Total World War: December 1941 3.0.0.6
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@LovePlayingAAA So they are just bunker'd down.
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what is this thing?
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This is the german "Reichsflugscheibe", I never got this weapon in my played games. How did you do this?
If correctly designed, it shoud have values 12/12/8 (aircraft). -
@ubernaut The reason is the triggers grant the free units after major player turns not neutrals.
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@redrum gotcha thanks!
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@LovePlayingAAA idk it appeared during one of my turns but then disappeared before the turn ended.
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@ubernaut it's just a little gimmick. Watch out for the land battleship!
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@wirkey ill keep my eyes out for it still don't know what i did to make that thing appear/disappear.
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@ubernaut nothing you can or can't do about, i just appears in a certain round.
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@wirkey ah gotcha thanks
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I played lots of games of TWW with option "Low luck off". Now I started for the first time a game with "Low luck on". The game plays completely different! Things I have done in the past like invading phillipines or brunei now don't work! But the japanese progress in china is better. Maybe you should be this in mind and place somewhere a hint in the manual "Designed for playing with low luck off"
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@LovePlayingAAA I think the transition between Dice & LL is not something I want to tackle. The initial strategies are not that different other than how much or how little you throw at specific targets.
The game right now is balanced towards the LL . If you have been playing Dice... you may want to hook up with @redrum so that he can add some qualifying comments to the game guide.
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I think the AT & AA units are overrated in this version. Before they only acted in first combat roll but now they act in all.
Recently in the first round in a combat in the east of Ukraine a powerful attack that included 2 tanks and a mechanized infantry unit were eliminated by German TA rolls in the three combat rolls that lasted this one (aside a plane when the last tank was destroyed after acting the AT). From experience I know that a good part of Russia's fate in the game depends on the result of its initial attack in the first round. Except for Orel-Kursk, all territories occupied by Germany have an AT (in addition with improved technology). If you wanted to improve the AT you could give +1 in attack and defense values ββin regular combat rolls for example.
On the other hand and in another game a US attack in the Caroline Islands 2 naval fighters were killed by the piece of Japanese AA in the first two combat rolls making it impossible. Therefore, the US fleet was left, after finishing the fight, totally unprotected against a possible attack by 8 Japanese naval fighters in the next round as it lacked enough air protection (attached saved below). Without the American Pacific fleet Japan wins, it's only a matter of time.
I do not believe that two simple minor units should have the power to decide the fate of an entire army and even a long-term game due to a hugely successful combat roll.
I admit that I did not know this new rule but I think that before they were better configured when they only acted before the first round of dice.
If so then also the destroyers and bombers should have that same rule with depth charges against submarines. for example.
It is my opinion only.
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@Josemi-L Curro, is that you? If you can't live with the possible outcome of that attack, don't make that attack. Giving ATs +1 in attack and defense would just make them another random unit. It's their ability to inflict possible devastating losses.
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@Josemi-L I think that with any changes to a game... there is going to be a learning curve associated with changes to unit performance.
That being said... I think that the two examples you provided are both statistical anomalies while also being great examples of how these changes are an improvements over previously ineffective units. These changes were designed to add a certain level of unpredictability to an otherwise purely mathematical game while using LL. These "potentially" battle changing results is what they were meant to reflect... units of reasonably limited usefulness but with the potential to be highly effective under the right circumstances (and with some luck on your side).
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@ubernaut LOL wait til you see the other surprise unit!
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@Hepps assuming i make it that far japan and russia both are in bad shape in my first semi-serious run at this map.
this map has a lot going on.
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something that seems odd to me is that if you have a small group of subs and transports you can have subs getting 4 attack versus scrambling planes.