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    World At War - Official Thread

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    • S Offline
      sneakingcoward @zlefin
      last edited by

      @zlefin

      play waw variants...here you get much more

      C 1 Reply Last reply Reply Quote 0
      • C Offline
        Cernel Moderators @zlefin
        last edited by

        @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.

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        • C Offline
          Cernel Moderators @sneakingcoward
          last edited by

          @sneakingcoward said in World At War - Official Thread:

          @zlefin

          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.

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          • C Offline
            Cernel Moderators
            last edited by

            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.

            LaFayetteL 1 Reply Last reply Reply Quote 0
            • LaFayetteL Offline
              LaFayette Admin @Cernel
              last edited by LaFayette

              @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.

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              • L Offline
                luhhlz
                last edited by luhhlz

                @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.

                wirkeyW 1 Reply Last reply Reply Quote 0
                • wirkeyW Offline
                  wirkey Moderators @luhhlz
                  last edited by

                  @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 out

                  Depends: 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.

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                  • L Offline
                    luhhlz @wirkey
                    last edited by

                    @wirkey
                    will think about this, maybe try W first. SA is a lot of money and WAW is a long game.

                    wirkeyW 1 Reply Last reply Reply Quote 0
                    • wirkeyW Offline
                      wirkey Moderators @luhhlz
                      last edited by

                      @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.

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                      • B Offline
                        Boston
                        last edited by

                        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.

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                        • L Offline
                          luhhlz @wirkey
                          last edited by

                          @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:

                          wirkeyW 1 Reply Last reply Reply Quote 0
                          • wirkeyW Offline
                            wirkey Moderators @luhhlz
                            last edited by

                            @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

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                            • Z Offline
                              zlefin Moderators
                              last edited by

                              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.

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                              • L Offline
                                luhhlz @zlefin
                                last edited by luhhlz

                                @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

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                                • C Offline
                                  Cernel Moderators
                                  last edited by

                                  @redrum If you are still the current owner of this map, how would you rule on this case (I can provide the save-game.)?

                                  20230203.png

                                  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

                                  redrumR 1 Reply Last reply Reply Quote 0
                                  • redrumR Offline
                                    redrum Admin @Cernel
                                    last edited by

                                    @cernel I would agree with you as the game is based on revised rules unless otherwise noted.

                                    TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                                    • C Offline
                                      Cernel Moderators @redrum
                                      last edited by

                                      @redrum said in World At War - Official Thread:

                                      @cernel I would agree with you as the game is based on revised rules unless otherwise noted.

                                      Well, then how to solve the "conundrum" for the game in question? I see 2 main ways.

                                      1. Since the combat movement to Banjarmasin was legal but the subsequent non-combat movement was illegal, undo the non-combat movement, editing the Fighter into Banjarmasin (as if it just stayed there). This would solve the matter in favour of Lorenz.

                                      2. Since the final result (of having the Fighter attacking nothing and ending the turn on the Dutch Carrier of which it was cargo at the start of the turn) was attainable by simply letting the Fighter being cargo for the whole turn (as @Panther clarified), leaving the game as it is. This would solve the matter in favour of Arctic-General.

                                      Of course, feel free to advance some other solution: mine are mostly just examples of possible rulings.

                                      I want also to point out that I don't think that the principle "the game is based on revised rules unless otherwise noted" is workable in every case. Here, for example, you cannot just leave the Fighter "inside" the Carrier because TripleA will force it to take off thus fight. Of course, in this case there is the rather easy solution of editing the Fighter out before Conduct Combat and back in thereafter.

                                      On this matter, the Revised Tournament of Champions have specific rules.

                                      https://forums.triplea-game.org/topic/1853/revised-tournament-of-champions-toc-15-arctic-convoy?page=1

                                      Since all fighters on any carriers are considered cargo, at the start of the turn and until they launch, cannot launch after the carrier moves and you are never obliged to launch any fighters from any carriers (unless you want them to engage in combat):
                                      Any fighters owned by the turn power that are cargo on allied carriers in hostile sea zones can stay in the same zones without attacking anything for the whole Combat Move and Conduct Combat phases. If they do so, they can still launch, move and land, if wanted, during the subsequent Non Combat Move phase.

                                      As the current TripleA program (incorrectly, for this game) always forces you to launch all your fighters, please be sure to enable edit mode and remove any fighters you want to keep as cargo (especially any fighters on allied carriers inside hostile sea zones you want to keep inside the same zones without attacking anything). Any such fighters you remove will be considered being cargo, during both the Combat Move and the Conduct Combat phases. Then, as long as the carriers, they are cargo of, have not been removed, still with edit mode, add them back, into the same sea zones as the carriers they are cargo of, during the subsequent Non Combat Move phase (edit mode doesn't allow adding fighters back as cargo, so you will have to wait them landing, to be assigned to any carriers).
                                      In case any doubts might arise about what is cargo of what, upon removing or adding any fighters, be sure to make it clear (by immediately notifying your opponent [...]).

                                      redrumR 1 Reply Last reply Reply Quote 0
                                      • redrumR Offline
                                        redrum Admin @Cernel
                                        last edited by

                                        @cernel I would say #2 since that is the ultimate result the player was going for. Looks like that would align with the ToC rules as well.

                                        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                                        • Z Offline
                                          zlefin Moderators
                                          last edited by

                                          Should the map be slightly tweaked for balance? The current consensus seems to be that axis has a slight edge, and that a modest bid is needed for balance. So is it better to just leave it as is and let the bid handle it, or make some very minor balance tweaks? and if so, which tweaks? shoudl the tweaks focus on early game, mid game, or late game?

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                                          • L Offline
                                            luhhlz @zlefin
                                            last edited by

                                            @zlefin
                                            Having a balanced map is the ideal.

                                            What makes WaW so exceptional is the disparity between tactical initial placement (axis) vs income (allies). Pick x territories, give them +1 income.

                                            Don't pick these territories:
                                            ...territories that the Axis easily take before round 3/4 (buffs Axis)
                                            ...capitals (no counterplay for Axis)
                                            ...battlefronts that are are already optimal for the Axis to advance upon (this will further railroad the gameplay)

                                            I think these are options:
                                            Assam (I've never seen a Japan choose to go all out on Delhi first)
                                            Iraq or one of the Arabias (it's a little too easy/enticing for Italy to just go straight into Russia)
                                            Nordland or Oslo - give the British something more worthwhile to fight for
                                            Midway/Pearl Harbor/Central America - unless you think KJF is US default strategy, then choose Morocco or Portugal.

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