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    Best posts made by Imperious Leader

    • RE: Iwo Jima Map

      @witt need a john Wayne unit

      posted in Other Axis & Allies Variants
      Imperious LeaderI
      Imperious Leader
    • RE: Should Germany attack Karelia first turn?

      Attack every time, especially if they try to hold it.

      posted in Axis & Allies 1942 2nd Edition
      Imperious LeaderI
      Imperious Leader
    • RE: Artillery or Tanks... Which are better?

      I think i know what hes asking. Their are no set rules because it depends on:

      1. Need. ( is Russia about to fall and you hold Caucasus and you need Tanks to finish her.
      2. Positional Advantage ( if by building land units your trying to rush or methodical approach in conjunction with Infantry as fodder
      3. Tempo ( Buying Tanks will get you faster to objective and its a race of opposing forces

      but ideally IMO its a ratio of the three main types:
      4 infantry, 2 Artillery, 1 Tank

      I seldom buy like this, but you need fodder and punch
      Also, you want to maximize production slots, especially for Russia

      posted in Axis & Allies Discussion & Older Games
      Imperious LeaderI
      Imperious Leader
    • RE: Korean 6.25 War

      @allriver7457 i got a revamped map and rules, will get you a link.

      posted in Other Axis & Allies Variants
      Imperious LeaderI
      Imperious Leader
    • RE: All the Russian openings: For Begginers

      Consider a J1 of: 1 fighter, 2 transports, 2 Infantry. Why? You use one fighter as “suicide” against US Pac fleet, and take it off as combat loss, leaving the Cruiser in Hawaii ( possibly the sub too) which forces (if US goes against Japan) to commit all remaining naval in Hawaii.

      The Kicker is you position your Jap fleet 2 spaces away with planes including the one you placed in Japan. This completes the annihilation of all US naval assets

      posted in Axis & Allies 1942 2nd Edition
      Imperious LeaderI
      Imperious Leader
    • RE: Vapid Delusional "Facts" or Ideas About A&A

      Germany built secret Battleships and flying saucers there. The 6th Army was transferred there after Stalingrad. In a final act, they launched a rocket to the moon to scare the Allies into surrender because of their capabilities…This is why in 1947 the US sent an entire fleet to investigate…and it was sunk by a mysterious light beam.

      posted in Axis & Allies Discussion & Older Games
      Imperious LeaderI
      Imperious Leader
    • RE: Korean War Game 6.25

      https://drive.google.com/file/d/1UNpFBuP5VAgBLQPrKjM35hdYCrA3KSW0/view?usp=sharing

      here is the link for the new updated map, it hasn’t changed much

      posted in Other Axis & Allies Variants
      Imperious LeaderI
      Imperious Leader
    • RE: All the Russian openings: For Begginers

      UK attacking the Jap fleet is really silly, its better to just kill the transport and Destroyer ( with cruiser and fighter) and kill Jap sub so its not used against Hawaii, move the rest away. Invading Borneo is a waste, Japan will kill 7 IPC transport and your men…all that for one turn 4 ipc and leaving 2 less men in India?

      posted in Axis & Allies 1942 2nd Edition
      Imperious LeaderI
      Imperious Leader
    • RE: Vapid Delusional "Facts" or Ideas About A&A

      You haven’t forgot about Godzuki, which was Godzilla’s uncontrollable baby daughter? Thats why the Imperial Japanese Navy had to kill it because it was destroying Battleships with its smoke ring. The Aliens basically gave up trying to control it because it was too stupid.

      https://www.youtube.com/watch?v=CDprSVkyjVs

      posted in Axis & Allies Discussion & Older Games
      Imperious LeaderI
      Imperious Leader
    • RE: The Great War 1914-1918: Clash of Empires

      I saw those, so yes.

      http://www.mediafire.com/view/?8bbtlenrud5ue3d
      http://www.mediafire.com/view/?sgtwqp8126qvq4s

      posted in Other Axis & Allies Variants
      Imperious LeaderI
      Imperious Leader
    • RE: Redone 1942 2nd Edition Map file..

      exact 2nd edition

      posted in Axis & Allies 1942 2nd Edition
      Imperious LeaderI
      Imperious Leader
    • RE: Are most A&A games about Axis power momentum?

      @greyleaf3 OK the threat of force can alter opponents attacks, and sort of stymie his plans. This is the art of using your dynamic projection of power without even using it. Then you can force the opponent to attack you where you decide. You dictate the game to your terms. Force Projection is a military term. The ability to attack most anywhere at any time.

      posted in Axis & Allies Discussion & Older Games
      Imperious LeaderI
      Imperious Leader
    • IL's map files thread:

      These are a few files since many have asked…. If you need others just ask.

      AA42 Supreme Map
      http://www.mediafire.com/?wziyujmzmz0

      AA42 Supreme map with neutrals
      http://www.mediafire.com/?vy52mkqm4ni

      AA50 Supreme map
      http://www.mediafire.com/?mhmjmln0wqj

      AA50 1939 Supreme Version
      http://www.mediafire.com/?gbhfnm2hjdr

      GLOBAL 1942:

      IPC record sheet for Global 42:
      http://www.mediafire.com/?dfmnggm1gg5u8gz

      This is the lend lease mobilization box:
      http://www.mediafire.com/?bvg4b1qh8j3jl6q

      Set ups:

      Germany:
      http://www.mediafire.com/?27vdn1u3y4ev920

      Japan:
      http://www.mediafire.com/?p17vuxrevhd9c76

      Italy:
      http://www.mediafire.com/?86c8pi8ghttdmnq

      Soviet Union:
      http://www.mediafire.com/?4un2eblj2z5p7c3

      USA: China/ ANZAC
      http://www.mediafire.com/?886i21eklnl5fg7

      UK:
      http://www.mediafire.com/?ce0vb70d2c52409

      Global 1942: Quick Start Guide

      This module uses Alpha 2 and original out of the box rules unless specified here. This scenario begins in Dec 1941 with the Japanese attack at Hawaii. Germany is at the gates of Moscow and pushing her last strength to capture Moscow.

      1. Japanese Surprise Attack: On the first turn all Allied Naval and Air units on the Pacific maps defend at ONE against Japanese attacks. Land units fight normally.

      2. Soviet-Japanese Non aggression Pact: The Japanese may attack the Soviets only by announcing one turn before this intention. The Soviets can attack Japan only if all Soviet territories are under Soviet control. Note: if Japan attacks the Soviet Union any Mongolian forces bordering any Japanese forces are automatically at war with Japan
        (Exchange units with Russian Infantry).

      3. The new turn order, starting IPC total and control changes:
        Soviet Union: 28
        Control lost: Baltic States, Vyborg, Eastern Poland, Belarus, Smolensk, Western Ukraine, Bryansk, Bessarabia, Ukraine.
        Germany 41
        Control lost: Romania, Hungary
        Control gained: Baltic States, Vyborg, Eastern Poland, Belarus, Smolensk, Western Ukraine, Bryansk, Bessarabia, Ukraine, Normandy, France, Yugoslavia, and Crete
        Italy: 12
        Control lost: Ethiopia, Italian Somaliland
        Control gained: Greece, Tunisia, and Cyprus
        Japan: 28
        Control gained: French Indo China
        USA: 52
        UK: 30 Europe, 16 Pacific
        Control gained: Ethiopia, Italian Somaliland
        ANZAC: 10
        China: 12 Territories
        Vichy France: 7 (strict neutral)
        Control gained: Southern France, Morocco, Algeria, Syria, and Madagaskar

      4. Lend Lease: The US or UK player can send a total combined aid to the Soviet Union of 30 IPC. Procedure: Buy a transport(s) and place it off board in a Lend lease Box. These transports can’t be used for any other purpose other than Lend Lease. Each Transport sends a fixed 5 IPC (place IPC under transports). No more than 6 transports can be allocated for this purpose. Lease aid is first available on turn 1. However, the Soviet player does not actually get the aid until turn 2. The IPC sent can only purchase non-infantry land units and air units of any type. Lend Lease cannot be used for Naval, Infantry, or factories, etc.

      Interdiction: Any European Axis Submarine, Plane, or Surface ship located in open sea (Not Baltic, Black, Mediterranean) can deduct 2 IPC each from this total. If they are located in any convoy box, they can cost 3 IPC each from this total.

      Note: If Japan and the Soviet Union are at war, Japanese Submarines, Planes, and Surface ships located in Sea Zones in 3, 4, and 5 can cause reductions to Lend Lease payments.

      1. Minor Axis Allies: Finland, Romania, Bulgaria and Hungary have unique forces (use German pieces) these automatically join the axis on turn 2. They can freely move on that turn and Germany can move into them or build units (Romania). Germany does not gain the income from these areas until they are activated on turn 2, or attacked earlier by the Soviet Union. The factory in Romania can start producing units on turn 2 as well.

      2. This module does not use technology or National Objective rules. However, Paratroopers and Mechanized Infantry technology are standard rules. Paratroopers however are restricted to a one sea zone rule, which means they can�t cross any more than one sea zone before landing.

      3. Changes in Strict Neutrality: Attacking a strict neutral only activates other strict neutrals within 2 spaces of the invaded neutral. Vichy France is a special case. It is strict neutral; however, axis units may fly over or move thru these areas without triggering any change. Also, an attack from any player results in only war with the area under attacked; all other Vichy areas still remain neutral.

      EUROPE 1939 module:

      This module uses all the Alpha 2+ rules along with Europe 1940 standard rules. Unless described here all other rules are in force.

      Turn Order:
      Axis nations currently at war
      Allied Nations currently at war

      Situation: Germany is at war with Poland, France and United Kingdom.

      When Paris falls, Italy is activated as a belligerent on her next full turn. While neutral Italy collects income and can only build and place units.

      The Soviet Union is activated on her 4th turn. While neutral Soviet Union collects 16 IPC but can perform all turn functions and can attack bordering neutrals with one round of combat per turn. Bessarabia is not considered a neutral, but can be occupied as early as turn 2.

      The United States is activated on her 5th turn. While neutral USA collects 15 IPC and can only build and place units.

      Pro and Strict Neutrals:
      Neutrals that are listed as Pro-Axis or Pro-Allies can be swayed to enter the war as follows: Pay three times the IPC value and roll one D6 each turn until a SIX result is obtained. However, you must control at least one adjacent land territory before and as long as you obtain this roll. The IPC value of these areas is only taken for occupation of these territories.
      Strict Neutrals always remain neutral unless attacked. If they are attacked they immediately become allied to the other side. The IPC value of these areas is only taken for occupation of these territories.
      Attacking a strict neutral only activates other strict neutrals within 2 spaces of the invaded neutral. Vichy France is a special case. It is strict neutral; however, axis units may fly over or move thru these areas without triggering any change. Also, an attack from any player results in only war with the area under attacked; all other Vichy areas still remain neutral. Vichy Naval forces in Dakar are frozen unless French West Africa is attacked by either side.

      Vichy France:
      When Paris falls, all French units are removed from play and the following areas are now considered a new pro-axis neutral entity and a new setup as follows:

      Southern France: 2 Infantry, 1 Artillery, 1 Fighter, 1 Naval Base
      Morocco: 1 Infantry
      Algeria: 1 Infantry
      Syria: 1 Infantry
      French West Africa: 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Submarine, 1 Naval Base
      Madagaskar: 1 Infantry

      All other former French areas not listed or occupied by axis forces are automatically British controlled and they collect the IPC.

      Lend Lease:
      The US or UK player can send a total combined aid to the Soviet Union of 30 IPC once the Soviet player is at war. Procedure: Buy a transport(s) and place it off board in a Lend lease Box. These transports can’t be used for any other purpose other than Lend Lease. Each Transport sends a fixed 5 IPC (place IPC under transports). No more than 6 transports can be allocated for this purpose. Lend Lease aid is first available on turn 5. The IPC sent can only purchase non-infantry land units and air units of any type. Lend Lease cannot be used for Naval, Infantry, or factories, etc.

      Oil Centers:
      Each controlled oil center provides additional income for the controlling player if that player is already at war. Roll one D6 per turn per oil center and add the income to players treasury.

      Interdiction:
      Any European Axis Submarine, Plane, or Surface ship located in open sea
      (Not Baltic, Black, Mediterranean) can deduct 2 IPC each from this total. If they are located in any convoy box, they can cost 3 IPC each from this total.

      Minor Axis Allies:
      Finland, Romania, Bulgaria and Hungary have unique forces (use German pieces) these automatically join the axis on turn 4. They can freely move on that turn and Germany can even build factories in them. Germany does not gain the income or the forces from these areas until they are activated on turn 4.

      The German player DOES however receive the oil rolls from Hungary and Romania each turn.

      Mechanized Infantry and Paratroopers Standard rule:
      This module does not use technology or National Objective rules. However, Paratroopers and Mechanized Infantry technology are standard rules. Paratroopers however are restricted to a one sea zone rule, which means they can�t cross any more than one sea zone before landing.

      Setup:

      GERMANY:14 plus 2 oil center rolls
      West Germany: 6 Infantry, 2 Artillery, 2 Armor, 1 Major Factory, 1 Air Base, 1 Naval base, 1 AA gun, 1 Fighter, 1 Fighter-Bomber.
      Germany: 14 Infantry, 3 Artillery, 5 Armor, 2 Mechanized Infantry, 3 Fighters, 2 Fighter-Bombers, 2 Bombers, 1 Major Factory, 1 AA gun, 1 Air base, 1 Naval base.
      Southern Germany: 3 Infantry, 1 Artillery, 1 Minor Factory
      Sea Zone 113: 1 Battleship, 1 Cruiser, 1 Destroyer, 2 Submarines, 2 Transports
      Sea Zone 112: 1 Submarine

      ITALY:10
      Northern Italy: 4 Infantry, 1 Artillery, 1 Mechanized Infantry, 2 Armor, 2 Fighters, 1 Bomber, 1 Major Factory, 1 AA gun, 1 Air Base
      Southern Italy: 2 Infantry, 1 Fighter, 1 Naval Base, 1 Air Base
      Sicily: 1 Infantry
      Sea Zone 97: 1 Battleship, 2 Cruisers, 2 Destroyers, 2 Submarines, 2 Transports
      Albania: 1 Infantry, 1 Mechanized Infantry
      Libya: 1 Infantry
      Tobruk: 2 Infantry, 1 Artillery
      Ethiopia: 1 Infantry
      Italian Somaliland: 1 Infantry

      FRANCE: 17
      Normandy: 2 Infantry, 1 Minor Factory, 1 Naval Base
      France: 8 Infantry, 2 Artillery, 3 Mechanized Infantry, 3 Armor, 2 Fighters, 1 Fighter-Bomber, 1 Air Base
      Southern France: 2 Infantry, 1 Artillery, 1 Naval Base
      Sea Zone 105: 1 Battleship, 1 Submarine, 1 Transport
      Sea Zone 93: 1 Cruiser
      French West Africa: 1 Naval Base
      Sea Zone 92: 1 Battleship, 1 Destroyer
      Sea Zone 94: 1 Destroyer, 1 Submarine
      Morocco: 1 Infantry
      Algeria: 1 Infantry, 1 Naval Base
      Sea Zone 87: 1 Cruiser, 1 Naval Base
      Syria: 1 Infantry
      Madagaskar: 1 Infantry

      UNITED KINGDOM:29
      Scotland: 1 Naval base
      Sea Zone 111: 2 Battleships, 1 Destroyer
      United Kingdom: 2 Infantry, 1 Mechanized Infantry, 2 Fighters, 1 Bomber, 1 Major Factory, 1 AA gun, 1 Naval Base, 1 Air Base
      Sea Zone 110: 1 Carrier, 1 Fighter-Bomber, 1 Cruiser, 1 Destroyer
      Sea Zone 109: 1 Transport
      Sea Zone 91: 1 Destroyer, 1 Transport
      Gibraltar: 1 Naval Base, 1 AA gun
      Sea Zone 98: 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Transport
      Alexandria: 1 Infantry
      Egypt: 1 Artillery, 1 Armor, 1 Fighter, 1 Naval Base
      Anglo-Egyptian Sudan: 1 Infantry, 1 Mechanized Infantry
      Sea Zone 71: 1 Transport
      Sea Zone 80: 1 Transport
      West India: 2 Infantry, 1 Fighter, 1 Minor Factory

      SOVIET UNION: 26 ( collect 16 while neutral)
      Sea Zone 115: 1 Cruiser, 1 Submarine
      Sea Zone 127: 1 Submarine, 1 Transport
      Karelia: 2 Infantry
      Novgorod: 3 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Armor, 1 Fighter, 1 Fighter-Bomber, 1 Minor Factory, 1 Naval base, 1 Air Base, 1 AA gun
      Belarus: 3 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Armor
      Western Ukraine: 3 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Armor, 1 Fighter
      Ukraine: 3 Infantry
      Sea Zone 100: 1 Destroyer
      Moscow: 2 Infantry, 1 Mechanized Infantry, 1 Armor, 2 Fighter, 1 Fighter-Bomber, 1 Air Base, 1 AA gun, 1 Major factory
      Volgograd: 1 Infantry, 1 Major Factory, 1 AA gun
      Caucasus: 2 Infantry
      Turkmenistan: 2 Infantry
      Kazakhstan: 1 infantry, 1 Minor Factory

      USA: 35 ( 15 while neutral)
      Central USA: 1 Major Factory, 1 Air Base
      Eastern USA: 2 Infantry, 1 Mechanized Infantry, 1 Armor, 2 Fighters, 1 Bomber, 1 Major Factory, 1 Air Base, 1 Naval Base, 1 AA gun
      Sea Zone 101: 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Transport
      Sea Zone 89: 1 Submarine, 1 Transport
      Sea Zone 64: 1 Destroyer

      MAP LINK:  http://www.mediafire.com/view/?39g56bzzd141vrt  ( NOTE: This is a Europe only Map)

      46,392 unique downloads since
      Since June 21, 2007

      posted in Other Axis & Allies Variants
      Imperious LeaderI
      Imperious Leader
    • RE: Is Artillery Useful?

      @inveratulo What about combination of artillery and infantry? Your study has 4 tanks , 8 infantry, 5 artillery. You missed the whole idea of combinations of different units/hit points

      posted in Axis & Allies 1942 2nd Edition
      Imperious LeaderI
      Imperious Leader
    • RE: Are most A&A games about Axis power momentum?

      To further elaborate in practical terms: Position units so they have the greatest utility from equidistant points and have an arsenal of units that can “reach” positions that your opponent might attack, but declines too. This achievement results in him doing only what you want. If you didn’t have the units that could threaten him, the reverse would be true and you would be playing his game.

       Read Clausewitz Principles of War. Think of AA in his terms and you cant go wrong
      
      posted in Axis & Allies Discussion & Older Games
      Imperious LeaderI
      Imperious Leader
    • RE: 1/500 Fighters

      1/700 scale, not 1/500…100%

      posted in Marketplace
      Imperious LeaderI
      Imperious Leader
    • RE: G1, attack Egypt or not?

      Don Rey has no relevance to anything in 1942.2 or anything past Revised. The new units and map configuration allow for greater force projection. the new rules about sub stall and blocking with transports hold no water. Forget Don Ray. and nobody plays anything but LHTR, so if you dont kill the bomber in UKR, its possible to kill Egypt but its something like 58% if you bring a tank and infantry with everything. Its a decent move to kill that fighter, because now UK can hit the BB with nothing but 1 fighter, and 1 bomber. If you know any better you will lose the Bomber sooner than latter in the UKR battle of 9/12. Ardvarkpupper plays all sorts of fringe ideas in 42, which is why they are mostly lost games ( like attacking Baltic german fleet, Belo, Baltic, et al… i know i beat him twice.

      posted in Axis & Allies 1942 2nd Edition
      Imperious LeaderI
      Imperious Leader
    • RE: Just Got Axis And Allies Nova

      The game is broken, you can build a factory anywhere and USA build one in eastern china and rolled over Japans attempt of establishing her hold in Asia.

      posted in Axis & Allies Discussion & Older Games
      Imperious LeaderI
      Imperious Leader
    • RE: 3D Printed Axis and Allies Board Game Pieces Available

      Can you come up with replacement artillery. As far as the OOB Artillery, they suck and having both light and heavy Artillery types would be great. Also, Flak Towers are needed…nobody does those. Battlecruisers would be nice.

      posted in Marketplace
      Imperious LeaderI
      Imperious Leader
    • RE: Redone 1942 2nd Edition Map file..

      @EmanuelRS Yes mate this is VECTOR ARTWORK. Its not some Jpeg. it can be printed 50 miles wide and have no issues with pixelation

      posted in Axis & Allies 1942 2nd Edition
      Imperious LeaderI
      Imperious Leader
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