Total World War: Strategy Guide
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@crazyg Yeah, I'm trying to minimize abbreviations so good catch on RC. I get that it doesn't have to be perfect and if it gets a little out of date then for new players it isn't that big of a deal though I'd like it to also be useful to mid level players that have played a few games but are struggling. I think for more detailed examples of first turn attacks/moves/production a save game is more useful then typing it all out (which I'll probably look to include). This is meant to give general direction for early/mid/late game so players have a sense of priorities/objectives.
I tend to recommend production over special warfare for newer players especially for the weaker powers as new players tend to struggle with remembering materials. For some of the minors, it could be worth just specifying what to build like your example given they are so limited but it would be fairly difficult to be that prescriptive for say germany/japan/uk beyond the first turn or 2.
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All your considerations are very wellcome! Many thanks!
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@redrum Looks good so far. Your explanations for china are concise and give good direction.
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Looks good, I particularly like the way you broke the down "objectives" by early, mid and late game.
This will be the most useful to a seasoned TripleA gamer who never tried TWW as well.
Then they can make their own calls as they see fit once they have an idea how the typical game evolves.
Once suggestion, maybe mention that when playing AI, that it will play radically differently from what your describing.
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Good work redrum!
I am currently studying the rules for TWW because I like the map and the idea very much.
Your strategy guide helps me a lot, and I am happy to read more about how to start as an Axis player and how the answer of the allies looks like. Keep up the good work! -
USA section added. Feedback welcome. I tried to just focus on a balanced approach so it could be relatively perscriptive and not overwhelming with too many options.
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Might be good to mention the lend-lease zone in queensland; letting the US give another fighter/turn to britain.
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@zlefin I considered it but most straightforward USA strategies only really use the Labrador L&L. Even most advanced strategies don't use the Queensland L&L zone much. Its just too far away to be worth it in most cases. So decided to ignore it for this guide to keep things simple.
BTW, are you an experienced TWW player?
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used to be pretty good awhile ago; haven't played it since I came back to triplea a couple months ago, so I don't know how the meta has changed since, and I haven't played with the 2.8 branch.
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@zlefin Ah, I don't think the meta has changed that much but 2.8 has a lot of cool features. Definitely recommend giving it a spin and if you're into PBEM/PBF then we could start up a game sometime.
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Thanks for continuing the guide, itβs a perfect tool for beginners, and a useful way to improve skills!!!
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Russia is up.
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@redrum Well written. Really covers the challenges facing Russia well.
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I really like how you mentioned buying artillery or tanks. I see newer players only building infantry (NWO style) which gives Germany way too much freedom.
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@redrum At some point... once you are done all the nations it might be helpful to reorganize them by either; turn order, or faction. Or both.
EG.
Germany
Japan
ItalyRussia
China
Britain
United StatesOR
Germany
Russia
Japan
China
Britain
Italy
United States -
@hepps Yeah, I'm open to re-ordering them to probably turn order. Though if I did that I'd probably add a little field to give a difficulty rating for each. And thanks for the image love.
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I added a bit about watching out for Italian can openers as well.
@Hepps I reworked some of the image placement and formatting. Open to suggestions.
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@hepps Hehe, he looks pretty wired. No more caffeine for Hepps.

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@general_zod Is that his Businessman of the world haircut?
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