Axis & Allies Zombies (AA42-2)
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@Panther In the boardgame, attacks by and against Zombies are limited to 1 round. I can't directly support that in TripleA, but limiting all land combat to 1 round creates some of the 3-sided combat that the original boardgame had.
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@RogerCooper said in Axis & Allies Zombies (AA42-2):
@Panther In the boardgame, attacks by and against Zombies are limited to 1 round.
You might come closer to the wanted behaviour by having the zombies AA attacking for one round and leaving the game generally at infinite battle rounds.
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@RogerCooper said in Axis & Allies Zombies (AA42-2):
@Panther In the boardgame, attacks by and against Zombies are limited to 1 round. I can't directly support that in TripleA, but limiting all land combat to 1 round creates some of the 3-sided combat that the original boardgame had.
Sorry that is not correct. A battle takes as long as either the attacker retreats or no more attacking / defending units are left. This includes Zombie attacks (called "Zombies bite") as well as eventual hits by attackers and defenders against Zombies in every round of combat. See page 22 of the rulebook (very top).
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@RogerCooper
There are of course the-Play a Zombie Card
-Zombies Attack (here without return fire)
-Zombies Capture Territoriesphases in the boardgame prior to the Combat Move Phase once a turn, but I suppose this is rather represented by the "Trigger Rolling" (prior to Combat Move) in your game? Or have you maybe omitted these phases as you said the individual zombie popup represents the dead infantry to zombie mechanic?
As in the boardgame we have Zombie Action (and maybe Zombie creation) as well once a turn before the Combat Move Phase as repetitively (as long as the battle takes) during Conduct Combat Phase.
What I also noticed is that during a battle the Zombies defend together with the attacker at 2 or less. Only attacking units are hit? The rulebooks sees the Zombies bite as 2/6-roll against the attacker and 1/6-roll against the defender (combined). Also when attackers fire there is 1/6 chance per roll to hit a zombie. Excess regular hits are assigned to Zombies, too. And when defenders fire there is another 1/6 chance per roll to hit a zombie.
Don't get me wrong, this is no criticism from my side. I am just trying to figure out how much of the rulebook has been incorporated into your game. I am totally aware of how difficult (if not currently impossible) converting AAZ to TripleA is.
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@Panther I found that 1 round combat had the desired effect of making the Zombies a problem without being an equal enemy. Given hordes of 10 zombies popping up randomly, unlimited combat rounds could be devastating for the living at times while under other conditions a zombie horde could be easily destroyed.
In general, I don't find unlimited combat rounds to be a good feature of A&A. Stalemates are a part of war and the decision to retreat or reinforce is realistic and interesting.
Feel free to create your own scenario. The code for random placements is not hard and the results are interesting. You could just easily have rebels, terrorists, goblins, aliens or whatever pop up.
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@RogerCooper If I had the time I maybe would. Unfortunately I have to focus on rules compliance. I just got attracted by the title of this topic.
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Yeah, probably it would be advisable having a different title for the map and the game (amongst other reasons), if it is more like something "inspired to", on a big picture standpoint (which has to be, unless you get a developer to help you, by changing the program itself).
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@Cernel I don't expect TripleA to modified for every A&A game. I have already done a good enough D-Day and even an even a close enough Nova Games Edition.
After Axis & Allies & Zombies, I plan to tackle Conquest of Nerath.
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@RogerCooper Well, in my opinion, it depends on your aim.
If your aim is to create something the most similar to something else under what the program allows, leaving it open for any further modifications by anyone else, towards the same aim, then it makes sense to call it as what it is tentatively representing. Still, for other reasons, it may be advisable giving it a different name, anyway.
If your aim is to create something inspired to something else but, at the end, going its own creative way, not merely due to the limits of the program, then better to give it an original name.
All this also on the account that someone in the future might actually change the TripleA program and actually make that game.
Also I think it would not be wise to call any new map as "v7", unless it is officially recognized by TripleA as the map coming after "v6" (thus added to the official repository, together with the other "basic" maps).
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@Cernel For example, if I'm making a game that is not exactly "chess", I would call it "chess" if the ultimate aim is for it to be exactly like "chess", and maybe this is just impossible, due to the limitation of the program. On the other hand, I would not call it "chess" if it is a game inspired to "chess" but deliberately made different in some ways.
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