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    Moffett Field

    @sjelso

    '17 Customizer

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    Best posts made by sjelso

    • Moffett Field R&D Tech Chart Draft

      Moffett_R&D_v3_Ext.pdf

      Here is a draft for a potential R&D Tech Chart for G40. The IPC/Costs and a few other things need some fixing updating. Will likely adopt some Bloodbath rules for rolling. Open to ideas/suggestions. This has not really been play tested, just a concept at this point.

      Possible adjustment:
      Turn 1: Build a research center for XX IPC (likely around 10 IPC)
      Turn 2: Research a technology, like Ballistics and Amor or Advanced Propulsion (around 4 or 5 IPC)
      Turn 3: Research technology if applicable or move to next stage of Deployment and roll 1 D6 and pay that amount
      Turn 4: Deploy technology - Roll 1 D6 and pay that amount

      It is possible to research more than one technology in parallel but it will cost.

      Some technology allows upgrading units on the board for a cost (like Adv. Mech Inf.). Other techs apply to future units to be deployed.

      Let me know your thoughts/input.

      posted in House Rules
      sjelso
      sjelso
    • Soviet Mountain Troops 1/72 - Ultima Ratio

      Just picked these up. I think they are a new release. The box is huge compared to the pieces…lol.

      There is a lot of flash to clean up but they should look good when painted.!MTN3.jpg MTN2.jpg MTN1.jpg MTN Box.jpg

      posted in Miniatures Painting & Modeling
      sjelso
      sjelso
    • War Room Battle Report: Part 1 - Battle for Bryansk - Film available

      Coverage straight from the front! 🎥🎞…Massive battle in Bryansk underway. The Soviets were able to head off the Germans but who will win this critical battle?

      YouTube Link:

      https://youtu.be/ySts23PsO7A

      e6ef5106-4fa1-41b1-bc7d-c073d33a7f0e-image.png

      posted in War Room
      sjelso
      sjelso
    • RE: Index

      @mrgoatcheese Thank you!..I though I was the only one that thought it is crazy not to have a proper Index. I have created one and will be posting when I get all the entries I want/need. It drives me nuts when rule books do not have indices.

      posted in Global War 1936
      sjelso
      sjelso
    • RE: Moffett Field R&D Tech Chart Draft

      Yes, making it more certain. Still want some chance involved so might follow the BBRs in terms of 1D6 on Phase III = get instant tech and next turn/phase buy dice if didn’t happen.

      Since the game only has 6-sided dice the % of chance is pretty limited. Adding the possibility of two hits, the second hit less likely, makes the tech worth doing. If used 8, 10 or 12 sided could adjust the %.

      V1/V2 Rockets were more a terror weapon vs being able to target specific battles so I think hitting their bank of IPCs makes more sense, thus the “aerial convoy raid” concept. More like a cheap, one-time use submarine convoy raid.

      Trying to make it more like Sid Meir’s Civilization Tech Tree and have multiple techs per game. Also want the ability of the enemy to disrupt your tech by bombing a research facility.

      Anyway, this is not play tested that much, just one or two games. Needs some further refinement.

      Welcome any more comments/suggestions/etc.

      posted in House Rules
      sjelso
      sjelso
    • RE: Soviet Mountain Troops 1/72 - Ultima Ratio

      @Field-marshall
      I feel like they lost a bit of detail once painted. They turned out ok. Did some a paratroopers.

      20181212_223500.jpg 20181212_223445.jpg 20181212_223429.jpg 20181212_223410.jpg

      posted in Miniatures Painting & Modeling
      sjelso
      sjelso
    • RE: Global War game #2

      We have found, beginning of the game bid for 1st for initiative, end game bid last to react to enemy moves and/or avoid mis-steps.

      posted in War Room
      sjelso
      sjelso
    • RE: Do strat bombers get a roll before the AA ?

      @turndown4rip Wow…this needs an example in the rule book. So easy to overlook and go with instinct from A&A.

      posted in Global War 1936
      sjelso
      sjelso
    • RE: Should we make better rules for invadable neutrals? (1940)

      We play these neutral rules along with CDG 1939 set up.  It seems to work pretty well.  Playing a game where Germany has invaded Turkey (at some cost) but now has direct access to the Caucasus and a 3 IPC factory and took Saudi Arabia for 2 IPC bonus.

      The CDG 1939 v3 setup is pretty fun and has become our standard.  As mentioned before, a Vichy option would be fun too.

      @piscolar:

      Here’s what I did. While it’s pretty much inconceivable all neutral countries would go to war if one of them was invaded, it’s NOT inconceivable some would have alliances, regional in nature and among countries with shared interests. Excluding Mongolia (whose rules I left the same), I created 4 alliances among the remaining neutrals. No, not everything in these alliances make sense (Switzerland and Afghanistan would never go to war unless they were invaded), but it adds a new dimension to the game. Also, invaded neutral countries have an impact on geopolitics, so countries need to think carefully before attacking. It is risky and costly, however, in some cases there is value in doing it - unlike in the actual game.

      Here’s the way it works: each alliance has one country that is the center of it all. This is the real gem - it either has the most IPC value or strategic value. The four countries are Sweden, Turkey, Argentina, and Spain. These countries each have a minor IPC and a proper military. This was easy to pick out, as these countries all had at least 2IPCs in value and 4+ call-ups. So I took their initial call-ups, and added 40IPCs worth of soldiers/bases for Argentina (4), 50 to Sweden and Spain (6), and 60 to Turkey (8). I based the units on what such a country would reasonably have. Sweden had advanced industry and an effective navy but hardly any air force in 1940; Spain was along the lines of Italy in land power, Turkey was mostly struggling to modernize but had fortifications and a small but professional british-trained air force (insignificant navy), Argentina had a small army and navy (though far better than its neighbors) and a great port.

      Here are the official rules and set up:

      If you attack a single neutral country, not all of them will become hostile - only ones they have a mutual defense pact with. There are four alliances on the map; an attack against one of these members is an attack on all.

      Mongolia is unaffected by these changes.

      If a territory/alliance is attacked, it will immediately join a specified member of the opposite side.

      Note: Each South American neutral “country” for our purposes has been combined. For example, Venezuela is now a part of Ecuador and Colombia. “Greater Venezuela” does not receive an IPC bonus for this, however it does receive an additional infantry unit per added territory. So instead of spawning +2 infantry when attacked, it will create +4. Same rules apply for Greater Argentina (Argentina/Uruguay/Paraguay) and Greater Chile (Chile, Bolivia, Peru).

      Finally, note that Sierra Leone is UK territory and Liberia becomes a US territory once it enters the war. They are not neutral territories.

      Starting Neutral Territory Units:

      South American Alliance:
      Greater Venezuela: 4 Infantry
      Greater Chile: 4 Infantry
      Greater Argentina: 6 Infantry + 3 Artillery +  1 AAA + Naval Base + Destroyer (Sea Zone 85) + Minor IPC

      If attacked by the Allies, the South American Alliance joins Germany. If attacked by the Axis, the South American Alliance joins the US. All of the South American Alliance’s units and factories immediately become controlled by that player. An Axis attack on the South American Alliance is considered a declaration of war against the US. The US may not attack the South American Alliance until war against Axis has been declared.

      Total Alliance IPC Value: 6

      Iberian Alliance:
      Spain: 8 Infantry + 3 Artillery + 2 Tanks + 2 AAA + 1 Fighter + Minor IPC
      Portugal: 2 Infantry
      Mozambique: 2 Infantry
      Angola: 2 Infantry
      Rio de Oro
      Portuguese Guinea

      If attacked by the Allies, the Iberian Alliance joins Germany or Italy. If attacked by the Axis, the Iberian Alliance joins the UK (European Economy) or France. All of its units and factories immediately become controlled by that player. An Axis attack against Spain is considered a declaration of war against the US.

      Total Alliance IPC Value: 5

      Swedish-Swiss Alliance:
      Sweden: 6 Infantry + 4 Artillery + 2 Tanks + 1 Mech Infantry + 2 AAA + Destroyer (Sea Zone 113) + Minor IPC
      Switzerland: 2 Infantry

      If attacked by the Allies, Sweden joins Germany and Switzerland joins Germany or Italy. If attacked by the Axis, Sweden joins the UK (European Economy) and Switzerland joins France. All of their units and factories immediately become controlled by those players. An Axis attack against Sweden or Switzerland is considered a declaration of War against Russia and the US.

      Total IPC Value: 3

      Islamic Alliance:
      Turkey: 9 Infantry + 4 Artillery + 1 Tank + 1 Fighter + 2 AAA + Fortification + Minor IPC
      Saudi Arabia: 2 Infantry
      Afghanistan: 4 Infantry

      If attacked by the Allies, Turkey and Saudi Arabia join Germany or Italy, and Afghanistan joins Germany. If attacked by the Axis, Turkey and Afghanistan join Russia or UK (European Economy), and Saudi Arabia joins the UK (European Economy). All of the Islamic Alliance’s units and factories immediately become controlled by that player. An Axis attack on the Islamic Alliance is the equivalent of a declaration of war on Russia, the UK, ANZAC, and France. Russia may not attack the Islamic Alliance until war against Germany has been declared.

      Additionally, the Bosporus Straight is considered a universal national objective worth an additional +1 IPC to the player controlling it.

      Note: Italian and German national objectives include Saudi Arabia in their quest for Strategic Oil Reserves. If controlled, they gain an additional +2 IPCs such as in Northwest Persia, Iraq, and Persia.

      Total Alliance IPC Value: 5

      posted in House Rules
      sjelso
      sjelso
    • RE: Soviet Mountain Troops 1/72 - Ultima Ratio

      @Field-marshall Cool, I will give it a try. TY

      posted in Miniatures Painting & Modeling
      sjelso
      sjelso

    Latest posts made by sjelso

    • RE: Want to Buy Large Scale Map/Board

      @uncledrinky https://siredblood.com/community/

      posted in Marketplace
      sjelso
      sjelso
    • RE: Global/Europe/Pacific 1939 for 1940 2nd Editon

      @charles-de-gaulle What does the Italy can load transports in shared sea zones when at war? So the allies can prevent Italy from moving troops by keeping a ship with the Italian fleets? Italy cannot load any transports prior to war? Thank you as always.

      posted in House Rules
      sjelso
      sjelso
    • RE: How to incent Chinese Civil War battles in 2-play?

      @trig This is why we have adapted the BBR VP conditions and made other changes. Attacking a neutral in Europe by the Axis only results in one dice before 1939. We found the penalties for attacking Neutrals limits the Axis and causes the same scenario over and over again. Anyway…trying to adapt for 2-player as best we can.

      posted in Global War 1936
      sjelso
      sjelso
    • RE: How to incent Chinese Civil War battles in 2-play?

      @hbg-gw-enthusiast Allowing the Japanese control of CCP until Japan attacks kind of accomplishes what you have described. There is incentive for the CCP to attack and become a Major Power. Then the CCP can attack Britain, France, etc. The Americans playing the KMT want to prevent the CCP from becoming Major. It works pretty well so far. We kept that the CCP cannot attack Russia, but that could be changed. Similar results as you have described. The Japanese player can also use the CCP to set up an eventual invasion of China but as we play, the CCP would then revert to Russian control…a deterrent. So far, it works okay.

      posted in Global War 1936
      sjelso
      sjelso
    • RE: How to incent Chinese Civil War battles in 2-play?

      @caesar-seriona Yes, some Russia rules present 2-player issues as well. We have adopted the Global 1940 Bloodbath victory points and it works pretty well. Japan controls the C.C.P. until they go to war with China.

      posted in Global War 1936
      sjelso
      sjelso
    • RE: UK/France Abyssinia strategy

      @noneshallpass We house ruled that Italy starts with a sea transport. Kinda strange they do not with an “empire”.

      posted in Global War 1936
      sjelso
      sjelso
    • RE: Spanish Civil War Expansion - v3 Admiral

      @sjelso The rules for Italy state that there are 2 militia in N. Italy but the set up only has one. Guess it is misprint and means the Tobruk.

      posted in Global War 1936
      sjelso
      sjelso
    • "Originally Belonged"- Japan Annam Tonkin

      The rules state that a captured land zone can be returned to the country to whom it originally belonged. Ok, what if Japan gets the territory of Annam Tonkin in the Vichy rolls, it gets captured then liberated by a not-at-war with the Japanese power. The French no longer exist in their original form so could it be returned to the Japanese?

      posted in Global War 1936
      sjelso
      sjelso
    • RE: Seaplanes

      @jon-b The jury is still out but have deployed safer spaces, Gold Coast, Sierra Leon, off Canada, etc. can help keep subs on the run.

      posted in Global War 1936
      sjelso
      sjelso
    • RE: Spanish Civil War Expansion - v3 Admiral

      @trig The Army of Africa was critical to Franco’s win yet they are underpowered. The expansion went too far in correcting an imbalance and is now skewed the other direction. The fleets are more or less useless after Turn 1 so the BB is not much advantage. Also, 4 IPP for the Italians?..that is 40% of their income. It just is not worth the investment for the Axis.

      posted in Global War 1936
      sjelso
      sjelso