Total World War: December 1941 3.0.0.6
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Hey everyone, I'm new here.
I was showing this truly awesome map to some friends of mine and suggesting we start a match of it.
There is something, however, that is confusing me: the dice rolls for combat. It seems to me that units do not roll individually as in Axis and Allies but rather add to each other. As an example, it seems having enough infantry to go over the 12 threshold will guarantee a hit and whatever is left over will be rolled for; or attacking with two German subs will give you one roll at six rather than two at three. Can someone clarify this for me? Is this how it's supposed to be?
Thanks!
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@Aidan Hi and welcome aboard.
The game is set to default to Low Luck.
If you want to play dice.... open a game... and select Map Options...

Then in that pop up menu click on the check mark for Low Luck...

Anything in that menu can be changed depending on how you prefer to play the game.
Have fun and feel free to ask any questions you want.
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Ah, that's what it was. Thanks bunches for the quick clarification!
Might I also ask, is the game designed more for low luck, or for dice?
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@Aidan That's a tougher question. The game was originally designed as a Dice game... but over the course the vast majority of players prefer LL.
I have played both ways and the game seems pretty balanced either way. Obviously with Dice there is way more variance, and since it can be challenging to find opponents to play using Dice it is also a challenge to determine just how balanced the game is playing that way. The biggest part of the equation is how all the "First Strike" units perform in dice since if you get lucky you can change the outcomes of battles pretty dramatically.
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@Hepps Thanks for your help.
I'm not sure which one I like better. I'll have to try it both ways.
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The only other thing I have considered for the game beyond what has already been discussed is the idea of adding a second Capital to Italy in Northern Italy.
This is mostly because it is historically accurate... as well as the Italians vulnerability to invasion when in truth a game could still be very viable to continue. (Unlike if Tokyo or Berlin were to fall)
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@Aidan even if you prefer dice which i tend to once ive gotten more used to a map at least if im not playing against others, just to add some unpredictability, you should try low luck enough to get used to it because it really teaches the math of this game a lot better than dice does.
i would maybe even suggest playing low luck on a simpler variation of the game before using it on TWW just because this map has a lot of bonus/penalty factors making it even harder to tell what's going on if you don't have all that in your head already.
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noticed that if you land more than one allied plane (at least of one type) in eastern szechwan one unit converts the other cause an error which forces the unit to be sacrificed, not sure if that's a bug but it seems like one.
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@ubernaut You are meant to only be able to L&L one aircraft per turn.
Since you cannot otherwise have units in Chinese Territories unless their Capitals have been lost... the second unit cannot be there and is thus removed.
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@Hepps i think it should warn you during movement phase (like carriers) instead of placement phase (when you can't do anything about it) then.
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I don't think a custom warning like that is possible as the removal is handled by custom triggers for TWW. You could have some sort of notification using conditions/triggers but that would have to fire at the end/beginning of a phase. So you could inform the player that they are losing the planes but you couldn't warn them before the phase is over.
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@redrum well it does currently warn you but it does so during the placement phase so there's nothing you can do even though the engine presents an option to change your placement.
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if an allied neutral liberates a territory with automatic unit placement should that not create the free units?
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@ubernaut Please specify what you mean or provide an example. I'm not 100% sure what you mean.
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playing with politics, turkey joins axis liberates syria and bagdad neither gave the bonus free units.
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@ubernaut Ah ok. Will look at it.
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@ubernaut I'm guessing the free unit triggers don't consider the neutral players.
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