FirstStrike and multiple land battle rounds
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@TorpedoA You could try getting rid of first strike and use the "isAAforCombatOnly" . Set the "maxAAattacks" to how many rounds you want and the "targetsAA" to what you want it to hit.
It'll attack before normal combat and if it hits the target doesn't shoot back.
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@beelee Thanks.
The problem is that i wanted to go for FirstStrike to have casualties fire back.
AA doesnt allow that unfortunately.
I think then i go for 2 rounds and 2 First Strikes then.
Because i feel its odd to not have stalemate and reatreat option. Even though i am not sure why. -
@TorpedoA hmm... i don't think first strike casualties can fire back . If a sub hits, unless it's a two hit unit, it's immediately sunk.
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@beelee
I am not expert about rule sets, but at v3 you are right.
But i read recently that v2 destroyers allow casualties fire back. -
@beelee
Here it was stated multiple times. https://forums.triplea-game.org/topic/2514/idea-change-ll-neutralized-subs-roll-with-main-combat-roll -
@TorpedoA ahh yea, i misunderstood you. I was thinking v3
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@beelee In my mod, calvalry are my scramblers and first strike units. Charge as first strike.
And heavy spearmen or cavalry itself are my destroyers.
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@TorpedoA so i think you can have the targeted units fire back as well. With the combatAA thingy. So even if they get offed they'll shoot back. I do that with planes and ships AA. Once again those are V3 rules.
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so you need to add that to the unit otherwise it won't
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@beelee What? AA with casualties firing back? :astonished_face:
That would be awesome. -
@TorpedoA yea I'll post an example in a few
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@TorpedoA so here's a Tac Bomber targeting Battleship and Cruiser
<attachment name="triggerAttachment_PlanesTargetNaval" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
<option name="trigger" value="conditionAttachmentPlanesTargetNaval"/>
<option name="unitType" value="tactical_bomber"/>
<option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/>
<option name="unitProperty" value="isAAforCombatOnly" count="true"/>
<option name="unitProperty" value="attackAA" count="1"/>
<option name="unitProperty" value="attackAAmaxDieSides" count="12"/>
<option name="unitProperty" value="offensiveAttackAA" count="2"/>
<option name="unitProperty" value="offensiveAttackAAmaxDieSides" count="12"/>
<option name="unitProperty" value="maxAAattacks" count="1"/>
<option name="unitProperty" value="mayOverStackAA" count="false"/>
<option name="unitProperty" value="damageableAA" count="true"/>
<option name="unitProperty" value="targetsAA" count="battleship:cruiser"/>
<option name="unitProperty" value="typeAA" count="TacsTargetShips"/>
<option name="when" value="before:germansPolitics"/>
<option name="uses" value="1"/>
</attachment>And here's a Cruiser shooting it's AA at the Dive bomber
<attachment name="triggerAttachment_BBAndCAAA1" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
<option name="trigger" value="conditionAttachmentBBAndCAAA"/>
<option name="unitType" value="cruiser"/>
<option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/>
<option name="unitProperty" value="isAAforCombatOnly" count="true"/>
<option name="unitProperty" value="attackAA" count="1"/>
<option name="unitProperty" value="attackAAmaxDieSides" count="10"/>
<option name="unitProperty" value="offensiveAttackAA" count="1"/>
<option name="unitProperty" value="offensiveAttackAAmaxDieSides" count="12"/>
<option name="unitProperty" value="maxAAattacks" count="2"/>
<option name="unitProperty" value="mayOverStackAA" count="false"/>
<option name="unitProperty" value="targetsAA" count="fighter:Japanese_fighter:Russian_fighter:fighter_lr:Japanese_fighter_lr:Russian_fighter_lr:tactical_bomber:Japanese_tactical_bomber:Russian_tactical_bomber:tactical_bomber10:Japanese_tactical_bomber10:Russian_tactical_bomber10:flying_tiger:bomber:Russian_bomber:Japanese_bomber"/>
<option name="unitProperty" value="typeAA" count="BattleshipAndCruiserAA"/>
<option name="when" value="before:germansPolitics"/>
<option name="uses" value="1"/>
</attachment>There's some other stuff going on here, but they'll both shoot at each other before regular combat even if they get hit
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@beelee But you cannot select casualties for yourself right?
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@beelee https://forums.triplea-game.org/topic/2352/how-to-select-a-specific-fighter-as-casualty
I am reading now that rather recent post which you did commented on that aspect.
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@TorpedoA yea if you have more than one unit that can be hit, the defender will choose. You can have different"typeAA" but it'll only go so far before it'll overamps itself. If you want one unit to have two different "types" they have to have the same number of shots at each unit. Can't have one and then stack with the other, which would allow all attacking units to hit as opposed to only one.
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@beelee LL here, so it could be slightly different situation and unit options also.
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@TorpedoA yea so what I ran into was I wanted the Tac to be a sub hunter with as many shots as Tacs even if only one sub but only one shot Per capital ship as a dive bomber regardless of number of Tacs. i couldn't do both so just made it one per.
The DDs can shoot as many as there are against one sub though. But since the sub can also be hit by Tac, Dive Bombers will also attack it giving the defender the choice to take a sub hit instead of ship hit.
Not perfect, but adds a little more to uboat and naval battles.
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@beelee
Does the AA phase then take place before AirBattles too right? -
@TorpedoA yea pretty sure it does anyway. I'd have to check to be sure. I don't have any scenarios like that
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@beelee
Found this:
From user: Trevan in https://forums.triplea-game.org/topic/2118/should-the-sneak-attack-of-firststrike-unit-battle-steps-change-during-the-roundIn a battle round, there are 4 main firing phases in the code: AA, navalBombardment, firstStrike, regular. Any unit with isAA, attackAA, offensiveAttackAA, etc properties will be able to fire during the AA phase. Units with canBombard property will be able to fire during the navalBombardment phase. Units with isFirstStrike property will be able to fire during the firstStrike phase (originally these were only subs but now any unit can have this property). The rest of the units fire during the regular phase (this does include units that fired during the AA phase if they also have regular attack/defense properties).
Units that were hit in each phase are removed after the phase and can not fire back, unless certain options are enabled or certain situations are present. For the AA phase, I don't see any option that disables that ability. All units hit during the AA phase are removed from battle after the phase. In the navalBombardment phase, hit units can fire back if "Naval Bombard Casualties Return Fire" is true. In the firstStrike phase, it depends on whether a unit with isDestroyer is present.
So, if you have a battle with units with AA abilities, any unit that is hit by them is removed from the battle immediately after the AA phase. These units do not get to fire back. Even if they are isFirstStrike units. And since these units don't get to fire back, my question is: "Should they also still affect the firstStrike phase?"
I think now its like this: (please correct me)
There are 2 main seperate battles- Air battle (no unit support)
- normal phase
- Normal battle (unit support)
- AA phase
- bombard phase
- first strike phase
- normal phase
The only thing i dont know atm is if AA is supporable. Must look into it once more.
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