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Recent Posts

  • Ok so after some further consideration and some valuable input from youz people, I have changed and adapted my vision for Africa and the Vichy Regime.

    These are not minor changes to the vision but represent a dramatic departure from the original design. Many of the components of the preceding design remain but have been altered or changed.

    0_1534621663876_New complete Vichy Africa setup2a.jpg

    All the established PU changes remain the same... Morocco +1 PU (2 total), Tunisia +1 PU (2 total), West Africa +1 PU (2 total), Nigeria +1 PU (2 total)

    The game starting German Protectorates 0_1534620199637_Protectorate.png are reduced to Morocco and Algeria. As long as both Protectorates remain, Germany will receive a free Material in Vichy France every turn.

    If either Protectorate is liberated by an Allied power the following will happen...

    A) The free Materials will be lost for the remainder of the game.

    0_1534621697715_New complete Vichy Africa setup2a post invasion.jpg

    B ) All Vichy territories on the Mediterranean (Vichy France, Morocco, Algeria, Tunisia, Southwestern Algeria, Southern Algeria) that remain under Axis control will become German Occupation Zones. All PU generated in these territories will be collected by Germany.

    D) All Production Facilities excluding Barracks will become German.

    E) Germany will now be prompted to pay 1 PU per vessel to attempt to prevent the scuttling of the Vichy fleet at Toulon. Germany will have a 2/12 chance for each PU invested to stop the scuttle attempt. Surviving units join the Kriegsmarine.

    I think these adaptations will make it a new and challenging prospect for both sides.

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  • @shonn said in Global Dominance:

    Given the large map and the span of turns it should take for a meaningful representation of the war I throw here a bundle of suggestions.

    More unit tiers of some type. Like 3 fighters plus jet fighters. TWW in comparison has the base, the improved tech and then the advanced unit. I'd simply make the 'improved' a new type of unit instead of boosting all the existing fighters. I see it as like (hurrican > spitfire > typhoon, or Bf109 > FW190 > TA152 type of thing). That can be done for planes, tanks, and in general costy units.

    I am not planning on adding any new tiers nor new intermediate (improved) unit types. While I would love a system where there were a cost to up-grade each existing unit that becomes "improved" when it ends its turn at an Aircraft Facility (for aircraft) or a Factory (for mechanical units)... there is not really a clean way to do that currently. Simply adding that to the purchase window would make for an even more daunting end of turn process.

    Garrison troops. 0 moving infantry that can be moved only like the AAs, by trucks and trains. Helps a lot to balance quiet sectors and not have the Allies have an early landing start in the first turns - that in TWW is completely ahistorical - or the overly active Chinese army.

    I toyed with this idea, but abandoned it. Does not mean it may not be resurrected... but at this point I did not see the value in the design.

    Not having Finland 'winterized' on turn1. Most of Axis troops there if not all of them (Germans included) had winter warfare equipment or were trained for - especially Finns. They should be able to move and the like OR if frozen the Soviets should not be able to make progress in the Finnish sector.

    Lots of things are different in GD. Though I really don't know in how many games the Russians are "active" on turn 1 in Finland.

    Japan Surprise Bonus - add some 'Kamikaze' units that can boost Japanese attack / soak losses in turn1, with some rule (via document) that can only be used vs UK and USA. That should help to mirror the fact the W.Allies suffered the brunt of the sudden attack.

    There will be no Kamikaze type units. There are some interesting new features for the J1 turn. Guess you will just have to wait and see. 🙂

    Coastal defence boats. I am not sure how you plan to handle them - but they could have like 0 movement by default and gain a +2 from ports or so? Or remain at 0 movement to defend the coasts where they're placed in (Think of torpedo boats, coastal gunships, monitors, and the like). It would also be nice to evaluate some 'airfield' alike movement bonus for ships in general.

    Lots of things going on in the naval warfare aspect. But there will not be any representation for small coastal vessels. In all games I have tried where they have added tiny combat vessels, they just become cheap fodder stacks. They just ruin naval combat in the same way that attacking with 2 aircraft carriers, 4 planes and 16 Sea Transports ruins a game.

    However, what I will say is naval movement is FAR more dynamic and that there are many new features that will make the experience very different.

    Doctrines technologies. Some troops can start with determined stats and simply being boosted up via techs to mirror warfare preparations. Ideally as manpower is added, in the grand scope there can also be the significant difference of quantity vs quality. Like - basic infantry can be 1-1-1 (attack - defence - movement) and through various techs (Infantry Tech I, Infantry Tech II, etc - be it a mix of improved equipment, training, doctrine) they ramp up to 1 - 2 - 1, then 2 - 2 - 1, then 2 - 3 - 1 and so forth.

    There are considerable changes to how the different Infantry groups operate and improve. All will be revealed in time.

    Thanks for the suggestions.

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  • V

    @general_zod You're right. Recruits are used as a mechanism to build other units only. @Mario-Rafael-Herrera-Vaca Recruits have to be regarded as a resource item only like iron or fuel. Recruits units are produced by Factories, depending on the maximum production unit value of a specific territory at the end of the round. They will be consumed by producing specific units. When @sneakingcoward first implemented the resource item "recruits" into World at War variant vXXX map and second in The Rising Sun variant vXXX map, gameplay became once more realistic. Both maps belong to TripleA maps that are state of the art. 0_1534581074462_wawtrs_postcard.jpg

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  • S

    Given the large map and the span of turns it should take for a meaningful representation of the war I throw here a bundle of suggestions.

    More unit tiers of some type. Like 3 fighters plus jet fighters. TWW in comparison has the base, the improved tech and then the advanced unit. I'd simply make the 'improved' a new type of unit instead of boosting all the existing fighters. I see it as like (hurrican > spitfire > typhoon, or Bf109 > FW190 > TA152 type of thing). That can be done for planes, tanks, and in general costy units.

    Garrison troops. 0 moving infantry that can be moved only like the AAs, by trucks and trains. Helps a lot to balance quiet sectors and not have the Allies have an early landing start in the first turns - that in TWW is completely ahistorical - or the overly active Chinese army.

    Not having Finland 'winterized' on turn1. Most of Axis troops there if not all of them (Germans included) had winter warfare equipment or were trained for - especially Finns. They should be able to move and the like OR if frozen the Soviets should not be able to make progress in the Finnish sector.

    Japan Surprise Bonus - add some 'Kamikaze' units that can boost Japanese attack / soak losses in turn1, with some rule (via document) that can only be used vs UK and USA. That should help to mirror the fact the W.Allies suffered the brunt of the sudden attack.

    Coastal defence boats. I am not sure how you plan to handle them - but they could have like 0 movement by default and gain a +2 from ports or so? Or remain at 0 movement to defend the coasts where they're placed in (Think of torpedo boats, coastal gunships, monitors, and the like). It would also be nice to evaluate some 'airfield' alike movement bonus for ships in general.

    Doctrines technologies. Some troops can start with determined stats and simply being boosted up via techs to mirror warfare preparations. Ideally as manpower is added, in the grand scope there can also be the significant difference of quantity vs quality. Like - basic infantry can be 1-1-1 (attack - defence - movement) and through various techs (Infantry Tech I, Infantry Tech II, etc - be it a mix of improved equipment, training, doctrine) they ramp up to 1 - 2 - 1, then 2 - 2 - 1, then 2 - 3 - 1 and so forth.

    read more