Roger's Scenario Thread
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Name Pacific
Description The original Axis & Allies: Pacific game implemented imperfectly in TripleA
https://axisandallies.fandom.com/wiki/Pacific
Good Points
*A reasonably close port of the published board gameBad Points
- Too easy for the Japanese to take India
- AI can't handle the unusual victory conditions
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Name Big World : 1942 - Factions
Description 1942 on the Big World map with some minor powers included
https://axisandallies.fandom.com/wiki/Big_World_:1942-_Factions
Good Points
- A straightforward game
Bad Points
- Axis is too strong
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Name The Shogun Advanced
Description The Sengoku Period in Japan on a huge map
https://axisandallies.fandom.com/wiki/The_Shogun_Advanced
Good Points
- Shows the importance of mountain passes and forts
- Army size is limited by maintenance costs and build caps
- Historical special units
- Political rules
- An interesting map style (the image shown here was made with map blends off, the real map is much nicer)
Bad Points
- The huge map can be hard to deal with
- The game starts with everyone at war with everyone
- The AI has some trouble dealing with the politics and lacks focus
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Name WW2 Phillipines - v2
Description The Japanese invasion of the Philippines
https://axisandallies.fandom.com/wiki/WW2_Phillipines_-_v2
Good Points
- Interesting Situation
- Straightforward unit values
Bad Points
- The Japanese and American sides are pointlessly split into multiple players
- Little resemblance to the actual, shoe-string campaign
- Favors the Japanese strongly
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Name Zombieland USA
Description Zombie outbreak in the United States
https://axisandallies.fandom.com/wiki/Zombieland_USA
Good Points
- Unusual asymmetric situation
Bad Points
- Doesn't make sense even its own terms (Zombies are doing strategic planning?)
- No victory conditions
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Name World At War Variant - v3
Description World War 2 on a large map
https://axisandallies.fandom.com/wiki/World_At_War_Variant_-_v3
**Good Points
- Lots of interesting unit types
- Lots of nations
**Bad Points
- Ahistorical production values
- The AI overbuilds the "Defense" unit and does not attack as the Americans
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@rogercooper
for the total picture: the Advanced Shogun map with blend on: ! -
@rogercooper I mean I am fine with the idea like Smart zombies can exist and imo are a cool concept. I mean is the turn base way Axis and Allies games play unrealistic already?
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@board-3659 said in Roger's Scenario Thread:
@rogercooper I mean I am fine with the idea like Smart zombies can exist and imo are a cool concept. I mean is the turn base way Axis and Allies games play unrealistic already?
Being turn-based does not make games unrealistic. Any type of simulation will need a certain level of abstraction. A&A is not a very accurate simulation, but it does simulate WW2 to a certain extent.
I am fine with introducing fantastical elements like zombies. But if you do so, they should be done in a consistent way. If zombies are the living dead (or infested/crazed humans) the game should explore what that means. The typical, contemporary view of zombies is that they are mindlessly aggressive. In A&A&Z, they are an older concept, the Draugr of Scandinavian folklore, where they are corpses animated by evil spirits (including the souls of the body's former inhabitant). That justifies their ability to coordinate tactically to some extent.
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Name 1914-COW-Empires
Description World War on the Napoleonic Empires map
https://axisandallies.fandom.com/wiki/1914-COW-Empires
Good Points
- Accurate economic values
Bad Points
- Most production concentrated in capitals
- No feel for German tactical superiority and Russia's problems
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@rogercooper said in Roger's Scenario Thread:
No feel for German tactical superiority and Russia's problems
I wonder is there any way to represent German tactical superiority other than simply increasing German income?
I think there is actually a very easy way to represent Russian politic, logistic and military problems. Making Communist militias popping up randomly in Russian territories in each round would be a good solution IMHO.
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@schulz said in Roger's Scenario Thread:
I wonder is there any way to represent German tactical superiority other than simply increasing German income?
You could make unique German Units with better combat and movement abilities. Depends on how much you wanna change the game
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Name Genuine 39
Description World War 2 in Europe starting in 1939 with the Russian-German alliance holding
https://axisandallies.fandom.com/wiki/Genuine39
Good Points
- A different take on WW2 in Europe
Bad Points
- Becomes an East vs West slugfest
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Name Charles de Gaulle 1939
Description 1939 scenario for global game
https://axisandallies.fandom.com/wiki/Charles_de_Gaulle_1939
Good Points
- Successful implementation of a 1939 scenario
Bad Points
- The usual problems with the global game, poor AI handling of Japan and political actions
- Small technical glitches (but nothing that interferes with play
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Name MEWWW-Alliances
Description Conflict in the Middle East and Europe
https://axisandallies.fandom.com/wiki/Mewww-Alliances
Good Points
- Straightforward rules set
- Not another WW2 game
Bad Points
- Ugly map
- No backstory
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Name NWO Andrew's
Description World War II in Europe starting in 1939 on the New World Order Map
https://axisandallies.fandom.com/wiki/NWO_Andrew's
Good Points
- Straightfoward rules set
Bad Points
- Uphill struggle for Axis
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Name Hearts of Iron: Awakening the Giant
Description World War 2 on large map starting in 1941
https://axisandallies.fandom.com/wiki/Hearts_of_Iron:_Awakening_the_giant
**Good Points
- More historically accurate than most games
- US has lots of income but it takes a while to build up forces
- Many interesting unit types
**Bad Points
- The many unit types can confuse the AI
- Some of the units are not well-balanced.
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Name WWIIv3 1941 Move-Buy-Move
Description WWIIv3 1941 with reordered phases
https://axisandallies.fandom.com/wiki/WWIIv3_1941_Move-Buy-MoveGood Points
- Combat movement before purchases speeds up play for both humans and the AI
Bad Points
- The second combat movement phase seems pointless
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@rogercooper said in Roger's Scenario Thread:
Bad Points
- The second combat movement phase seems pointless
It's not pointless! It is explained in the notes!!!
This game is not about changing the rules, just about making the game easier to play while remaining at least as much rules-compliant as the original one.
Under the current state of the program (or at least the state of the program when the game was made), if you would have combat movement only before purchasement, you would be unable to make air movements which require the possible placement of a new carrier to be validated. Moreover, there is the issue that capturing empty capitals would allow you to use the captured income on the same turn it has been captured, but this is actually a wrong behaviour.
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For the record, there is an other game-modification, called "WWIIv3 1941 Move-Then-Buy", which has combat movement only before purchasement, and I suppose it addressed the problem I mentioned by having "Kamikaze Airplanes" enabled. However, this obliges the players to be much more careful not to make illegal movements (and to pay attention your adversary does not), to which you should add the problem about what to do if a "kamikaze" movement is detected after combat has been started. Moreover, if my understanding is correct, the game-maker arguably failed to add an explanation in the notes about that unless he or she actually wanted to have "Kamikaze Airplanes" as a "house rule" (in which case I would say he or she failed to clarify that the game-modification is also about this quite major change).
I think "WWIIv3 1941 Move-Buy-Move" is the best compromise you can possibly have for playing the original "WWIIv3" game via the current program.