âSurprise Strikeâ 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 didnât 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 âDouble Dutchâ 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 isnât too convoluted, or stifling to the game, or significantly unbalanced.
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[Global 1940] House Rule idea: Dutch as Allies, changeable to Western-only Axis
Since G40 has Dutch marker emblems printed on the board, Iâve 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 Govât in Exile at London), I can envision a scenario where the Dutch begin as an Allied power in Exile, but then SWITCH to Axis. Whatâhow?
-
Basically, the Dutch were cooperative with Germany prior to a betrayal by Nazi Germany. Then, while a Govât in Exile at London, the Dutch leaders were made essentially impotent by the QueenâChurchill considered her âthe only man in the Dutch government.â
-
Suddenly, the Nazis are decapitated as the controlling Party of Germany when Hitler is successfully assassinated at the hand of his own people (based on a recurring die rollâno pun intended). The fictional Dietrich Helm is installed as the new German National Unity Party Leader. In the new ruling Partyâs immediate attempt to gain another European ally, reparations (in terms of restored Holland-Belgium sovereignty with a defense pact, plus an additional pledge of a modest number of German IPCs and units) are offered to the Dutch leadership now embittered by the mothering of the British Queenâand 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. Argentina, Brazil, Chile and Venezuela turn Pro-Axis. An uprising occurs in the West Indies, which falls to Dutch control.
- (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 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 in a combat movement. The Monroe Doctrine could require such an invasion, however.)*
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In the Pacific, however, the Axis Dutch become NEUTRAL with the Japanese, but can become AT WAR with Japanâonly if provoked by an attack. Once a Western-Axis, Dutch units are considered hostile to the Allies, even in the Pacific Theatre. The Dutch will NEVER become an ally of Japan. Therefore, Western-Axis Dutch units may only share space with Germany and Italy.
Where are the historical/practical problems/holes here? Fire away!
(There could be a number of creative names for the new German Party, and/or Leader. Hammer Geil would be an extremely awesome name tooâpun intended! In order to stomach the fun of playing Germany, which is part of my ethnic heritage, Iâve imagined a different German Leadership during the war. This is a personal side-benefit of this optional faction.)
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RE: The Dutch Diaspora, alternate AAG1940 playable faction
@eroxors This is exactly what I was looking for, regarding how to include Holland as a Power with Govât in Exile, without flawing the overall game. Your comprehensive rationales are superb. Thanks! Any new suggestions since these posts? Also, what about using HBGâs âWrong Colorâ turquoise pieces?
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RE: Oil Wells
Well, I may be mistaken, but it seems mathematically that when thereâs already a nearly triple-percentage advantage in Allied economic power, extending that further only serves to deepen the advantage.
To illustrate, lets say in a battle you have 3 tanks and I have 1, a 3:1 ratio. I like your chances even better at 6:2 and 9:3, etc.
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RE: France and Canada as one Power, two Economies.
@gen-manstein
here ya goâŚ
Young Grasshopper
Young Grasshopper SPONSOR Nov 24, 2011, 12:33 PM
ANNOUNCEMENTUnited Kingdom Political Situation
âGovernment in Exileâ - (Delta+1 final version)
Upon the first time London is captured by an Axis power:
- The British government must exile to Ottawa, Canada.
- All British IPCs (Europe) must be given to the axis power that now controls London.
- The United States and Soviet Union must immediately declare war on all axis powers (if not already), and become allies with the United kingdom.
During exile:
- The UK may collect income from all territories (Europe) that are still under British control.
- The UK may only mobilize new units from ICs in Canada.
After liberation:
- The UK government may return to London, and regain all privileges of their previous sovereignty, or choose to stay in Canada until London stabilizes (decision must be made at the end of the UK turn).
- If London falls a second time while the government is there, they may not exile again, and all income, purchasing, and placement rights are lost until another successful liberation has been achieved.
Issues before Delta+2:
- Whether or not the UK in exile should continue to collect income from all territories remaining in British control, or just territories from Canada.**
PS, I need to correct my previous post to clarify that Ottawa, Ontario would be the British location for GiE, while Montreal, Quebec would be the Free French (FF) GiE location.
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RE: France and Canada as one Power, two Economies.
I like the idea overall, and the purpose. Unfortunately, the historicity doesnât seem to agree with a conversion of Canada to French controlâor even of Quebec. There should be no subjugation of any British or Canadian entity to the Free French Government in Exile. But Iâm very interested in Ottawa as a host capital for FF GiE.
So, an adaptation of your idea could be to allow France to retain their own income based on their original territories still under French control, or those originals which are liberated, and enemy territories which Free French forces later take control over while FF is still a GiE.
NEVER under any circumstances would British-controlled (including Quebec) territories be subject to French control or siphoning of IPCs.
FF units may be purchased and placed in the minor industrial complex already located in Quebec. FF mobilization would, however, reduce the UK mobilization at that factory for that turn. France may also place facilities (air/naval bases) in territories from which they are collecting income, as well as Quebec.
If and when Paris is liberated, all Free French forces (except infantry and transports) and facilities presently stationed in Quebec and adjacent sea zones immediately become the possession of the UK (change colors to UK).
⌠a similar approach could be used for UK exiling to Ottawa or elsewhere.
Grasshopper has some interesting GiE posts as well.
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RE: Playing Solo
I used to play solo when others didnât 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 Powerâs unique military situation, history, goals, geography, possible scenarios, etc., to make every âswitch to the other sideâ highly interesting⌠so that by the time Iâm 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.
Itâs also a great time to experiment with house rules.
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RE: Are most A&A games about Axis power momentum?
Sounds similar to the spread, read option, etc. in offensive football strategy. Also obviously Chess (time/space/force). Of course, they are all great wargames too. Just not as âprettyâ to the historianâs eye as A&A :)