@barnee I will use an option on the defense strength of tanks, with a default of 3. I have started working on this for a bit every day. Right now I am adapting everything to the Big_World map. When that is done I will create a custom map for East & West.
Posts made by RogerCooper
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RE: "East & West" by Imp Games - Discussion
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RE: "East & West" by Imp Games - Discussion
@RogerCooper East & West has a rule that allows tanks to move out of a territory in non-combat movement. As TripleA does not support this, should I just ignore it or increase the defense of tanks to 3 in compensation?
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RE: "East & West" by Imp Games - Discussion
@The-Janus said in "East & West" by Imp Games - Discussion:
@RogerCooper said in "East & West" by Imp Games - Discussion:
is there any plausible reason to attack a major neutral except maybe USSR attacking the Arab league?
It’s kinda been theorized that USSR might want to attack China, in certain situations.
If China isn’t defending North Korea, or worse, if they’re actively letting NATO move units through their territory, the USSR might be better off attacking.
The other thing is that the complication table is weighted more toward China’s outrage than the other 2 majors, so if the USSR has the ability to send nukes, it’s also generally assumed that they will, whereas the US is less likely to use them; in a long enough game, that will swing China towards favoring NATO, so the USSR might pre-empt that at some point.The other option is as a game-ender, towards obtaining an economic victory. In fact, such a thing is probably pretty impossible without invading most of the neutrals on the Eurasian continent.
P.S. I still think modeling neutral contributions as N.O.'s is an option to keep in mind
Implementing the complication table would be difficult. The game rules already suggest dropping the complication table as an optional rule. Note that it would be possible to use having a nuclear weapon as trigger but not using a nuclear weapon. I think that in practice the high cost of nuclear weapons is more of a deterrent than the nuclear complication rules.
Using National Objectives for neutral contributions is fine.
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RE: "East & West" by Imp Games - Discussion
@RogerCooper After reviewing maps, I concluded that the East & West map is closest to the TripleA Big World map, so I will implement it first on Big World and then use the actual map.
In terms of neutral handling I see the following possibilties
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Major neutrals impassable except that Russia may attack the Arab League.
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Major neutrals are fully playable and can be allied through the diplomacy technology table.
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Major neutrals can be allied through the diplomacy technology table and are absorbed into the allying power. They are impassable until then.
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RE: "East & West" by Imp Games - Discussion
@The-Janus So is there any plausible reason to attack a major neutral except maybe USSR attacking the Arab league? It sounds like there isn’t . Which is easy enough to handle in a scenario.
It seems a shame to have deployments defined for major neutrals, and not get to use them.
As always, I can have multiple scenarios which handle the major neutrals differently.
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RE: "East & West" by Imp Games - Discussion
@The-Janus said in "East & West" by Imp Games - Discussion:
@RogerCooper said in "East & West" by Imp Games - Discussion:
Have you considered the knock-on effects of changing those mechanics?
Would you want China and OAS to become active powers?
Or would they just swing all their income, units, and territories to USSR/USA in one dice roll?I was assuming they would become active powers on their own. But that is not the only possibility. You could have them join the power recruiting them.
The problem with E&W rules for neutrals is that they are just passive sources of income, that can also be attacked. That is not very interesting.
We could also try eliminating major neutrals entirely. The major neutrals could be handled like minor neutrals and recruited through technology or events. That is arguably more realistic and probably more interesting with wars breaking out in unexpected places.
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RE: "East & West" by Imp Games - Discussion
@The-Janus said in "East & West" by Imp Games - Discussion:
@RogerCooper said in "East & West" by Imp Games - Discussion:
you either get them or you don’t
You’re going to have to unpack what you mean by that.
If China is allowed to effectively be a 16 IPC swing on a random die roll, I’m calling bullshit.When you “get” a major neutral, would you get all of their units/territories? Or if they can still be influenced back to the other side, are you basically suggesting we compress the 9-point influence scale down to just 3 (positive, neutral, negative)?
Yes, you are correct I am proposing effective a 3 point scale.
An alternative would be variable entry. China always comes on the Soviet side, OAS on the NATO side. The Arab League would still be random.
As this a mod, I could have different scenarios with different rules.
Looking at the East & West rules, it seems unlikely that you could ever bring a major neutral over. You only have a 1/6 chance to move it one step and your opponent can deploy spies to counter you.
As E&W is set in 1948, the Chinese Civil War is still raging and a Nationalist victory possible.
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RE: "East & West" by Imp Games - Discussion
@The-Janus said in "East & West" by Imp Games - Discussion:
@RogerCooper said in “East & West” by Imp Games - Discussion:
It’d be interesting if you could also code in Nuclear Subs being able to go under the ice cap? Maybe there’s a way to model it as a strait/canal, to make that work.I could add an ice cap territory. However, I doubt that it would have a significant effect on play
The problem that immediately jumps off the page to me, is that you couldn’t throw the two types of A-bombs into a tech pool, and have it work out with just random rolling; I assume that might tie into this comment?
I would implement nuclear weapons using the rules from the “The Grand War”.
I’m not familiar with how that game does it. I also would have to assume that the nuclear complication table is off the… well, table.>
TripleA can support tech trees. The nuclear complication table is off the table. As the Soviets would also start with fission bombs, there is not much point to creating a tech tree.From my experience with Europe 1940, I think you would have to treat each major neutral similarly to how the “true neutrals” are modeled, in that game i.e. declaring war on one declares war on all. Activating the neutral units properly RAW is going to be the real problem, I’d imagine – just based on how in A&A games everything is dependent on moving units into those territories, whereas in E&W it’s not. The other thing you could maybe do is represent the income provided by the major neutrals as “National Objectives” that you achieve through spying… assuming there’d be a way to code those two systems to interact together.>
The major neutrals would be handled as separate countries that could be allied with. I am not going to try handle the multi-step process of getting neutrals, you either get them or you don’t. However, rolls on the diplomacy table are more likely to get minor neutrals than major neutrals.
An interesting question is what to do if you gain the support of a major neutral that is already allied with your opponent. Does it?
- Have no effect
- Go back to neutrality
- Flip immediately to the new alliance
All of these are interesting possibilities.
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RE: "East & West" by Imp Games - Discussion
@The-Janus Your MSpaint version is good starting point for me.
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RE: "East & West" by Imp Games - Discussion
@The-Janus said in "East & West" by Imp Games - Discussion:
@RogerCooper said in "East & West" by Imp Games - Discussion:
My plan is to starting by implemented East & West rules on an existing map and then using the East & West map, thereby creating two mods. I see people have tried the Classic, Revised and Global maps. I was thinking of the Anniversary map or the Big World map from TripleA.
As was mentioned here and there a few times, it appears to me that the map most closely resembles Xeno Games’ World at War (particularly the delineation of sea zones); if a map and/or module exists somewhere for that game, that would probably be the best place to start. Otherwise, of the A&A maps I’m familiar with, I’d say Revised is probably the closest; the ruleset obviously most closely resembles Classic, but there are also a few W@W-isms.
My hunch is that some of the technologies (and maybe the spying) will be the hardest to implement; the other hang-ups (also mentioned earlier in this thread) would be not allowing allies to land planes in newly-captured territories, as well as the ‘universal’ infantry placement rule. Also, tanks being able to move on non-combat and combat movement is pretty unique, for A&A; the submarine rules were also a bit of a stumbling block, since they’re not entirely clear.
Were there any specific rules questions you had about E&W?
There is World at War mod for TripleA, but the map does not resemble East & West.
The tech rules and the espionage rules would not be possible to implement in TripleA. What I was thinking of doing was using the WW2V3 (Anniversary Edition) tech model and giving some free tech tokens out to each nation.
You would select the type of advance you are looking for. Each of technologies would be padded with free units to prevent overly fast advances. For example,
Submarine Technology
- Snorkels (subs immune to air attacks)
- Nuclear Power (subs move 3)
- Cruise Missile (subs bombard at 2)
- Receive 1 free submarine
- Receive 2 free submarines
- Receive 3 free submarines
Spies would be implemented as a technology list. The diplomacy would have all 3 major neutrals and the 14 minor neutrals. If you receive that “tech”, you gain control of the neutral (as long as it still is neutral).
I would implement nuclear weapons using the rules from the “The Grand War”.
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RE: "East & West" by Imp Games - Discussion
I have started on creating a mod for TripleA based upon East & West. You can follow my progress at https://forums.triplea-game.org/topic/4059/a-new-year-and-a-new-mod?_=1738631120040
My plan is to starting by implemented East & West rules on an existing map and then using the East & West map, thereby creating two mods. I see people have tried the Classic, Revised and Global maps. I was thinking of the Anniversary map or the Big World map from TripleA.
Any assistance or comments would be appreciated.
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RE: Axis & Allies and Zombies Q+A
Some rules questions
1. Do Zombies stop Blitz moves?
2. If you are attacking zombies, does the 6 (zombie) roll count for kills as well as the usual roll?
3. If the defender is destroyed and there are only attacking planes and zombies left, is there still 1 round of anti-zombie combat with just planes?
I would expect the answer to be yes for all of these, but the rules are a bit vague.
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Axis & Allies Mini-Convention in New York City on 5/21/16
From 9AM to 11PM in Grace Episcopal Church in Whitestone. For details http://www.meetup.com/Long-Island-Axis-Allies-Meetup/events/230029415/
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RE: Axis and Allies 1914 FAQ/Question and Answer Thread
Can income be collected from contested areas? If yes, what if a neutral area is attacked but left contested.
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RE: Latest Patch and Utilities for Hasbro Axis and Allies CD-Rom 1998
I would like to post the videos from the old Iron Blitz game, but the seem to be in an unusual file format (mgf). Does anyone know how to read them.
I have posted the files at the bottom of the following page http://www.rogercooper.com/AxisAlliesTriple-AComputerVersion.htm.
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Long Island Axis & Allies Meetup (NYC Residents welcome)
Next meetup Sunday 7/25 at The Game Table in Mineola. Close to Northern State Parkwy (Grand Central Parkway). Accessible by Train or Bus. For details see http://axisandallies.wikia.com/wiki/Long_Island_Axis_%26_Allies_Meetup
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Axis and Allies Wiki Reaches 800 Articles
The Axis and Allies Wiki has reached 800 articles. Please contribute.
Most of the material is TripleA-oriented, but some also applies to the boardgame series.
I am particularly looking for strategy articles involving individual scenarios. Put your scenario design tips in the Scenario Design article. Finishing the rules comparison would be useful.
Please write your articles.
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RE: Two Ideas for the Allies. What do you think?
My group has found that all the clever ideas for the Allies fail. The Japanese fleet can use the political rules to be in position to launch a devastating attack on T3 against the American fleet. Large air fleets are deployed in Vietnam and Caroline islands. Transports and Carrier are build for additional flexibility.
The Japanese can use their superior starting forces and central position to strike at will. The Japanese have a number of avenues of attack:
1. Smash China
2. Push into India
3. Take the Dutch East Indies (vital for the income flip)
4. Invade Australia
5. Hit the US fleet where ever it is hiding
6. Take San Francisco
7. Take HonoluluAlthough Allies can counter some of these, they can’t counter all of them at the same time.
If the CW forces make a maximum effort in the DEI, the Japanese can hit their weakened home areas. If they don’t make a maximum effort in the DEI, the Japanese can swiftly take them from the CW, leaving the UK with little income with the eventual fall of Asia.
If the US tries saving money or dispatching aircraft to the SW Pacific, the Japanese can hit San Francisco. If the US defends San Francisco, the Japanese aircraft in the Carolines can be used to support an attack on Australia.
If the Allies save the US fleet by moving it to New Zealand (and combining it with CW forces), the Japanese take the DEI and threaten San Francisco and Australia.
If the each Allied power launches a separate local attack, the Japanese can defeat them in detail.