Well done!
[Global 1940] Looking for someone to test some house rules on TripleA
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UI:
changed Italian color to blue
changed Chinese color to greenOptional rule: Low Luck for combat, AA, bombing
Optional rule: Defender decides before every battle whether to use Low Luck or not for non-AA combat in that particular battle This was added as a middle ground between low luck and high luck. Problem with low luck is aircraft being too powerful in clearing out single infantry, and strafing attacks. This rule solves it. In practice, since defense is almost always at a disadvantage, defender will choose high luck most of the time.Combat Move Phase comes before Purchase and Repair Units Phase
no gameplay effect, for ease of play onlyNon-AA combat uses 12 sided dice
Notice all attack/defense values below are on a D12
Units not mentioned below have their attack/defense doubled to fit 12 sided dice
Units
Infantry fight at 1/4, increased to 4/4 with Artillery support
Halfed the infantry attack to 1d12, this makes artillery more sought after, and makes pure infantry buys a bit worse
Mechanized Infantry fight at 1/4, increased to 4/4 with Artillery support
Same as above
Fighters cost 11
Tactical Bombers cost 12
Strategic Bombers attack at 0 in naval combat, they can still participate, be taken as casualties, and kill undefended transports
No more long range transport sniping with bombers if transports are escorted with a single DD
Submarines fight at 3/3, cost 8
this makes subs convoy raiding units, and not fleet fodders. DDs should be fleet fodders. Subs are made to be better at convoy raiding below
Cruisers fight at 9/9
This makes a cruiser fleet tie with a DD fleet for the same IPC cost, while a mixed fleet is superior to both. DDs have anti-sub while cruisers have bombard.
Carriers have a capacity of 3
Buffed along with the other naval units
Battleships fight at 11/11
Makes them viable and worth their cost
Naval bases cost 10
To encourage more useAir Interception, note that following numbers are on a D12
Tactical Bomber, Strategic Bombers fight at 0/0
Fighters fight at 2/4
This makes defending against bombings more feasibleConvoy
Destroyers do not roll dice
Air units roll 1 dice
Submarines roll 3 dieNational Objectives
Japan’s Trade with America NO is worth 15IPC
to discourage from J1 attack -
I’ve incorporated the above rules into a TripleA module that I’ve made. IMO these rules make the game more interesting and make some units see more play, without adding extra units that are similar to existing units.
Some of the things I’ve noticed from self-play, among others:
Germany can no longer kill both British fleets on turn 1, it can only kill 1 of them.
All out Taranto attack is far riskier and less rewarding, which leads to a stronger Italy in the Med.
Japan benefits a lot from carriers having 3 capacity, but so do other naval powers.
I haven’t yet figured out which side as the advantage and what the bid should be with these rules.I’m looking for someone to play with these rules on TripleA.
Thanks for taking the time to read.
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Link to module
https://mega.nz/#!NJNgCKTI!zUsET42UNje_Ea030xwPH-HVXKK_nfVZpa2nVB4GlLw
To install
Download the zip and put it in …\Users\username\triplea\downloadedMaps -
PBEM preferred, as I’ve never played online nor by email, and tend to spend a lot of time taking a turn.
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sweet :) a couple clarifications:
Battleships fight at 11/11 ? A/D ? same as CAs 9/9 ?
Fighters escort at 2 and intercept 4 ? I’m thinking that’s it anyway. :)
Sounds cool. You can add your map to triplea under experimental and it will be easier for people to try.
https://docs.google.com/document/d/1FfF7N0srp9QG0_if5D-c1d1Aa1QTttdhxgm1GBh3pI4/edit
That’s for windows although most of it overlaps if on something different. I can do it with linux but don’t know anyone that use mac, although it can be done. I think : )
It’ll take some more time investment and even though git can be a little or a lot :) frustrating at first, it’s not overly difficult. All the changes you have modded definitely shows you can do it :)
That way people can just DL maps and bingo :) Seems pretty cool anyway. Doing some other stuff right now but hope to check it soon. D12 is the way to go for sure. Have always wanted to do that but…time :)
At any Rate Rock On !!!
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@thephalanx1453 said in [Global 1940] Looking for someone to test some house rules on TripleA:
Link to module
https://mega.nz/#!NJNgCKTI!zUsET42UNje_Ea030xwPH-HVXKK_nfVZpa2nVB4GlLw
To install
Download the zip and put it in …\Users\username\triplea\downloadedMapsI just DL. I will check out and if you want I can set up on git giving you access to change stuff. Basically I will transfer it to you. It will be your mod. You might have fun navigating git :) anyway.
Not trying to derail anything. Let me know if interested. Seems pretty cool. Worth checking out anyway :)
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@thephalanx1453 said in [Global 1940] Looking for someone to test some house rules on TripleA:
Optional rule: Defender decides before every battle whether to use Low Luck or not for non-AA combat in that particular battle This was added as a middle ground between low luck and high luck. Problem with low luck is aircraft being too powerful in clearing out single infantry, and strafing attacks. This rule solves it. In practice, since defense is almost always at a disadvantage, defender will choose high luck most of the time.
Yea I forgot about this one. How do you make triplea do that ?
I don’t think it can. You got it set on “Low Luck” but always preferred dice myself. Still some cool ideas : )
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You got a list of all pieces cost, Attack & Defense values with your changes ?
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@barnee said in [Global 1940] Looking for someone to test some house rules on TripleA:
sweet :) a couple clarifications:
Battleships fight at 11/11 ? A/D ? same as CAs 9/9 ?
Fighters escort at 2 and intercept 4 ? I’m thinking that’s it anyway. :)
Yes. Those numbers are all on a d12.
@barnee said in [Global 1940] Looking for someone to test some house rules on TripleA:
@thephalanx1453 said in [Global 1940] Looking for someone to test some house rules on TripleA:
Optional rule: Defender decides before every battle whether to use Low Luck or not for non-AA combat in that particular battle This was added as a middle ground between low luck and high luck. Problem with low luck is aircraft being too powerful in clearing out single infantry, and strafing attacks. This rule solves it. In practice, since defense is almost always at a disadvantage, defender will choose high luck most of the time.
Yea I forgot about this one. How do you make triplea do that ?
I don’t think it can. You got it set on “Low Luck” but always preferred dice myself. Still some cool ideas : )
I can’t make it do that, I just switch low luck on/off and load saves. I don’t mind dice only.
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@thephalanx1453 said in [Global 1940] Looking for someone to test some house rules on TripleA:
@barnee said in [Global 1940] Looking for someone to test some house rules on TripleA:
sweet :) a couple clarifications:
Battleships fight at 11/11 ? A/D ? same as CAs 9/9 ?
Fighters escort at 2 and intercept 4 ? I’m thinking that’s it anyway. :)
Yes. Those numbers are all on a d12.
I can’t make it do that, I just switch low luck on/off and load saves. I don’t mind dice only.
right on. Do you want to upload it to triplea via git ? You can continue to update it after you do. Probably get more players that way, even though it is easy to dl and put in maps folder. Most people are just click n go tho : )
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This correct ?
Inf C3 A1 D4 A4 with Art
Mech C4 A1 D4 A4 with Art
Art C4 AD4
Tanks C6 AD6
Figs C11 A6 D8
Tacs C12 A6 D6
Stg B C12 A8 D4 AD0 against naval
BB C20 AD11
CR C12 AD9
DD C8 AD4
SS C8 AD3
AC C14 A2 D4 3 planesMost of this works from my stand point. I can see where stuffs nerved but made up else where.
Inf A1 will it hurt Russia more ? No counter without Art and or planes
and will Germany be to strong with Art ?
BB, CR and DD still have room to lower costs.
DD strong but can’t raid.
Subs weak but better at raid.
Less Tank buys ?
Inf Art C7 AD8 8.33
Tank C6 AD6 2.00Good luck with your adventure here.
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@SS-GEN Tacs cost 12, other than that it’s all correct. Thank you.
Tanks and mechs are more valued for their 2 moves. Inf/art is more cost effective but much slower.
China is more reliant on buying artillery if they want to counterattack. Fronts with mostly infantry are more stable.
With one British fleet surviving, Germany has a harder time defending the West, but Italians are more powerful. -
@barnee I will do that in a couple of days. Thank you for linking the guide
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I edited the Tacs in list.
Is there still a bid ?
BB & CR shore shot at 11 and 9 ?
How many table top games have you played ?