Axis & Allies & Zombies & TripleA


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    I have opened and played the Axis & Allies & Zombies (AAZ). Leaving aside the Zombies for now, AAZ is similar to AA41 (World War II v6) with a bit more detail. There are some minor rules changes most of which are easily supported in TripleA. There are now Recruitment Centers (Infantry-only factories) in India & China, which I think adds something to the game.

    The Zombies themselves would be tricky to handle in TripleA. Zombies basically act as infantry, put they only conduct 1 round of attack on their own. In a 3-way battle Zombies target both players and vice versa. Zombies can only control territories it there are no human units there. To support all the Zombie rules would require significant changes to the TripleA engine.

    Zombies can be placed by Zombie cards (easily handled by TripleA as random events) but are also created when infantry are killed in battle.What is really needed is a unitDestroyed trigger. This would be useful other scenarios as well.You could have destroyed units be replaced by partisans, give money to either side or even result in triggered victory.


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    There are some other interesting aspects about this game:

    • Tech development especially to fight Zombies (optional)
    • Reworked turn order plus added phases (for the 1941 scenario)
    • Special cards and setup as well as added phases for 42SE (v5)


  • Is this in work? I have the new board game but would love to see it online too.


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    @tookarook said in Axis & Allies & Zombies & TripleA:

    Is this in work? I have the new board game but would love to see it online too.

    I don't think so, and likely it should not stay in Maps & Mods, since this is not a TripleA game.

    Maybe we should add another forum section for talking about any non TripleA wargames out there.

    For now, I'm moving this to "Feature Requests & Ideas", as that should make at least clear that this is at most wish list, tho I don't actually think it fits very well there, either.


    This game has a lot of great features that would add a lot of potential. I'd especially like that some units are able to target only a restricted number of other ones, in particular being able to limit some land units from being able to hit air units (currently there is something like that for submarines only, but it comes bundled with first strike and other stuff; you have to buy the whole package, and only for sea units).


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    @cernel I don't see this game be implemented directly into TripleA (except for the no Zombie variant), but there are 2 features which could be implemented and useful.

    1. A unitKilled trigger
    2. A generalized cannotHIt unit property

    A problem with a unitKilled trigger is that it needs to pass a location value to the action, which I don't think TripleA supports and might require more significant code changes.


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    @rogercooper What is a unitKill trigger?


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    @hepps said in Axis & Allies & Zombies & TripleA:

    @rogercooper What is a unitKill trigger?

    I thing @RogerCooper might be misunderstanding the rules, if not the way triggers work. My best guess is that he means adding zombies with triggers for as much dudes were killed in combat in a territory. However, this is not the way it works. The way it works is that the dead rise at the end of each combat round (while triggers fire only before or after phases), so the best way to do this, in my opinion would be expanding the option that changes a unit into another one when damaged to support also:

    • Changing the unit to another one when the unit reaches 0 hitpoints.

    • Defining a new owner for the new unit.


  • Donators

    @cernel said in Axis & Allies & Zombies & TripleA:

    @hepps said in Axis & Allies & Zombies & TripleA:

    @rogercooper What is a unitKill trigger?

    I thing @RogerCooper might be misunderstanding the rules, if not the way triggers work. My best guess is that he means adding zombies with triggers for as much dudes were killed in combat in a territory. However, this is not the way it works. The way it works is that the dead rise at the end of each combat round (while triggers fire only before or after phases), so the best way to do this, in my opinion would be expanding the option that changes a unit into another one when damaged to support also:

    • Changing the unit to another one when the unit reaches 0 hitpoints.

    • Defining a new owner for the new unit.

    I understand the AAZ rules. I don't think that the engine changes required for full support of zombies would be made, but it could be approximated with smaller changes.