@the-janus said in "East & West" by Imp Games - Discussion:
@tacojohn Did you ever consider porting E&W back onto the Classic map? I know it at least crossed my mind.
East & West using the Classic map, in TripleA
I’ve been poking around with this idea a bit recently, and I’ve had a few playthroughs just to see how things work. Here’s what I’ve come up with, so far:
Interestingly (for some reason unknown to me) when you go into the edit mode for Classic, you’re able to add both destroyers and artillery – but I haven’t found a way to purchase them (not that I’ve dug deeply into it.) My first thought was to replace each heavy armor with 2 artillery, however since they can only move 1 space, I changed that to 1 armor + 1 artillery instead.
With attack and defense of 3, destroyers are a close enough approximation for cruisers in E&W, except that they don’t bombard. I played a game or two using a straight 1:1 conversion, and I found that having the NATO destroyers just dotted all over the Eurasian coastline with nothing to do was… kind of boring.
I think they’re still useful as Soviet units, but for NATO I’m leaning towards this conversion:
- Wherever there would be a NATO cruiser in the starting setup, instead put a battleship
- Wherever there would be a NATO battleship in the starting setup, ADD a destroyer
What this does is a) gives “cruisers” the ability to bombard, and; b) makes battleships “2-hit” (i.e the destroyer represents the 2nd hit)
Gentlemen’s agreement: To better simulate 2-hit battleships, you might want to institute a rule where the battleships have to be taken as casualties before destroyers, or something similar.
Playing it this way means that the sea zones with battleships are a little bit beefed up, in terms of the dice they can roll; my first thought to offset this was to give the USSR super subs – but I haven’t tried that out yet. I might have to tune it down to where only one of those two substitutions is used, but not both.
The idea was to keep all of the units on the board, somewhere. It is actually fairly straightforward, for the most part, so I’ll only list the more tricky ones:
- Iceland: 3 inf, 1 ftr (US) are moved to UK; 1 sub (US) is moved to East Canada SZ; 2 inf (UK) are moved to East Canada
- North Sea/Ireland SZ: 2 trn, 1 crz (US) are placed in the UK SZ; 1 sub, 1 crz, 1 BB (UK) are placed in the East Canada SZ
- Germany: All starting NATO units from West Germany as well as all starting Soviet units from both East Germany and Yugoslavia are placed into this territory; this means there will be a battle in Germany right at the combat phase of Russia’s turn.
- Eastern Europe: Likewise, all starting NATO units from Greece as well as all starting Soviet units from Poland and Romania are placed into this territory.
- Ukraine SSR: Combines units from the territories of Ukraine, Belarus, and Baltic States; this is so that the infantry that would be in Baltic States are still far enough away that they cannot reach Germany or Norway-- as would be the case in E&W
- Soviet Far East: Combines units from the territories of Kamchatka and Eastern Siberia
- Manchuria: all starting NATO units from South Korea as well as all starting Soviet units from North Korea and all starting Chinese units from Manchuria are placed into this territory. Do not add 6 extra Chinese infantry (which normally would be moved into North Korea on the Soviet turn.) The Chinese transport off Manchuria is instead placed off of Kwangtung
- Chinese territories: Sinkiang should be directly converted, without any other territories added to it; Jiangsu and Hunan units are placed into Kwangtung, and all units from all remaining Chinese territories (except Manchuria) should be placed into China.
- Western Europe: all territories and units which would belong to WE are instead given to the UK; Portugal’s 1 inf is put into Gibraltar
- India: Combines units from the territories of Pakistan, India, and Burma
- French Indochina: Combines units from the territories of Indochina and Singapore
- Eastern Europe
- Karelia SSR
- Ukraine SSR
- Kazakh SSR
- Yakut SSR
- Soviet Far East
- West Canada
- East Canada
- Western Europe
- Finland Norway
- Southern Europe
- French West Africa
- French Equatorial Africa
- Kenya Rhodesia
- South Africa
- French Indochina
- New Guinea
- Solomon Islands
- New Zealand
- Caroline Islands
- Wake Island
- Hawaiian Islands
- West US
- East US
- West Indies
Mechanics specific to TripleA
So, in the ‘edit mode’ you are actually able to change the alliances (i.e “Change Political Relationships” option) however, you only have an ‘allied’ and a ‘war’ option. You can also edit in techs, so the obvious thing to do is give Industrial Technology to Russia, for those classic 2-IPC infantry.
The way I’ve been playing is to having Japan allied to the USSR, and making all of China’s territories “Japanese”-owned. This allows the USSR to move freely through them; I find it’s helpful to set Japan as a “Does Nothing (AI)” before starting the game.
Now, the problem I’ve had with this setup is that whichever side you put Germany on, as soon as that side liberates the German capitol from the enemy, all German-owned territories that the liberating power controls automatically revert back to German control. The same kind of thing happens if the USSR liberates Japan.
Gentlemen’s agreement: Basically the way I’ve worked around this limitation is by treating Germany as a “no man’s land” that is always under Soviet control. You might want to stipulate that no units are allowed to end their turn there.
The alternative way to fix this is to just manually correct the territorial ownership in the edit mode, whenever a capitol changes hands.
One other thing of note is that, even if you edit in extra “PUs” for a country which does not control their capitol, they cannot purchase units – even if they control an industrial complex. (This is why my initial idea of having a fully 2v2 game doesn’t work – the best you can manage is to have China attack on its own turn, until it runs out of units. The same is true for having WE as a separate power – and their naval units become really useless, real fast that way.) I suppose you could just manually edit in purchases/placements at the end of the turn, but that’s getting overly kludgey for my tastes.
Another thing to keep in mind is territory ownership. If USSR takes Finland Norway, and then the US liberates it, the US will get ownership and not the UK – because the game still codes the territory as being German, I guess? Likewise, the Chinese territories can get eaten up by the USSR, if NATO conquers them first.
There is no mechanical way to prevent NATO from attacking China, so you’ll have to decide beforehand if this should be allowed or not.
Another way to play it would be to just make all of China’s territories Soviet territories, but have ‘neutral’ units there, defending them – particularly if you’re going to allow NATO to attack China anyway. This does give the USSR a bigger economy, though.
I haven’t been playing with any institution of “neutral armies” although there’s nothing stopping you from editing those units onto the map if/when they are attacked. Keep in mind, there’s no way around the 3 “PU” cost, when invading neutrals – aside from manually editing territory ownership.
Since originally-neutral territories are all worth 0 (and I haven’t found a way to edit that, if there is one) the only neutrals I’ve bothered invading as the USSR are Persia and the suez canal territories. Again, how you handle neutrals is a matter of how closely you want to hew to the original E&W rules.
With this setup involving hostile units starting in the same territories, it’s important to note that (for whatever reason) TripleA has it so that you can’t move ground units out of contested territories and into enemy territories, on the combat move phase. You can, however, move units between the contested territories (i.e. Germany and Eastern Europe.) This means that Soviet units in Germany cannot attack Western Europe or Southern Europe on turn 1, and units in Eastern Europe also cannot attack Southern Europe on that turn. Soviet fighters in those territories still seem to be able to be moved freely.
I might just be doing it wrong, but as far as I can tell, the ruleset in TripleA does not allow for the “Tokyo Drift” maneuver to work reliably. This may be due to sub rules, or some interaction with destroyers – I haven’t really nailed it down.
It’s also important to remember that there’s no aerial retreat from amphibious assaults, and also tanks cannot move after combat so be careful about where you strand them. (Again, unless you want to overrule this with editing.) Likewise, defenders hit by naval bombardment from battleships still get to fire back, unlike in E&W; this relative nerf is a reason I felt it was ok to use battleships in place of cruisers, straight up.
Probably the biggest change is that you cannot place infantry everywhere. Again, any ICs that are hard-coded in as “starting” ICs have no placement limit – but for their original owner, only. Any ICs that you edit in or purchase later on are limited to the value of the territory, as far as how many units they can produce. This means that the USSR has to spend a lot more turns walking forward, whereas the UK can almost max out placement in “France” and “Italy” – the drawback being it’s a lot harder to defend India. Likewise, the US has a lot harder time getting ground units into the Pacific theatre; you’ll have to decide whether you’ll want to add ICs for NATO, or make them have to purchase more.
Anyways, I’ve been having fun playing E&W this way; it’s a neat little scenario and it plays a bit quicker than regular E&W/Mapview, despite typically taking a lot more rounds to finish. It’s also a handy way to test out certain ideas/strategies, particularly w/r/t supply pipelines and such.