@bluelionman said in Thoughts on playing TripleA / AI:
Besides in the board game Heavy Bombers got 3 dice, online (TripleA) it's 2 which is better as 3 is far two powerful.
Under V3 rules, you roll 2 dice per heavy bomber and hit only once if at least one of the two dice hits or use the higher of the two results for bombing raid damage.
How heavy bombers work in "Big World 1942 v3" is wrong if it is actually supposed to be V3 rules.
There are four problems with documenting techs in notes.
Our correct understanding of the rules may change overtime (because of clarifications from the rules makers or even official errata). This would require a program change, and, if each game has tech documentation in notes, one would have to update them all singularly or leave them outdated.
TripleA may (and actually does) implement the tech rules incorrectly, which would create the problem of whether in notes you should document how the game should work or how it works.
The game-maker may make mistakes in documenting tech in notes, which would create or add to the problem of whether players should try to play by the notes or as per what the program does.
Tech may create complex situations, so it is something for which it is hard to be clear and exhaustive.
However, I would agree that every game should provide the full rules-book for the game (which means fully documenting the techs too).
This said, you can find tech documented in some V3 rules games. For example, this is what you can find in the "World War II v3 1941" game-notes,
Technology *** Air/Naval Tech *** SUPER SUBS- subs attack at 3 JET POWER- fighters attack at 4 IMPROVED SHIPYARDS- naval units are cheaper AA RADAR- AA hit on 2 or less LONG RANGE AIRCRAFT- aircraft range increased by 2 HEAVY BOMBER- roll 2 dice for each bomber attack *** Land/Production Tech *** IMPROVED ARTILLERY SUPPORT- artillery support 2 infantry ROCKETS- AA conduct rocket attacks for 1d6 damage to production (each factory may only be targetted once per turn by one rocket, and only 1 rocket in each territory may fire) PARATROOPERS- each bomber may carry 1 infantry into combat (must stop in first enemy territory it reaches) INCREASED FACTORY PRODUCTION- factories produce 2 additional units (if territory value is 3 or greater), repairs 1/2 price WAR BONDS- collect an 1d6 extra PUs each turn MECHANIZED INFANTRY- tanks may carry 1 infantry each for 2 spaces
and this is what you can find in the "WWIIv3 1941 Move-Buy-Move" game-notes.
Technology *** Air/Naval Tech *** SUPER SUBS- submarines attack at 3 JET POWER- fighters attack at 4 IMPROVED SHIPYARDS- submarine, transport and destroyer costs reduced by 1; cruiser cost reduced by 2; carrier and battleship costs reduced by 3 AA RADAR- AA guns hit on 2 or less LONG RANGE AIRCRAFT- aircrafts range increased by 2 HEAVY BOMBER- roll 2 dice for each bomber in attack, but use only the lowest one, and 2 dice for each bomber in bombing raids, but use only the highest one *** Land/Production Tech *** IMPROVED ARTILLERY SUPPORT- artillery support 2 infantry ROCKETS ADVANCE- AA guns conduct rockets attacks, with a range of 3, for 1d6 damage to production (each factory may only be targeted once per turn, and only 1 AA gun in each territory may fire) (AA guns conducting rockets attacks can't move) PARATROOPERS- bombers may carry 1 infantry each into hostile land territories only (both units must begin their movement in the same territory; the bomber can't make a bombing raid; the bomber must stop its Combat Move movement in the first land territory it enters that was enemy owned at start turn; if the attacked territory has only AA guns and no other defending units, the AA guns are automatically captured without firing; if the bomber is hit by AA guns, the infantry it carries is also destroyed; paratroopers alone have no way to retreat; if retreat is possible, paratroopers retreat together with all other retreating land units) INCREASED FACTORY PRODUCTION- factories produce 2 additional units, if territory value is 3 or greater; repair 1/2 price, rounded up WAR BONDS- collect 1d6 extra PUs each turn MECHANIZED INFANTRY- armours may carry 1 infantry each
As an example of what I was saying at point 2, you can notice that the "if the attacked territory has only AA guns and no other defending units, the AA guns are automatically captured without firing" rule for the "Paratroopers" is how the game works but not how the rules are supposed to work (The AA guns should actually be able to fire in this case too.).
I'd let @Panther check that what I wrote and pasted is all correct if he will.