Total World War: December 1941 3.0.0.6
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@redrum Hey, no problem, it’s such a great game that there’s bound to be little imperfections. That said, including a little warning in the game notes or within the program would be handy to wake players to this issue. When you play, do you manually override the casualty selection? If so, how do you judge whether a defender would (say) prefer to lose a unit with 1/12 targeted plus 1/12 defence versus another unit with 3/12 defence? Has anyone done the stats?
I’ll try to find an example of the other thing in due course.
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Separate question: a 3-move truck can in theory move one object to the next territory and then go back and collect a second, effectively hauling twice its capacity. Is that regarded as reasonable (trucks can certainly do multiple journeys in real life) or is it seen as an exploit?
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@mattbarnes Most override the automatic selection. When playing over PBEM/PBF, most players will just ask for an Order Of Losses (OOL) if it isn't obvious what the defender would like to choose. Different players have different preferences as sometimes you want to keep those AA guns to try to kill an extra plane for keeping an infantry that has more overall strength.
Trucks can land transport multiple units in the same turn. That is completely legal.
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Trucks can land transport multiple units in the same turn. That is completely legal.
Can you please add a line in pos2 to make this officially supported this way? This is how the engine works at the moment, and I surely like this behaviour (as it makes for more advanced and realistic logistic possibilities), but, based on the rules, it might be argued that a land transport should be able to transport only 1 unit per turn (so, at any point, someone might, then, enforce such a limit, potentially damaging games relying on the current behaviour).
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@Cernel To be clear, it doesn't actually matter for the basic games (the two v3), as the land transport doesn't have the movement needed to transport more than 1 unit, anyways. So here I'm talking purely for custom maps, though the matter can be argued upon by extrapolating the wording out of the Anniversary rulebook.
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curious what the current thinking in terms of bid for this map is.
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having trouble understanding the mixed fleet sub defense penalty, it doesn't seem to effect the sneak attack roll or any other ship.
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@ubernaut If subs are paired with surface ships then the subs have 0 defense (they received negative support).
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@redrum not seeing that in this battle
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@ubernaut Hmm there is definitely a bug as the subs are showing they should be at 0 along the top but are rolling for 2s. I wonder if its because you have improved subs or if this happens without the tech as well.
Thanks for reporting this if you find any more info around it let me know as I'll have to take a closer look.
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@redrum i swear ive seen the same thing happening with standard subs but ill keep my eyes out

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should neutrals be able to amphibious assault?
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@ubernaut Not sure but my assumption is because they don't have techs that they can't.
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@redrum engine allows it, at least with brazil
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should you be able to move a material the round you capture it? engine seems to allow that but also seems to go against all the other rules for waiting a turn after capturing something before you can do anything with it.
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@ubernaut No, its an engine bug (player enforced rule). @Hepps confirmed that you shouldn't be able to transport materials the turn they are captured just like you can't move a truck the turn its captured.
Reference (ran into this same thing in a game vs Gully): https://forums.triplea-game.org/topic/1284/tww-3-0-0-4-gully-ax-vs-redrum-al/118
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On amphibious assault with Brazil; iirc something was put in so that all alliable minor nations (brazil, turkey, etc) can do amphib assault.
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