Roger's Scenario Thread
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I Think Domination 1914 NML is as balanced as chess.
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@schulz I mean chess isn't balanced like white statistically wins more often than black
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@board-3659 Yes. Entente in NML has probably slight edge like white in chess.
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@board-3659 said in Roger's Scenario Thread:
@rogercooper How would you make both sides balance
I would have Bolsheviks pop up as an event as third side in Russia, rather than as a powerful enemy to Russia's east.
I would give the Americans a factory in southwest France and delay US entry.
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@rogercooper The communists didin't seriously strategically make war against zarist Russia: most of Russia became communist and then started fighting against reactionary forces (mostly outside Russia proper): it should be the whites, not the reds, appearing as a third side waging war on Russia.
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@cernel The whites were the tsarist russians
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@board-3659 White Russian
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A classic White Russian cocktail made with coffee liqueur, vodka and either cream or milk. -
@board-3659 said in Roger's Scenario Thread:
@cernel The whites were the tsarist russians
There never was absolutely anything like communists armies fighting a war to overthrow zarism and turn Russia communist. The regime of the zar was terminated and most of Russia eventually became communist completely bloodlessly, military wise.
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@cernel The Whites were allied with the Entente powers and received some military aid from them. In the WW1 context, the Reds were the wild card. You could view them as allies of the Central Powers, as they did not actually fight the Germans, but they probably would have done so if the Central Powers had not collapsed.
You can also consider the various "Green" (nationalist forces) which did receive support from Central Power early on and the Entente powers later.
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The whites were consist of all anti-Communist forces and the Tsar had already abdicated way before the Bolsheviks took the power.
The Bolsheviks quickly gain control of majority of Russia in a three months.
It would be more accurate the Communist starting on the West but then Eastern front would be screwed plus Russia could have easily took the Communist centers in the West. I think they made the most correct decision by putting them in the East.
And they lost the most ground in here;
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@schulz If you want to show the October revolution, you need an event that destroys the Russian army and either sets up the Russian Civil War in a plausible way, makes Russia impassable (as in Axis & Allies: 1914) or dumps large numbers of neutral units in Russia.
Giving the Reds a large force with substantial income in Siberia in 1914 is a completely gamey solution which has no basis in historical reality.
This map gives a better sense of the situation
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I think the current one is a lot better than any alternative for gameplay reasons.
If the Bolshevik Revolution was depends on the situation on the Eastern front, then almost all CP player would just prioritize it to happen to close one front quickly and gain new ally (Communists).
Also it isn't realistic either setting up Communists neutral towards CP because Germany has still kept significant forces on the East even after signing of The Brest-Litovsk due to mistrust towards the Bolsheviks.
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@prastle said in Roger's Scenario Thread:
@rogercooper as a minor thought. Do you mind if I add all links that you post to the top of the thread? Great job btw! Example …
Name Age_Of_Sturlungs_0.0.3
Description13th Century Icelandic Civil War. I added victory conditions
Download
https://forums.triplea-game.org/topic/889/roger-s-scenario-thread/www.rogercooper.com/Age_Of_Sturlungs_0.0.3.zipYou can, but I have been bringing my scenario collection over to the repository.
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@schulz The rule in AA1914 prevents the Germans from gaining any more territory after the Russian Revolution, which limits the advantage of an eastern strategy.
Optional Rule-The Russian Revolution
Russia, already under great social and economic stress, may incur such desperate conditions that a Bolshevik revolution
ignites. The revolution will occur at the end any Russian turn starting in round four if Russia is losing the war. Russia will be
considered to be losing the war if all of the following conditions are met:
• Three or more territories adjacent to Moscow are controlled by the Central Powers.
• At least one other original Russian territory is controlled by the Central Powers or contested.
• Moscow is controlled by Russia or contested.
If the revolution occurs, the Imperial government is replaced with a republic. As a consequence of this, an armistice will be
signed with the Central Powers, effectively removing Russia from the war, and the game. All Russian units outside of original
Russian territories or Russian-controlled territories are immediately removed from the board, and Russia will no longer have
a turn. The Central Powers may no longer attack Russian units or move units into territories controlled by Russia. Central
Powers forces can move into or out of territories contested between them and Russia at any time. Russian units will not
participate in any battles occurring in such territories. Rules restricting land unit movement out of contested territories (see
page 15) no longer apply to Russian territories; however, the Central Powers must maintain at least one infantry unit in each
such territory at all times. Central Powers continue to collect income for any Russian territories they control, but they do not
collect income from contested territories. -
Name Twelve Clans-Coaltions
Description Japan in the Sengoku era
link
Good Points
- Interesting units with nice art
Bad Points
- Does not capture important elements of war in Sengoku period, such as fortresses, terrain and finances.
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Name Cold War
Description Hypothetical WW3 in Europe (without nukes)
link
Good Point
- Plausible hypothetical situation
- Straightforward Rules Set
Bad Points
- Insufficient strategic tension, the game tends bog down with Europe divided down the middle.
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Name Alagaësia (4 players)
Description Warfare in a fantasy world
link
Good Points
- Balanced
- Varied, thematic units
- Fantasy air units make for interesting play
- Impassable mountains channel attacks in interesting ways.
Bad Points
- Unrestricted builds result in annoying, unthematic mega-stacks
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Name Global 40 House Rules with Canada
Description Global 40 House Rules with Canada
https://axisandallies.fandom.com/wiki/Global_40_House_Rules_with_Canada
Good Points
- Some interesting rules
Bad Points
- Some of the rules are buggy or contradictory
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@rogercooper Give an example of the rules contradicting themselves?
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@board-3659 said in Roger's Scenario Thread:
@rogercooper Give an example of the rules contradicting themselves?
Even though I had unchecked Spheres of Influence, the rule was still active, probably because of some other option I chose. There also seemed to be some problem with Air Battles.
In general, my preference would be having a cohesive set of rules options are already chosen, that work well together.