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    Posts made by Valladares

    • RE: Violating Spain’s neutral status

      @Midwit-player hello. 3° edition rules don’t adres this topic in manual and Options. But in the actual game play, you can attack a neutral, need to pay 3IPC, you cant move in to, in non combat, its ilegal. So not change there.

      But you can house rule neutrals, examples 1 don’t attack and don’t enter. 2 give them a IPC valor of one or two, them 1 ipc = one dice, 2 ipc = dice, the number you roll is the number of infantry that neutral have, and is the number you need to defeat, if you don’t win, the other Alliance players can add that neutral army and IPC in not combat face.

      posted in Axis & Allies Classic
      ValladaresV
      Valladares
    • RE: D Day Cards in Spanish

      Templates here, if you want to make the Larry’s extra rule cards No 2 version 2, 09a and 11a. Or player aids and house rule cards
      Axis Front.jpg
      Axis Aid(a).jpg Allies Fornt(a).jpg Allies Aid(a).jpg Axis Tactics(b).jpg Axis Order(b).jpg Axis Fortune(b).jpg Allies Tactics(b).jpg Allies Order(b).jpg Allies Fortune(b).jpg Allies Aid(b).jpg

      SJW and PC friendly :P AXIS aid Censurada(b).jpgDownload PDF have the real one

      posted in Customizations
      ValladaresV
      Valladares
    • D Day Cards in Spanish

      Hello. I translate all the cards of the game to spanish, i also make the extra official rules cards and some player aid cards.

      Download the cards ready to print: Cartas-convertido.pdf

      Download descriptions only: Descripciones-convertido.pdf

      IMG_20191109_180240.jpg

      Check the videos here: https://www.youtube.com/watch?v=eHOrztJ8JtI

      posted in Customizations
      ValladaresV
      Valladares
    • RE: Balance ideas ¿some help?

      Hello. thanks for your ideas. We take them into account. Add 2 infantry, one in the British box and one in the US, it sounds good.
      SS GEN have suggested us using d8 system instead d6, but it’s hard to get/buy the dice loose in Costa Rica…

      We are not fans Bidding system, because they don’t solve the balance problem, effectively. We prefer specific numbers of units, or changes in placement and order at the star.

      When we play only with the order cards, we will put your idea into practice, and report the results. Thanks.

      posted in Axis & Allies: D-Day
      ValladaresV
      Valladares
    • Balance ideas ¿some help?

      We’ve been playing with all three cards, and the standard rules, but the allies have a hard time winning. Following the limit of 9 turns to capture the 3 cities and defend them in turn 10, and retain the air advantage, it is almost impossible.

      We have these ideas, ¿can you help us to prove them?

      Option A. An infantry and an artillery, additional at the utah beach head. One British bomber and US bomber, extras. Eliminate the rule of keeping the city for a full turn. Now, they can be controlled in the ten turn, at the end of the card 13.

      Option B. An infantry and an artillery, additional at the utah beach head. One British Fighter and Us Bomber. Eliminate the rule of keeping the city for a full turn. Now, they can be controlled in the ten turn, at the end of the card 13.

      Option C. Larry H.'s Optional play #2, and Fighters now strafe at 1 or 2.

      The regular version, only order cards, is almost balanced as I read. But if the allies have a hard time winning, it could be used Larry H.'s Optional play #2 and/or infantry and an artillery, additional at the utah beach head

      If you can give us your impressions, we would appreciate it. We also like to know which of the official LHJ’s extra optional play have you tried, and their results:

      1# Dimensional Artillery
      1.1# Dimensional Artillery, hit 1-2, but attacker target selec on 2
      2# Naval Bombardments.
      3# Attack or not Attack
      4# 10 turn count continue. (limit, below 12 allied unit on table, allies cant continue)
      4.1# 10 turn count continue, no limit of ‘below 12 allied unit on table’. But one die roll for reinforcements at 1-5.

      posted in Axis & Allies: D-Day
      ValladaresV
      Valladares
    • RE: General 6 Stars 1941 WW2 Game

      @barnee Nice photos. I see that you can bomb the oil fields, ¿how is that mechanic working?

      posted in Other Axis & Allies Variants
      ValladaresV
      Valladares
    • RE: ¿9 rouns for Allies and 10 for Axis?

      @Krieghund Nice, thanks. We played correctly them.
      ¿Do you use Dimensional Battlefield, oficial LHJ optional play?
      we make the cards, in paint, he, he, he
      11b.jpg 11a.jpg 09b.jpg 09a.jpg
      We not use the other two, Naval Bombardements or Attack or not attack, We believe that the first favors the allies and the second favors the axis. But we might be playing badly, those rules.

      posted in Axis & Allies: D-Day
      ValladaresV
      Valladares
    • ¿9 rouns for Allies and 10 for Axis?

      Hello there, we have played D-day:
      https://www.youtube.com/watch?v=-DyQGkp3d9A
      with normal rules and all 3 cards, but I would like to know if we play correctly.
      FAQ READS “If the Allies do not have the three cities by the end of turn nine. is the game over? Or are they allowed to get them by turn ten and then have a final round to hold them? A. As they must hold the cities for a turn, if the Allies haven’t managed to take all three cities by turn nine, they have lost”.
      So It is considered that a city belongs to a side if it eliminates the opposing units, in this case if in turn 8 the allies take the cities, does the axis have 1 or 2 turns to retake them, or if it contested in 8 or 9, you still can make the allies an axis combats in round 9 or 10?
      Extra: with Tactic card 16 ¿the UK reinforcements selected, are those at the beginning of the table or those at the end?

      posted in Axis & Allies: D-Day
      ValladaresV
      Valladares
    • RE: 3rd Edition Rules Compendio v3.5 (Final)

      hello there. I find a copy of the 1998 PC Game, and Manual. Look at the game, and revise the compendian doc. Make little corrections.
      Rules-Variations.jpg 3rd.jpg

      posted in Axis & Allies Classic
      ValladaresV
      Valladares
    • RE: Classic rules, and some disagreements.

      Hello, well i translate the manual of A&A PC 1998, from German to English. The new 3° edition rules are:

      "…new features in the rules of the 3rd edition

      Diving submarines: defending submarines can dive during the fight or withdraw from the fight. A submerged submarine remains in the same sea zone until it resurfaces after the fight.

      Air units can withdraw from an amphibious attack: figthers and bombers can retreat from an amphibious attack if the things are shell-dead to the attacker.

      Several AAA in one territory: you can now place several AAAs on a territory. However, only one of these AAA can fire during defence.

      New sea units can be placed in disputed sea zones: they can now place their sea units in sea zones occupied by the friend. In this case, the fight takes place during the enemy’s strike, in case the enemy does not draw his unites before the fight from the zone.
      Note: you still need to place your sea units in the immediate vicinity of one of your industrial complexes.

      Western Canada no longer borders directly on the Atlantic Ocean: this prevents a player from moving units from the Atlantic directly to Western Canada…"

      Now the plastic figures are finite and listed in the box (box that have a sheman tank, and not the futuristic panzer 3 we use and love); but the plastic chips number is diferenti in the boxes, some have 10 red others 7, i have 6, some have 50 blancas other 65, i have 72, soooo….

      posted in Axis & Allies Classic
      ValladaresV
      Valladares
    • RE: [Anniversary] Lend Lease variant & Straits modifications

      @Nakraal said in [Anniversary] Lend Lease variant & Straits modifications:

      Lend Lease:

      Nice idea, but:
      A counter must be created and designed to mark which are the transports, it is necessary to establish a limit of how many can be built, specific ports of atraque must be pointed out.

      This mechanics clearly favors the allies more than the axis.

      In the Germany-Italy case, transport can be replaced by a mechanized infantry, or artillery, but always using a counter indicating that it is Lend Lease.

      posted in House Rules
      ValladaresV
      Valladares
    • RE: G40 Historial v1.1

      @Valladares
      Video of our 5° Play test: Axis Win in 8 Round (July - December 1943).

      https://youtu.be/z4sQcp3u66o

      Axis: Luis Valladares
      IMG_20190622_173934.jpg
      Allies: Joseph Sandi
      IMG_20190622_150231.jpg
      Referee: Rogelio Sibaja
      62480811_2321112884819779_2184191758521335808_o.jpg .

      Modifications:
      Start modification for Italy.
      New values for territories.
      New values for buildings.
      New rules for antiaircraft artillery.
      Bonus units wen taking and preserving some territories.
      When a capital of the axis is taken, the victory cities that country controls do not count for win.
      And more…

      Still to be implemented and tested:
      -Influence system for strict neutrals.
      -The neutrals reinforce their armies every 2 turns.
      -The extensión of the Himalayas.
      -New convoy zones
      -Mechanic of Occupation - sabotage and appearance of partisans.

      posted in House Rules
      ValladaresV
      Valladares
    • RE: Overlays for Global 40

      @Call77 said in Overlays for Global 40:

      @Cobra-Axis-and-Allies send me your email and I will forward it on. Please let me know what you think or some suggested edits.

      I have been thinking about adding oil resource locations and railway lines

      From our mod
      USA 182.657mt* (1 Western United States, 2 Central United States, 3 Eastern United States) USSR 29.700mt (4 Caucasus, 5 Soviet Far East) Venezuela 27.443mt (6 Venezuela) Iran 10.426mt (7 Persia, 8 Northwest Persia)
      Dutch East Indies 7.939mt (9 Sumatra, 10 Java, 11 Celebes, 12 Dutch New Guinea) México 6.721 mt (13 Southeast Mexico) Romania 5.764mt (14 Romania) Colombia 3.636mt (15 Colombia) Iraq 3.438mt (16 Iraq) Argentina 2.871mt (17 Argentina) Trinidad 2.844mt (18 West Indias) Perú 1.776mt (19 Perú) Arabian Peninsula 1.652mt (20 Saudi Arabia) Burma 1.088mt (21 Burma) Canadá 1.082mt (22 Alberta Saskatchewan Manitoba) Borneo 0.932mt (23 Borneo) Egypt 0.929mt (24 Alexandria) China 0.050mt (25 Yunnan*)
      *All Valor’s are in Millions of Metric tons, for the production of the year 1940, and not contemplate synthetic oil production.
      *We considered only locations with production over 0.900mt, for total production of 1940, but allowed Yunnan for valance.
      M1.OIL1940.jpg

      posted in Customizations
      ValladaresV
      Valladares
    • RE: G40 Historial v1.1

      We continue to test the rules, so far the game has been an interesting challenge. Soon we will be publishing the changes, and a text document, with all the rules tested so far.
      Advances:
      -Changes in costs: the naval and air facilities will cost 10. The minor industrial complex increases to 15.
      -Small changes in the value of some neutral territories.
      -Bonus units, for axis and allies, by taking and conserving areas.

      Still to be implemented:
      -Influence system for strict neutrals. Great ideas and suggestions from the community, encourage us to adopt a basic system of influence of strict neutrals, and be able to make them an active part of the game.
      The system will be d6, with countries that could be influenced by both teams, and exlusive countries for one o another, also the option to mobilize them immediately.
      -The neutrals can reinforce their armies every 2 turns.
      -The extention of the Himalayas, SiredBlood’s original idea, is an idea that will be adopted, since not only is it historical, but it also increases the valance and makes the Mongolian rule more relevant.

      posted in House Rules
      ValladaresV
      Valladares
    • RE: G40 Historial v1.1

      We are testing the recent modifications, and some small additions.
      62013172_2321112904819777_7078951696969236480_o.jpg
      We find miniatures of oil derricks and oil rigs, they are in a board game, a monopoly copy, it is produced in Costa Rica (Petrodolares, costs $ 14) and in Brazil (Petropolis $ 35), being brazilian miniature’s the best quality.
      62170803_2321115061486228_2663350928677011456_n.jpg
      This are the made in Costa Rica oil derricks.

      posted in House Rules
      ValladaresV
      Valladares
    • RE: G40 Historial v1.1

      @JustLuthor Hello.
      In theory, the Republic of Ireland was neutral… as neutral as the Franco’s Spain. Ireland sent down axis pilots to the Breton authorities, issued reports on activity of u-boats and climatological reports, assisted aerodromes, and allowed several volunteers to serve in the English army.

      The decision to keep Ireland as pro-allies is for balance purposes, as it has an activable army and a production value of one. We transformed Persia (Iran) in pro axis, and increased its army in 3, and its production in 3, we know that in real life was “neural”, friendly to hitler, and was invaded by the USSR and UK. We have 2 national objectives, one from Russia and the vanilla from the axis, so for historical reasons and for balance it becomes pro-axis.

      Ecuador received military aid from the USA and allowed the construction of aerodromes, as far as we know, I declare the war on the axis before Peru, in 1943.

      We could transform several countries in neutral strictures, but until we create a rule or mechanics more playable, than the infamous rule introduced in Alpha 3 by Mr. Larry for strict neutrals, we will leave things that way.

      However, all criticism or subjections are taken into account with apreciación, we will see what we can do in the future.

      The maxims of our rules / modification are: 1. Balance and playability 2 Scale 3 Additions easy to create at home or cheap to buy 4 Historical realism. A different order would make the game playable or at least more unbalanced.

      posted in House Rules
      ValladaresV
      Valladares
    • RE: G40 Historial v1.1

      The testing of the new aggregates will be delayed, because this week my friends can meet me, however, the Caspian Sea (zone 128) and Sweden Island of Gotland, do not require further testing. The new modern heavy tank unit will be formaly added.
      IMG_20190528_164918.jpg

      Beyond the crude oil, personally, think adding more resources would complicate the game more, you can adjust the value of the IPC, which is supposed to represent industrial capacity or production or resources. Personally, I do not share some of the decisions of the creator in terms of initial values, each country should be worth 1 IPC at last, all to a greater or lesser extent had their resources, regardless of their industrial development or infrastructure.

      One of the elements that makes Axis and Allies less realistic is the lack of the fog of war, but the creator of the game is developing an interesting mechanic in his new title “WarRoom”, once the game goes on sale, and have its time of use by the community, it would be interesting to adapt that concept in Axis and Allies.

      posted in House Rules
      ValladaresV
      Valladares
    • RE: G40 Historial v1.1

      @SS-GEN No, i dont have. But i know Malay is rubber, Central America rubber and food, USA and UCRANIE food (cereals).
      Total population at the start of WW2:
      USSR: 168,524,000 USA: 131,028,000 China: 517,568,000 UK: 47,760,000 Germany: 69,850,000 (84 million including Austria + Volksdeutsche) Italy: 44,394,000 Japan: 71,380,00 France: 41,700,000 (Cited from: http://www.militarian.com/threads/population-and-resource-factors-in-wwii.9279/)
      These tables can help (Partialized source) https://en.wikipedia.org/wiki/Military_production_during_World_War_II
      (“Neutral” source)https://ww2-weapons.com/german-arms-production/

      posted in House Rules
      ValladaresV
      Valladares
    • RE: G40 Historial v1.1

      @SS-GEN said in G40 Historial Beta:

      What Barney posted I have done to neutrals too as far as adding armies but not as much inf. Yes Spain and Turkey in my game have 11 inf each with a fig tank aa gun AB. Destroyer.
      In my game for strict neutral influence is where each country can only influence certain neutrals based on where they were at And which countries were trying to get to join them.
      So to influence Spain or Turkey cost you 10 icps
      And you roll a D20 die and on a 4 or less that strict neutral joins your side. If you get either one your inf are cut in half and you only get 6 plus the rest.
      To influence the other stricts it costa you 3 icps and roll same d20 die 4 or less then receive what ever army is there and yes you get the territories value added to your income.
      If you really want to get historic then some neutrals just join sides at time of war. A lot didn’t flip until 44. My way is to spice game up a bit every game and has a 30 to 40% games being different with all the other stuff added.
      Ya maybe I’ll tweak the neutrals more closer to 100% historic but I don’t see that happening soon.
      Testing new Cruiser BB AD values by using 2 different colored dice for each ship.

      Interesting idea to adapt to a dice 6. In our modification we only add countries until 1943, historically. In normal mode the aligned neutrals can be activated from the first turn by powers that are legally at war. Since many countries joined the allies at the end of 44 or 45, because they were the winning team, and wanted to get a benefit of post war. In a game where the axis is winning in turn 10, ¿why Argentina or Turkey, would join the allies? Has no sense.

      I have adopted your idea of Mongolia, we have decided to give a value of 1 IPC to the capital.
      IMG_20190528_143314.jpg
      Here I leave you an information that you can use for sea routes and combois.
      52b1be3669bedd3277be02d8-1334-805.jpg

      posted in House Rules
      ValladaresV
      Valladares
    • RE: G40 Historial v1.1

      @barnee said in G40 Historial Beta:

      @Valladares

      Here’s some peoples thoughts on neutrals if you’re interested.

      https://www.axisandallies.org/forums/topic/28180/should-we-make-better-rules-for-invadable-neutrals-1940

      I haven’t tried it myself but plan to at some point. I like how some of the more powerful nations are represented with units besides just infantry. Not saying you should implement it whole scale necessarily, just that you might get some ideas from it : )

      Thank you very much for the information, i check the post, there are many interesting ideas that we adopt.

      Increase the army of neutrals and the value of some territories.

      IMG_20190528_143234.jpg IMG_20190528_135238.jpg IMG_20190528_135158.jpg IMG_20190528_121001.jpg IMG_20190528_120803.jpg

      We added a new territory, the last one for the mod, the Sweden’s island of Gotland, IPC 0.
      We add sea zone 128, Caspian Sea.

      posted in House Rules
      ValladaresV
      Valladares
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