TripleA: World at War - faction strategies, opening turns, etc etc
Big fan of 'World at War'. But i cant find any good guides regarding the opening buy meta, the opening moves, and faction strategies. This game is far more complex than original A&A, even Global A&A. Therefore the meta for those games doesnt exactly work.
I have played single player for a few years. Familiar with unit types, costs, movement, attack, def, etc. Looking to get myself ready for multiplayer, and dont want to waste anyones time throwing a game because i dont know the current meta.
Any links to guides, or your on strategies would be greatly appreciated.
this a game thread but you could ask these guys for info. They play it frequently
@beelee good start, thanks!
Playing against hard AI, the US player sends what seems like major overkill to South America on Turn 3. I understand that the IPC/factories here are a big deal when it comes to long term control over the S.Atlantic/S.Pacific, but the US never even attacked Midway until turn 4. Would players consider this...acceptable? Or does the US need to send at least some pressure to Midway/N.Africa as soon as possible (ie turn 1/2)?
US spending 3 turns going against S. America is not great play (unless Japanese player is extremely weak; or is just completely ignoring Australia entirely).
The US will tend to put a lot of pressure in pacific. There is a bit of a race over who can control SZ109. Whoever can control that SZ is generally going to be winning in pacific.
SZ109 is hugely important because if:
- US controls it, then Japan mainland is threatened after one additional move. This keeps the Japanese fleet largely in Sz107 (and not say attacking Anzac, but instead ready to move back to defend Japan and otherwise defending Davao).
- Japane controls it, it gets all of the small islands and can then shift down to capture port moresby. With the way the canals work, US will be adjacent in 104, but it's still 3 tiles for it to get to port moresby. This makes counter-attack really tough. Further, Japan can start stacking troops in West Papua. Those troops can then be loaded on sz113 (the other side of new guinea) to form a landing force against townsville. Thus, Japan will control most of the Anzac ports giving it very needed production and income.
Hence, the income from S. America is usually not a net gain for the allies because Japan will gain even more from free reign in the Pacific and could knock out Anzac entirely.
US usually will:
- round 1: stack sz98
- round 2: stack sz104 (or sz117), but 104 is much better
- round3: stack sz109 (if possible), Anzac fleet will merge with US fleet; start to ensure Japan cannot stack sz109
From then on, US will keep putting on pressure until it can hold sz109, and all the while it must make sure Japan cannot hold it.
if the US sends too much to S. America, then round 2 the Japanese fleet will have odds on the US fleet and the US won't be able to get out of sz98 on round 2. This delay is very huge, as it then allows Japan to bring enough to stack sz109, at that point Japan will be holding sz109 (likely for the rest of the game).
US players tend to have a few strategies for S. America:
(1) Try a lightning strike with bombers and very minimal troop transports (bombers must move by round 3, if not round 2 to be in range to help the naval control of sz104 and sz109)
(2) Completely ignore S. America (and leave most of it for the dutch)
(3) Divert a task force with one bomber, this task force will capture just a territory or two progressively, and S. America will be shared with the dutch
Typically US player on round 1 will capture Mexico, Panama, and maybe an opportunistic S. America territory. But it needs to send most everything ASAP to keep Japan from getting too strong of a foothold. The trasnports and troops are really important too, if they get destroyed then US can't threaten land territories; and the landing zones for fighters will allow Japan to bring fighters to a navy combat without carriers (which means all japanese air can participate, which usually shifts the odds).
Here is a bunch of old tips that someone posted a while back:
Transports are “old school” defend at a 1 and take hits in combat.
You purchase armored cars and artillery two at a time, effectively making them 3.5 ICs each. Remember to factor that in on your unit count for deployment.
In SZs connected to another SZ via multiple canals, you (and your Allies) must own just 1 of them to pass through.
You don’t have “back-up” capitals, you have multiple capitals. If you lose ANY of them, it counts as losing your capital.
a. Example: in one game, Russia lost Kaask, the Soviet far east capital with a production value of 6. Hisachi took it, and Russia lost all his money, even though he still had Moscow and that one in the middle no one really uses. Lol.
b. On your next round, you’ll collect income if you still have at least one capital left.
Most powers have “Late War” units that don’t become available for purchase until the beginning of your Round 4.
Bunkers are an immovable, 2-hit unit that repairs at the beginning of your turn, defends at 3, and can be built in any territory, regardless of factory. Only available for purchase as a Late War unit, costs 6 ICs. Limit one per territory per turn.
Patrol boats, cruisers, and super subs can carry units!
a. I didn’t say just infantry, because they can carry armored cars as well! An armored car weighs as much as an infantry (2 carrying capacity).
A battle transport can carry two tanks (3 cap) and one infantry (2 cap), or FOUR infantry/armored cars.
Subs and transports can block naval movement.
Planes can hit subs!
a. But if no destroyer is present on the attacking side, they can submerge AFTER the first round of combat. Free, one-round of aircraft shots against lone subs.
AA guns have no combat value, and get a shot at EVERY plane. (Classic rules). Capturable. Moveable during NCM if you controlled it at the start of your turn.
Deployment is restricted to the production value of the territory.
You can build a new factory in any territory you control at the beginning of your turn with a value of 1 or higher.
SPECIFIC UNITS that you have to learn through play:
a. Long range bombers: US/JAPAN/UK. They not only move 8 and attack @ 5 and can bomb, they give artillery support to supportable units if used in combat! Cost 18.
b. Battle Carriers: US/JAPAN. They are two hit repairable units.
c. Mechanized Infantry give artillery support, as do Stukas (German only plane).
d. Katyushan Russian rocket trucks are mechanized inf that attack for 3 defend 1 instead of 2/2. Also move 3 and support.
e. Many Pacific powers have marines, which are an attack 3 infantry. Options include inf, atk 1, elite, atk 2, marines atk 3.
f. torpedo boats are a 2/1/1 naval unit. They can transport 1 inf. Good for immobile land bridges. Slow movement makes them difficult to use, but they’re cheap like a transport (6 ic).