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    Topics created by molinar13

    • molinar13M

      Japanese Invasion of America?

      World War II History
      • • • molinar13
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      KurtGodel7K

      @CWO:

      A similar situation existed in the Confederacy in the early stages of the U.S. Civil War, where it was believed that the material advantages of the North (in terms of industrial capacity, natural resources and sheer population numbers) could be overcome by (if I recall the quote correctly) “the gallantry and fighting spirit of the Southern Gentleman.”  The contrary (and ultimately correct) view was expressed by a certain Northerner to a friend he had in the Confederacy: “No nation of agriculturalists has ever defeated a nation of industrialists.  You are bound to fail.”

      That’s an excellent example. I looked up the Civil War and found that the North experienced twice as many combat deaths as the South. That ratio would seem to partially justify Southern leaders’ faith in their strategy. However, the overall ratio of military deaths was 1.4 to 1. The reason for this is that so many soldiers on both sides died from disease, exposure, and other causes.

      Later in the war, the North increasingly benefited from activities which did not necessarily involve a clash between the main Northern and Southern armies. The increasingly effective naval blockade is a good example of this, as are some of the coastal raids the North performed later in the war. The Southern economic collapse which resulted from the naval blockade is still another example. Later in the war, Grant capitalized on the Northern advantage in manpower by sending several secondary forces to invade the South, while the main Southern forces were occupied by their Northern counterparts.

    • molinar13M

      Oil Centers in AAG40

      House Rules
      • • • molinar13
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      Imperious LeaderI

      These are my rules portion excerpt for an upcoming game of mine, this only pertains for oil deposits in Europe except Middle East

      7.1 Oil Allocation & HQ Recharge
      Your Headquarters (HQ) units have a ‘face value’ (up to a limit of 6 points) that represents their operational capacity. You must ‘recharge’ these face points to use your HQ’s effectively in combat and other operations.

      Standard HQ Recharge (Using Oil):
      o To increase an HQ’s face value, you spend Oil Chits.
      o Each 1 Oil Chit spent will increase an HQ’s face value by +1 point. HQ Recharge in Snow Months (Special Rule):
      o During months designated as “Snow Months” (December, January, February), HQ activations are more costly.
      o A full winter activation recharge for an HQ will require 2 Oil Chits to fully replenish its operational value for that activation. Conducting Combat When Out of Oil (Separate Cost):
      o If your supply of Oil Chits is exhausted, you can still choose to conduct combat that requires HQ support.
      o However, for each combat round where an HQ is activated while you have no Oil Chits, you must pay a cost of 2 Production Points (PP). This is a penalty for fighting without sufficient oil supply for your HQ’s. Recharging HQ with Production Points (When Oil is Unavailable):
      o You can allocate resources to recharge your HQ chits at the start of a turn, or even immediately after an HQ has been exhausted in combat.
      o If you have no Oil Chits available, you have the option to use Production Points (PP) to increase your HQ’s face value.
      o When using PP for recharge instead of oil, it will cost you 2 Production Points (PP) for each +1 increase in HQ face value. This is considered “twice the cost” compared to the implicit value of oil for recharge. National Oil Production Track
      o Your National Oil Production Box (printed on the board) indicates how many “HQ-turns” of recharge you may purchase each turn.
      o Players may deliberately sabotage their own oil centers to avoid capture. Roll one D6 1-3 success, 4-6 failure. Oil Plunder
      Once the opposition captures an oil center, you can plunder its reserve stocks. Roll one D6 and ADD the printed map value of the oil center. This value is immediate oil replenishment in that nations oil reserves and can be used immediately for more combats.

      7.1.2 Oil Resources
      o The following oil producing centers below are on the map and produce oil, additional resources if needed costs 1 PP from a player’s treasury.

      7.2 Soviet Union Oil Centers
      • Baku (Caucasus, Azerbaijan) – 12 PP
      • Grozny (Chechnya, North Caucasus) – 4 PP
      • Maikop (Adygea, North Caucasus) – 2 PP
      • Drohobych–Boryslav (Western Ukraine) – 1 PP
      Soviet Total Production : 19
      USSR Total Production: 19 PP
      7.3 Axis (German) Oil Centers
      • Ploiești (Romania) – 6 PP
      • Nagykanizsa (Hungary) – 2 PP
      • Almásfüzitő (Hungary) – 2 PP
      • Pétfürdő (Hungary) – 1 PP
      • German Synthetic Output (combined synthetic plants within Germany) – 2 PP
      Germany Total Production: 13 PP
      • Note: In addition, Germany begins the campaign with 15 PP of Strategic Reserves (one‐time stockpile).

      7.4 German Oil Production Bonus
      Germany controls limited domestic oil reserves at Ploiesti and, if in Axis hands, Baku. To model this:
      • Ploiesti Bonus: Germany gains +2 PP per turn when Ploiesti is under German control.
      • Baku Bonus: Germany gains +3 PP per turn when Baku is under German control (maximum 5 PP total oil bonus).
      These bonuses are permanent while the hex remains in German possession and are in addition to VC based PP. Note: add 2 PP to the German Players Treasury.

      7.5 Rationale & Design Notes

      Lower Soviet Start: Reflects initial Soviet industrial losses and delay while relocating factories. Symmetrical Mobilization: Both sides reach 2 PP/VC by Turn 7, modeling full wartime production after the first winter’s disruption. Total War Surge (Historical Viability): After Goebbels’ February–March 1943 speech, Nazi Germany did accelerate armaments production significantly—estimated at a ~50% increase over pre speech levels by mid 1943. Modeling the shift from 2 to 3 PP/VC approximates that surge without overstating it. While exact PP values are abstractions, the 3 PP/VC matches documented industrial output growth during the summer of 1943, making it historically plausible. Persistent Oil Constraints: Germany’s oil bonuses represent Ploiesti (and Baku if captured), ensuring limited resource access remains a strategic factor.
      These revisions maintain your core VC based PP mechanics while incorporating key production inflection points supported by historical data: initial Soviet disadvantage recovery, winter mobilization, and Germany’s Total War ramp up.
    • molinar13M

      Pokemon

      General Discussion
      • • • molinar13
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      Pvt.RyanP

      nawww. I want the whole world to know Im and idiot!!! MUHAHAHAH!

    • molinar13M

      Beginner looking to fit in

      Find Online Players
      • • • molinar13
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      ?

      Sent

    • molinar13M

      Supply Rules For AAG40

      House Rules
      • • • molinar13
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      molinar13M

      @Dijitz:

      In my rules supplement I’ve added this rule, and I am using the very same tokens for it.

      IPC Lend-Lease
      IPCs can be converted to raw materials (represented by tokens from AA Battle of the Bulge). These tokens can be transported by transport, cargo plane, and/or mechanical infantry.  Transports and cargo planes can carry up to 10 IPCs and mechanical infantry can carry up to 5. The raw materials can be moved to a team player as either a loan or gift (based on verbal agreement). These raw materials are produced at industrial complexes. Production of 3 raw materials at an industry only counts against 1 production cap. (E.g. A major industry could produce 30 raw materials in one turn) No IPCs can be “pirated,” they are destroyed along with the units carrying them with the exception of those that are carried over land. Mechanical infantry transporting raw materials cannot attack, but defend normally.

      That help?

      It does give me an idea to play around with, thanks!

    • molinar13M

      IC colors

      Player Help
      • • • molinar13
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      molinar13M

      @Hobbes:

      @molinar13:

      Which versions of A&A had the white ICs and which ones had the Grey ICs? If I am not mistaken were the AA guns also white?

      Classic had the white ICs and AAs. AAE, AAP, AAR, AA50 and AA42 have the grey ones. AAE40 & AAP40 replaced them with cardboard.

      Thank you Hobbes!

    • molinar13M

      Possible Changes from Larry

      Axis & Allies Global 1940
      • • • molinar13
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      rockrobinoffR

      @axisisthebest:

      from harris game design

      http://harrisgamedesign.com/phpBB3/viewtopic.php?f=36&t=4035

      the alpha+ playtest specifications, changes that are made will be in red

      Wow. we have a completely different game now.

    • molinar13M

      NATO v.s. USSR

      Other Axis & Allies Variants
      • • • molinar13
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      R

      Aha! My favorite game: EAST & WEST

      www.impgames.com

    • molinar13M

      What would you like to see in a future A&A game?

      General Discussion
      • • • molinar13
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      F

      WW1 for sure, battles of Paschendale or Gallipoli (coming from a biased ANZAC point of view there)

    • molinar13M

      Re-Building Japan's MIC

      Axis & Allies Global 1940
      • • • molinar13
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      molinar13M

      okay works for me…guess i need to read the rule book a little more, doubt it will happen in my games but if it does I know the rule now, thanks again.

    • molinar13M

      Germany to Africa, how?

      World War II History
      • • • molinar13
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      legion3L

      Most of the transports and escort ships used to ferry men and supplies were Italian ships or in some cases captured French and Greek freighters.

      the German navy had very little surface forces in the Med.

    • molinar13M

      Why was Norway never liberated?

      World War II History
      • • • molinar13
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      Imperious LeaderI

      Joke of course.

    • molinar13M

      Relief for China?

      Axis & Allies Europe 1940
      • • • molinar13
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      SilverAngelSurferS

      @oztea:

      the two free infantry is a europe only rule….not in global

      @McMan:

      I didn’t understand the point of that 2 infantry rule at first, but now I assume that it’s to simulate the western transfer of Siberian divisions. That wouldn’t make much sense for Global, seeing as those divisions actually exist and the player can move them west whenever he wants, but yeah an official confirmation would be nice.

      I’m assuming the same.  We only found out about that rule with DJensen’s Europe rules preview; he has not yet done a global rules preview, so we will have to wait to see for sure whether the 2 infantry spawn rule remains.

    • molinar13M

      12 sided dice

      House Rules
      • • • molinar13
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      ozteaO

      Its very important that the prices are also different for each nation when you use D12.

    • molinar13M

      Did Hitler really die in Berlin?

      World War II History
      • • • molinar13
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      Guerrilla GuyG

      @Dylan:

      @Guerrilla:

      No He lived! Just before the Soviets took over his bunker he was beamed up by a UFO. The aliens injected him with Abiesium and now he is a super soldier on the planet Yolulu. Read your history people… Geez…

      GG

      Your making fun of people that he did leave.

      People that he left? What do you mean? And no, I’m just being sarcastic towards someone who doesn’t believe he died.

      GG

    • molinar13M

      The Bismarck

      Axis & Allies Europe 1940
      • • • molinar13
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      M

      I agree with you saying that they are a bit of a paper tiger, one you take convoys away you can pretty much kill them off without having to invade.

    • molinar13M

      WOTC listened

      Axis & Allies Pacific 1940
      • • • molinar13
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      thenorthmanT

      I do like it. (Noticed you or somebody with the same screen name is on the forums over their as well now.)

      While it can take all day it is fun.  I like the planning for production and amphibious assaults in terms of the money it takes.  If you spend all your money you can not do amphibious assaults.  Then the production aspect of possibly stalling a production of an item. For example a carrier takes four turns to be fully funded in production before it comes out. Kind of like a real world production in terms of it coming out. You do not decide for a carrier to come out the next six months but rather can take two to three years.

      Think the Midway class CV was started in 42’ and didn’t come out until 44?  Perhaps wrong but it was along those lines.  SO yes I really like that aspect of it. Of course perhaps the reason I will be graduating in May with a B.A.A. in Global Logistics and Supply Chain Management.  :mrgreen:

      Of course I do not like it with the potential 7 players. (Some of it might just be I do not like one of the players that play with my group if we do have that many.)  :evil:

      But yes I really enjoy it.  Just hope that if I get the job I am looking at when I graduate and move from Alaska to WV I’ll be able to find a group that will play it. I do have a table that it can be stored in that gets covered up. (Plug for Geek Chic gaming tables.)

      Sean

    • molinar13M

      Anyone Anticipating Halo Reach?

      Other Games
      • • • molinar13
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      molinar13M

      If you have an xbox 360 and are connected to xbox live, you can stream the video. If not youtube should have it.

    • molinar13M

      NATO V.S. USSR

      Other Axis & Allies Variants
      • • • molinar13
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      molinar13M

      I found it. Cool thanks, now if I could only get it to work. (computers hate me).

    • molinar13M

      Turn Sequence

      Axis & Allies Europe 1940
      • • • molinar13
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      ?

      @allboxcars:

      @Brain:

      A can opener is just two countries working together as it should be.

      Good point. [Applaud silently]

      Yes, there is no way to eliminate can opener strategies because the Axis need to work together, and the Allies need to work together in order to win the game.

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