World At War - Official Thread
-
I've enhanced flags maybe someone would like to adopt them.










































-
got bid purchse
but no bid placement -
@redrum said in World At War - Official Thread:
Here is the map thread from the old forum for historical purposes: http://tripleadev.1671093.n2.nabble.com/WORLD-AT-WAR-tp5862407.html
I cannot access this page nor find the old forum anywhere. Has it been deleted? Is the entire sourceforge TripleA forum gone? This would be a huge loss of information...
-
@cernel i was surprised it was still active recently i guess we'll always have the internet archive
-
How come some nations don't get access to trucks aka Mot. Inf aka the 1/3/3 for 5 unit?
-
play waw variants...here you get much more
-
@zlefin said in World At War - Official Thread:
How come some nations don't get access to trucks aka Mot. Inf aka the 1/3/3 for 5 unit?
It may be that only Sieg knows or knew the answer. I can tell you that every power is either able to purchase Mot.Inf or able to purchase Marine, and they were able to do so all the same before the version 2.0 of the game (we didn't make any changes here). Substantially, the game divides the powers into two groups: those which are able to purchase Mot.Inf but not Marine and those which are able to purchase Marine but not Mot.Inf. The former seem to be chiefly European/Atlantic powers and the latter seem to be chiefly Asian/Pacific powers.
-
@sneakingcoward said in World At War - Official Thread:
play waw variants...here you get much more
This is probably not a very good solution if he/she wants to play in the lobby because "World At War" is a very popular game there, whereas all variants of it are rarely if ever played.
-
I'm spectating a game (at regular options) played by two good players, and the Allies got a bid of 8, used to bid 4 infanty units more.
I've no idea myself if this means that the game requires a bid for the Allies to be balanced.
I know that some good World At War players affirmed that the game requires no bid.
One of the players made me notice that a bid of 8 could have been used to add a destroyer to the fleet next to Pearl Harbor.
I'm not a World At War player myself, so just letting any players draw their conclusions.
-
@cernel Personally, 4 inf in spread in africa could be used to prevent Italy from getting an aggressive foot hold there. Pearl harbor results in Japan having a single left over sub, no subs, or crashing a bomber. An extra DD there would likely guarantee no subs left or a crashed bomber. Overall not a huge net TUV gain and strategically not much different.
Generally no bid is needed, the dice rolls in the first round counter-act most bids that could be placed in any case. A really good World at War player perhaps favors axis. A super strong japanese push that secures the pacific by round 3 is just hard to defeat. There is a lot to that map, push and pull's everywhere and almost any front can get blocked or start to go bad.
Also, axis tend to be more fun to play. The first 3 to 4 rounds they are advancing and allies take a beating. Then allies come to their own and either have slowed axis down enough where they can push on more fronts than the axis can handle, or it evens out and the axis maintain and keep their edge.
-
@Cernel @LaFayette
WAW is the best. I haven't played enough games/opponents to know...it's so dynamic, even with optimal play. The only things set in stone are Germany goes after France first, and Japan goes after Dutch first. Some things I'm not sure about-
-how long AUS can hold out
-how overpowered UK stacking heavy bombers is in an equal-ish position
-'optimal' US strategy (east vs west) - right now US seems totally flexible in choosing where to go, depending on how the game unfolds. But given the relatively inflexible optimal Axis early round plays, probably one would be better than the other?
edit- I always go south first with US, then split E/W pretty evenly. Maybe a round or two of uneven splits, timed to big pushes. -
@luhhlz said in World At War - Official Thread:
@Cernel @LaFayette
WAW is the best. I haven't played enough games/opponents to know...it's so dynamic, even with optimal play. The only things set in stone are Germany goes after France first, and Japan goes after Dutch first. Some things I'm not sure about-
-how long AUS can hold outDepends: If Japan goes all out on Australia it's pretty doomed. But that will keep China and Indieá pretty strong
-how overpowered UK stacking heavy bombers is in an equal-ish position
Never seen that strategy. And I played a lot of games
-'optimal' US strategy (east vs west) - right now US seems totally flexible in choosing where to go, depending on how the game unfolds. But given the relatively inflexible optimal Axis early round plays, probably one would be better than the other?
I usually only have a logistic chain of two to four transports going to Norway, France, Spain or Northern Africa with some limited Navy/AF. The remainder goes in the Pacific with big Navy and small amphibious forces.
edit- I always go south first with US, then split E/W pretty evenly. Maybe a round or two of uneven splits, timed to big pushes.
Going south is a big mistake for the US imo. Your enemies are in the East and West.
-
@wirkey
will think about this, maybe try W first. SA is a lot of money and WAW is a long game. -
@luhhlz said in World At War - Official Thread:
@wirkey
will think about this, maybe try W first. SA is a lot of money and WAW is a long game.Yes, South America has a lot of value. But remember, taking over territories from your enemy is worth double the PU: your income and declining it to your enemy.-
So I usually leave South America it to the Dutch. Not much they could do anyway and maybe just use one or two US-transports to take what's left.
-
The map slightly favors Axis is the consensus that Blinchik and I reached. Best estimate is about 4-10 bid given to allies to balance. That said, it's only really an issue in high level play, and there are so many opportunities to play sub optimally that it shouldn't be noticeable in most games.
-
@wirkey said in World At War - Official Thread:
enemy is worth double
that is very true
I usually leave South America it to the Dutch.
:face_screaming_in_fear:
-
@luhhlz said in World At War - Official Thread:
@wirkey said in World At War - Official Thread:
enemy is worth double
that is very true
I usually leave South America it to the Dutch.
:face_screaming_in_fear:
I'll tell you a secret
There are two similar strategies, where dutch really use those MPPs.
The first is building UK carriers and having dutch planes on them,
the second one is using dutch carriers with US (maybe LR) planes on them. Increases the range of the planes -
There seems to be a problem with the map options - bid. I tried giving each nation a bid of 6 to test; and while each nation got a production screen to select what it would build; none of the nations got to actually place the units selected.
I'm guessing I never noticed this before since everyone seems to use edit to add bid units rather than using the map options - bid settings.
Are other people seeing this same issue if ya test?
I also tested a few other maps, including the other sieg maps, and found no problems with any of them. So it seems to only be affecting WaW.
-
@zlefin yeah it looks like the bid placement is out of order for all countries. But unplaced units don't expire so you can still place the units during your round 1 placement.
Current:
<step name="germansBidPlace" delegate="placeBid" player="Germans" maxRunCount="1"/> <step name="germansBid" delegate="bid" player="Germans" maxRunCount="1"/>Should be:
<step name="germansBid" delegate="bid" player="Germans" maxRunCount="1"/> <step name="germansBidPlace" delegate="placeBid" player="Germans" maxRunCount="1"/>Edit- to clarify, this is an issue with the WaW map xml
-
@redrum If you are still the current owner of this map, how would you rule on this case (I can provide the save-game.)?

During the Americans turn, the Americans Fighter in 110 Sea Zone (on a Dutch Carrier) was combat moved to Banjarmasin and thereafter non-combat moved back to the sea zone (on a Dutch Carrier) so to avoid having to fight in the sea zone.
Is this acceptable? If not, what should happen to the game?
Anyone else wants to weight in?
I'm sure whoever followed the Revised ToC 14 will most likely remember this matter...
Here it is the full conversation I had:
(13:55:11) Lorenz: hey Cernel
(13:55:19) Lorenz: US move
(13:55:42) Cernel: which one?
(13:56:06) Cernel: which move
(13:56:13) Cernel: sorry it's my turn now brb
(13:56:30) Lorenz: thai put 1 carrier + 1 cruiser in sz 110 ( my plan was to force him to move his US plane) but he moved it in combat move to borneo, then put it back in the sz110 despite the thai fleet in non comba...
(13:56:44) Lorenz: non combat move (without edit) is it normal ?
(13:57:33) SS5thDivWiking: wow good 1
(13:59:10) Arctic-General: its same if i buy any carrier and then fly other nation planes there even sz is occupied by enemy - and its good in rules
(13:59:18) Cernel: back
(14:00:51) Cernel: so I can only give an answer for World War II Revised
(14:01:08) Cernel: do you both agree that here World War II Revised rules apply?
(14:01:17) Lorenz: IDK
(14:01:22) Cernel: meaning I would answer this question as if this was a Revised game
(14:01:28) Arctic-General: its different map
(14:01:32) Cernel: I need you both to agree to that
(14:01:36) Cernel: otherwise I cannot answer
(14:01:42) Cernel: there is not a World At War rulebook
(14:01:56) Cernel: and the World at War nots do not address this matter
(14:02:05) Arctic-General: there is plenty of different rules and i dont know them
(14:02:13) Lorenz: me too
(14:02:14) Cernel: I know the answer for World War II Revised though
(14:02:23) Lorenz: which is ?
(14:02:48) Cernel: the notes of this game say
(14:02:49) Cernel: WW2V2 rules (aka Revised) are used as the basis, with the following changes and clarifications
(14:03:05) Cernel: if by this we assume that Revised rules apply to this map (if not differently stated)
(14:03:49) Cernel: then the answer is that the first part of this move is legal
(14:04:12) Cernel: he can launch the usa plane from the dutch carrier and move to Banjarmasin durinc Combat Move
(14:04:30) Lorenz: That, ok I agree
(14:04:35) Cernel: however, after having done that, he cannot move the fighter any more for this turn (so TripleA is wrong letting it move again)
(14:04:45) Cernel: this would be the short answer
(14:04:49) Cernel: however there is more
(14:05:03) Cernel: instead of what he did
(14:05:24) Cernel: he could have just kept the american fighter inside the dutch carrier as cargo for the whole turn
(14:05:38) Cernel: practically achieving the same result as the moves he made
(14:06:04) Lorenz: No, because plane would have attacked the thai fleet, no ?
(14:06:13) Cernel: also in the case, the TripleA program is worng in always forcing the fighter to take off the carrier (and obliging the carrier to attack if not leaving the sea zone)
(14:06:14) SS5thDivWiking: but the fighter would not been seen as attacking Thai fleet in combatmove then?
(14:06:33) Cernel: at Lorenz: yes for what TripleA does, but TripleA is wrong
(14:07:01) Arctic-General: why the game not block noncombat move if unit is already moved in combat phase? And also if i buy carrier there, i can landother nation planes there even sz is occupied - many players do that
(14:07:05) Cernel: if TripleA would work correctly, the fighter would have had the option not to take off the carrier and just remaining as cargo in 110 sea zone the whole turn, attacking nothing
(14:07:44) Lorenz: YOu can but because it is only at the end of the turn, after the combat/noncombat move
(14:08:23) Cernel: in World War II Revised (non LHTR) a plane can never move both in combat and non combat move
(14:08:35) Cernel: planes who move twice a turn
(14:08:41) Arctic-General: But here it can, ots different map
(14:08:48) Cernel: actually move in combat move and then in the retreat phase of conduct combat
(14:08:51) Arctic-General: not blocked
(14:09:07) Cernel: I gave the answer assuming this is World War II Revised rules
(14:09:18) Arctic-General: even NWO and WAW has different options to do
(14:09:35) Cernel: otherwise, if we assume what what the engine does are the rules, then this move would be legal (as this is not a bug: this is how the engine is meant to work)
(14:09:55) Arctic-General: am not giving up in this and plane will stay in carrier
(14:10:04) Cernel: so, on this matter, I cannot answer
(14:10:17) Lorenz: Thanks Cernel for you time
(14:10:23) Lorenz: and answers
(14:10:29) Arctic-General: You can even fly planes attack without tranny to max. range, but thr must be possibility get carrier there
(14:10:34) Cernel: are you both ok if I paste this whole conversation in the World At War forum in case anyone has anything to say on the matter?
(14:10:43) Arctic-General: y
(14:10:43) Lorenz: Sure, thanks
(14:10:57) Cernel: ok I paste this them good luck have fun with your game
Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register Login