Roger's Scenario Thread
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Ok I played more and it is basically WW1 Entente vs Central Powers dynamic. As the Sturlungs have to hold out heavily and secure the Northwest peninsula before you push back. I'm curious of making a mod of this that implements better unit balancing, better movement, less insane stacking, unit resource limits/costs, and maybe new units (maybe catapults and pikemen could be added?). Also try to make objective base for obvious reasons
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@board-3659 said in Roger's Scenario Thread:
Ok I played more and it is basically WW1 Entente vs Central Powers dynamic. As the Sturlungs have to hold out heavily and secure the Northwest peninsula before you push back. I'm curious of making a mod of this that implements better unit balancing, better movement, less insane stacking, unit resource limits/costs, and maybe new units (maybe catapults and pikemen could be added?). Also try to make objective base for obvious reasons
This war was fought by part-time soldiers without specialized equipment. The largest battle involved fewer than 3,000 men total.
If you want to try to simulate it, most military units should be immobile. Mobile forces should have an upkeep cost. There is no justification for pikeman and catapults.
Give a mod a try. It should not be hard to come up with something better.
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@rogercooper said in Roger's Scenario Thread:
There is no justification for pikeman and catapults.
Could "pikemen" picture spearmen armed with two-handed spears (like the "atgeir") as opposed to spearmen armed with one-handed spears and shields, or do you tend to think that virtually all Norsemen used shields and one-handed spears and never two-handed ones? If having two-handed (shieldless) spearmen, how to call them if not "pikemen"?
Off-topic, regarding a game of mine: do you think that immobile infantry is a must-have in a XII century European game? For example in France. I'm very undecided whether to have all infantry being mobile (like in most TripleA games) or to allow for immobile infantry at lower upkeep costs.
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@cernel said in Roger's Scenario Thread:
Off-topic, regarding a game of mine: do you think that immobile infantry is a must-have in a XII century European game? For example in France. I'm very undecided whether to have all infantry being mobile (like in most TripleA games) or to allow for immobile infantry at lower upkeep costs.
Yes if you want to make some effort to simulate pre-modern warfare, immobile forces are a must. Otherwise, the result is WW1 with different unit images. Combine that with stacking limits, limited combat rounds and multi-hit fortifications with limited repair and you should get a pre-modern war of sieges with occasional battles.
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@rogercooper honestly shouldn't a Sturlung War game be based off raiding and by raiding more (taking territories, winning few battles, destroying infrastructure, etc) you get points and your trying to reach the highest quantity (or a certain limit)
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@board-3659 said in Roger's Scenario Thread:
@rogercooper honestly shouldn't a Sturlung War game be based off raiding and by raiding more (taking territories, winning few battles, destroying infrastructure, etc) you get points and your trying to reach the highest quantity (or a certain limit)
Yes, but I don't see how to make that work in TripleA engine.
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Name World War II Europe 1940 2nd Edition
Description World War II in Europe starting in 1940
https://axisandallies.fandom.com/wiki/World_War_II_Europe_1940_2nd_Edition
Good Points
- Balanced
- Easy to use poltical rules
Bad Points
- Can get stalemated
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@rogercooper maybe get points based on TUV destroyed (similar to how you get leadership points each time you take off 100 TUV from the opponent). Just an idea
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@board-3659 said in Roger's Scenario Thread:
@rogercooper maybe get points based on TUV destroyed (similar to how you get leadership points each time you take off 100 TUV from the opponent). Just an idea
What mod has you getting leadership points by killing TUV?
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@rogercooper Civil War: A House Divided ... you get Leadership points after killing 100 TUV. You do that to buy generals which cost 2 (sort of meant to replace the dead generals you likely get as the civil war goes on)
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Game New World Order 1939 Lebowski
Description World War 2 in Europe starting in 1939 on the New World Order map
https://axisandallies.fandom.com/wiki/New_World_Order_1939_Lebowski
Good Points
- Balanced
- Conflict all over the map
Bad Points
- No victory conditions
- Ahistorical sides and all powers are active immediately
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Name Charles de Gaulle 1939
Description World War 2 starting in 1939 on the Global Map, with detailed rules for neutrals
https://axisandallies.fandom.com/wiki/Charles_de_Gaulle_1939
Good Points
- Detailed rules for neutrals
**Bad Points
- The Germans have trouble putting pressure on the Russians, as they lose time dealing with Poles and the French
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Name WWIIv3 1940 - 11 Nations Mod
Description World War 2 in 1940 using the Anniversary edition map with many small nations added.https://axisandallies.fandom.com/wiki/WWIIv3_1940_-_11_Nations_Mod
Good Points
- Balanced
Bad Points
- The smaller nations don't have much to do
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Name 41 Oztea Militia
Description World War 2 starting in 1941 on the Global Map with militia units
https://axisandallies.fandom.com/wiki/41_Oztea_Militia
Good Points
- Reasonably balanced
Bad Points
- Militia units have little effect on the game
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Name Classic: Anzio
Description Classic game with some optional rules
https://axisandallies.fandom.com/wiki/Classic:_Anzio
Good Points
- Simple and fast-playing
Bad Points
- An uphill struggle for the Axis
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Name Axis General 1939 V2.0
Description World War 2 in 1939 on the Big World map
https://axisandallies.fandom.com/wiki/Axis_GeneralGood Points
- Reasonably Balanced
- Uses AA50 rules
Bad Points
- No victory conditions
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Name Conquest of the World
Description Risk implemented in TripleA
https://axisandallies.fandom.com/wiki/Conquest_of_the_World
Good Points
- A TripleA version of a well-known game
Bad Points
- The parts of Risk that make it interesting (army sets & multiple attacks) are not implemented
- The lack of capitals makes for weak AI play