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    FirstStrike and multiple land battle rounds

    Map Making
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    • TorpedoA
      TorpedoA last edited by

      If i want to have only one singular instance of FirstStrike happening, i would have to put the land battle round down to 1, which leads to the absence of reatreat and stalemate.

      Any idea what i could do?

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        beelee @TorpedoA last edited by

        @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.

        TorpedoA 1 Reply Last reply Reply Quote 0
        • TorpedoA
          TorpedoA @beelee last edited by

          @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.

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            beelee @TorpedoA last edited by

            @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.

            TorpedoA 2 Replies Last reply Reply Quote 0
            • TorpedoA
              TorpedoA @beelee last edited by

              @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.

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              • TorpedoA
                TorpedoA @beelee last edited by

                @beelee
                Here it was stated multiple times. https://forums.triplea-game.org/topic/2514/idea-change-ll-neutralized-subs-roll-with-main-combat-roll

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                  beelee @TorpedoA last edited by

                  @TorpedoA ahh yea, i misunderstood you. I was thinking v3

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                  • TorpedoA
                    TorpedoA @beelee last edited by

                    @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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                      beelee @TorpedoA last edited by

                      @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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                        beelee last edited by

                        so you need to add that to the unit otherwise it won't

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                        • TorpedoA
                          TorpedoA @beelee last edited by

                          @beelee What? AA with casualties firing back? 😲
                          That would be awesome.

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                            beelee @TorpedoA last edited by

                            @TorpedoA yea I'll post an example in a few

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                              beelee last edited by

                              @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

                              TorpedoA 2 Replies Last reply Reply Quote 1
                              • TorpedoA
                                TorpedoA @beelee last edited by

                                @beelee But you cannot select casualties for yourself right?

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                                • TorpedoA
                                  TorpedoA @beelee last edited by

                                  @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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                                    beelee @TorpedoA last edited by

                                    @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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                                    • TorpedoA
                                      TorpedoA @beelee last edited by

                                      @beelee LL here, so it could be slightly different situation and unit options also.

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                                        beelee @TorpedoA last edited by

                                        @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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                                        • TorpedoA
                                          TorpedoA @beelee last edited by

                                          @beelee
                                          Does the AA phase then take place before AirBattles too right?

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                                            beelee @TorpedoA last edited by

                                            @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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