@barnee I will do that in a couple of days. Thank you for linking the guide
Posts made by thephalanx1453
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RE: [Global 1940] Looking for someone to test some house rules on TripleA
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RE: [Global 1940] Looking for someone to test some house rules on TripleA
@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. -
RE: [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.
@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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RE: [Global 1940] Looking for someone to test some house rules on TripleA
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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RE: [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\downloadedMaps -
RE: [Global 1940] Looking for someone to test some house rules on TripleA
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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[Global 1940] Looking for someone to test some house rules on TripleA
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