@mechanicsburg
If you are going to move often you should get into tripleA. U can play by email online. Find players on discord and try tons of different maps!
Best posts made by Grinchveld
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RE: 2020 Master Players List Version 3.0
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RE: 2020 Master Players List Version 3.0
Grinchveld
Waterloo
Ontario Canada
HAS: D-Day and the 2004 global -
2 Turn Rounds for faster play?
2 Turn Rounds:
I am wondering if anyone has tried something like this.
Last game we had took 4 hours, so i am trying to let some slower players do stuff at the same time.In any game with 5 powers,
(turn order USSR, GER, UK, Japan, USA)
it is possible for a round to be finished in 2 turns instead of 5 by letting each team move together.Start the game as normal, for the first few rounds, when the UK player is ready, change the turn order so the UK goes after Japan.
(if your group thinks the UK needs some compensation feel free to give them 5 IPCs or if the UK has a 2nd factory place 1 infantry there before changing turn order)Before the Japanese goes. (or whatever player gets to skip) the skipped player (UK) should get to do a non combat move for every unit closer to Japanese (territory or units) than to any axis powers. (Germany)
After the swap, The Allies can do most of their turns at the same time and so can the Axis.
Different powers still may not attack together.
If their are turns where one attack depends on a previous attack let the different powers do combat moves & resolve combat separately (but in order!)You can have different combat rounds for the allied powers.
Allies:
COMBAT 1: (move and resolve) USA > Japan | UK > Ger
COMBAT 2: (move and resolve) RUS > Japan | USA > Ger
COMBAT 3: (move and resolve) UK > Japan | RUS > GerAxis:
COMBAT 1: (move and resolve) Japan > UK | GER > USA & USSR
COMBAT 2: (move and resolve) GER > UK | Japan > USA & USSRAlthough if friendly powers are not fighting in the same territories you can ignore the separate combat steps and just make all your moves. (often applicable for the Axis)
Combat move and resolve are the only steps that get messy.
All the other turn phases can be done simultaneously, and this speeds up the game.This also solves the problem of the USA not getting to collect from territories in China that go back and forth being fought over by Russia and Japan. A small thing that has bugged me an unreasonable amount! ;)
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Give up BUT keep playing?
[warning: Idea stage. rules still being formed]
If anyone has played the small card game “air land sea” My idea is similar to that. In that game players constantly have the opportunity to cut their loses. This gives the losing player still meaningful decisions to make no matter how bad their hand is.For Axis and Allies:
If after round 3 (or whatever) one side is losing enough they can concede the game. BUT the war goes on. The losers get some objectives. If they conceding side does well enough with those objectives, the game ends in a tie. This would allow players to still compete meaningfully, and give someone who thinks they have lost a new lease on life without having to clear the table/reset the board prematurely.OBJECTIVE IDEAS:
- War weariness? inflict enough casualties on the other side (thematic for USA or UK but not really for the others
- Hold enough territory for the next 2 rounds
- Hold enough Victory Cities for the next 2 rounds
- Some negotiation track? Public opinion track?
Restrictions/Abilities Post Conceding?
- After a side has conceded maybe they are allowed to build fortifications that are very strong
- The conceding side is not allowed to attack any territory it did not start the game owning. And may only attack sea zones adjacent to those territories.
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Looking for Players: Canada: Ontario: Waterloo:
Hello,
I have the 2004 edition and would love to play some other versions. I have a few people locally but always excited to expand! Let me know if you’d care to Join us.
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RE: Avoiding Infantry blobs. Change their Cost to 3.2!
@ everyone
After thinking about this on and off for months I have come up with an idea that introduces zero new components!
No changing costs or stats. Instead change the casualties.
When picking casualties, you cannot pick the same unit type 3 times in a row. So instead of killing 3 inf you would kill 2 and the 3rd would have to be something else. And if no other units are left then u kill 2 inf on the 3rd hit every 3rd hit
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RE: If anyone is interested in making a TripleA module of this….
I am going to make this map! Looks really kool!
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Waterloo Ontario, Looking for Players!
Anyone out there? I have the 1942 but open to trying other games
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Combined Arms Casualties
This Idea came up through talking to people here about avoiding infantry blobs. Spamming infantry is often the best way to play, but that can be boring. So to encourage more diversity in strategy, we came up with the following:
When taking Casualties, if you select the same unit type as a casualty 3 times in a row, you must take an extra casualty. So if you were defending with ONLY infantry and took 3 casualties, you must remove 4 infantry instead. [you may apply the same rule to all units or just infantry]
Players can adjust this to their liking. Every 4th unit must be different or even every 2nd unit must be different. I would love to play test this more online but not sure how to do that unless people use tabletop simulator.
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RE: Total World War 3.0 7 players
britains turn. pbem did not work for me and idk why
Latest posts made by Grinchveld
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RE: If anyone is interested in making a TripleA module of this….
I am going to make this map! Looks really kool!
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RE: Total World War 3.0 7 players
@Caesar1 sorry i lost the file, this thread is not easy for me to find the most current saves, naming them better would help
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RE: Total World War 3.0 7 players
i thought my turn was done. the latest save i had went to the USA but honestly if It is china, I am just turtling building mountain infantry until all my troops are dead
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RE: Total World War 3.0 7 players
@mainah it would be nice if the file name was something more specific than savegame