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    World At War - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
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    • 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.

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

                @zlefin I'm not aware of either side being favored and thought most people played it with 0 or a very small bid.

                If there is a strong consensus that 1 side is favored by top players then I'm open to making some small adjustments.

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

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                • redrumR Offline
                  redrum Admin @luhhlz
                  last edited by

                  @luhhlz To my knowledge, KJF is the most used strategy for the Allies. If I was going to adjust anything it would probably be to incentivize the USA to consider spending more in the Atlantic.

                  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 @zlefin
                    last edited by

                    @zlefin said in World At War - Official Thread:

                    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?

                    If the game at default is a little in favour of the Axis, playing it with dice may balance it or even flip the unbalance in favour of the Allies.

                    I'm not a player of this map, but it seems to me that Low Luck benefits the Axis.

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                    • Z Offline
                      zlefin Moderators @redrum
                      last edited by

                      @redrum said in World At War - Official Thread:

                      .

                      I can't speak for other communities; but in the lobby, and ladder play connected to the lobby; the consensus is that axis has an edge, and the typical bid is around 6-7.

                      KJF is basically always the US strategy from what I've seen; though there's some variation in the details and whether to have a small force doing somethings on the african coast vs Italy.

                      I don't think switching to dice is an option, while true that it would favor allies, it's a big change for a map which has been ll for a very long time. It's hard to balance a map for both ll and dice, as the balance points are different, and many players simply want ll, so you can't balance it for dice and then have them playing ll.

                      SchulzS 1 Reply Last reply Reply Quote 0
                      • SchulzS Offline
                        Schulz @zlefin
                        last edited by

                        @zlefin

                        I've heard it was actually the Allies that had a very small edge over the Axis. In the original game, Russia had a submarine in the Pacific. Maybe it should be brought back if it is the case.

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                        • U Offline
                          Undying
                          last edited by Undying

                          as ive said in previous comments years ago, the first round will dictate the game too heavily.

                          many key battles are based on luck in the first round ( or two, specificly in asia ) and that should be a no no, id rather have generic/balanced opening rounds than a flip flop based on lucky rolls ( all mentionned in my OG comment in this thread so im not going to explain everything again ).

                          so unless changes were made in the last few years to starting round, the same problems will occur.

                          edit: i went back to read all i wrote before and i think everything still stand today. ( unless changes were made to the 1st round since last time i played ).

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                          • L Offline
                            luhhlz @Undying
                            last edited by

                            @undying

                            I respect that opinion but I'm on the other side of it.

                            On a large map that takes a very long time to get deep into the game, I have a huge preference for every game being different, as soon as possible. Round 1 is the most important round, if it's on railroad tracks, it makes every game feel the same for a long period of time.

                            I agree with your argument for small maps where the first round can be gotten through in 10 minutes. Not for WaW where the first round can take 90 min if there are >2 people.

                            Making the first round battles go either way causes the map balance to be on a knife's edge, but it's worth it

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                            • U Offline
                              Undying
                              last edited by

                              completly disagree, theres nothign fun playing a long ass game when you know you lost in the first round.

                              LL games should not be based on round 1 lucky rolls but on a grand strategy and tactics used to reach that strategy goal. you can do that without relying on luck to dictate the game on round1.

                              thanks for your reply, since you agree that WaW is heavily dictated by first round when ppl were saying the opposite before.

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                              • L Offline
                                luhhlz @Undying
                                last edited by

                                @undying

                                Yes same to you, thanks for reply.

                                If a big battle is 95% chance of success, with excellent prospects if you win, but 5% chance of failure, and you will probably lose the game if you fail, then don't take that battle. I wouldn't. You can do better.

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                                • R Offline
                                  Rhayader
                                  last edited by

                                  Hello! I have discovered this game recently and taking a look at the maps I decided to give this one a try. Thank you for it! I want to clarify a problem related with PUs. If I understood the rules correctly, Russians collect PUs always: "Exception: Russians may still collect income and even produce after all of its capitals are captured.".

                                  In my first play and playing with Allies I lost Sibirsky and then I couldn't buy any unit with Russia anymore. I kept Moscow and Sverdlovsk (and other cities with factory). Without Sibirsky the production phase is skipped. Could it be a bug or it may happen under certain circumstances? Thank you!

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                                  • L Offline
                                    luhhlz @Rhayader
                                    last edited by

                                    @rhayader

                                    If you have 0 PUs your production is skipped for that round. Were your PUs stolen?

                                    You should collect PUs as normal this round and next round be able to produce

                                    R 1 Reply Last reply Reply Quote 1
                                    • R Offline
                                      Rhayader @luhhlz
                                      last edited by

                                      @luhhlz
                                      Thank you for the answer. Yes, I have 0 PUs. But I didn't know about this possibility. How can I steal PUs from other players? I thought it works just gaining an opponent region. How is it possible that, in my case, all PUs were stolen at once? I'm sure axis players didn't touch many Russian regions, Moscow and Sverdlovsk included. I guess I'm missing something, but I have tried to find some information about stealing PUs and I haven't found anything.

                                      L 1 Reply Last reply Reply Quote 0
                                      • L Offline
                                        luhhlz @Rhayader
                                        last edited by

                                        @rhayader

                                        On most maps if you lose a capital they steal all your current PUs at that moment.

                                        R 1 Reply Last reply Reply Quote 0
                                        • R Offline
                                          Rhayader @luhhlz
                                          last edited by

                                          @luhhlz
                                          Cleared! Now I have understood the concept. Thank you!

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                                          • Falkon PowersF Offline
                                            Falkon Powers
                                            last edited by

                                            World At War 3.0 or 2.1.1 ? - 2.5.2294 Java 11.0.6. Download Maps shows Version World At War 3.0 but once installed says Version 2.1.1 ?!?

                                            Played many rounds and Fighters do not defend against Bomber raids?!? This is a massive problem, game unplayable as a result and results in nothing but a Bomber mass build by all countries and ZERO income by any faction by round 3-4.

                                            Also - Subs being able to be hit by planes without a destroyer ruined the game with the latest changes made to it. Please tell me this is a bug and not intended?!?!WAW Fighters dont defend Boming Raid 2.JPG WAW Fighters dont defend Boming Raid.JPG World At War Sub Issue.JPG

                                            wc_sumptonW 1 Reply Last reply Reply Quote 0

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