Roger's Scenario Thread
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@rogercooper The only difference between Steampunk advance and this have is more units. IDK maybe there are more changes since I haven't played the OG version. Can you also explain a bit more about the production value being unrealistic
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@board-3659 For example, Mexico has an income of 23 while continental US has an income of 51. Mexico City has higher income than New York.
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Name NWO_Vichy
**Description: World War in Europe starting in 1941 on the New World Order map with income concentrated in capitals and Spain/Portugal/Turkey/Iran neutralGood Points
- Reasonably balanced
- Flows more historically than most scenarios
Bad Points
- No victory conditions
- Hard to bring to a decisive conclustion
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Name WWIIv3 1940 11 nations mods
Description Anniversary edition with 1940 start and lots of nations
https://axisandallies.fandom.com/wiki/WWIIv3_1940_-_11_Nations_Mod

**Good Points
- Reasonably balanced
**Bad Points
- Some of the nations are arbitrary
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Name TC Blitzkreig2
Description Symmetrical conflict on a map with land and sea.
https://axisandallies.fandom.com/wiki/%3DTC.BLITZKRIEG2%3D

Good Points
- Low unit density results in fast play
Bad Points
- No victory conditions
- Map connection glitches
- AI overbuilds aircraft
- Symmetrical situation
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@rogercooper yeah another one is the communist having like 10 in a town in Siberia when St.Petersburg is only 3. IMO I use it less as the production capability of a province but more as how important it is to say nation (Mexico city being 7 would now make a lot more sense since Germany has a political and military presence in another country's capital)
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@rogercooper yeah I hate symmetrical maps, IDK what the appeal is tbh
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Game Camp David-1973 Yom Kippur War
Description 1973 Arab-Israeli War
https://axisandallies.fandom.com/wiki/Camp_David:_1973_Yom_Kippur_War

Good Points
- Fast-playing
- Interesting demonstration of the advantages of central position
Bad Points
- Does not capture the fine points of the conflict
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Name Ultimate World-Expanded
Description World War 2 with lots of countries and territories
https://axisandallies.fandom.com/wiki/Ultimate_World:_Expanded

Good Points
- Despite the size of the game, unit densities are reasonable
- Lots of conflict all over the world
- Interesting unit stats
Bad Points
- Too many countries
- 1939 with everyone at war immediately makes it an uphill fight for the Axis
- Some map oddities such as the US controlling Sverdlovsk and 100 British infantry vacationing in Bermuda
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Name 41 Oztea
Description Global Game with a 1941 start point
https://axisandallies.fandom.com/wiki/41_Oztea

Good Points
- Gets right into the fight without complex political rules
Bad Points
- A difficult fight for the allies
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Name Lord of the Rings: Middle Earth
Description The War of the Ring
https://axisandallies.fandom.com/wiki/Lord_of_the_Rings:_Middle_Earth

Good Points
- Nice looking map
- Interesting variety of units
- Conflict all over the map
Bad Points
- Unique units from the novel are freely producible
- The endless production model of TripleA does not reflect the feel of Middle Earth
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Name The Grand War
Description A World War in an alternate timeline with little resemblance to our own
https://axisandallies.fandom.com/wiki/The_Grand_War

Good Points
- An interesting alternate history situation
- Each nation has an interesting special unit
- Fast-playing game on a relatively small map
Bad Points
- The AI has some issues with the resources and tech (but it is playable vs the AI)
- Some balance issues
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Name Steampunk Advanced
Description World War One with many Steampunk elements
https://axisandallies.fandom.com/wiki/Steampunk_Advanced

**Good Points
- Lots of interesting units
- Conflict all over the world
**Bad Points
- Many unit types are poorly balanced and hard for the AI to handle
- Production values of territories are often arbitrary
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@RogerCooper
Didn't you already review this? -
Personally, I viewed the number values as how important territory is. It explains why Commies have a 10 pu capital. Or why Mexico city is 7 pu's.
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I agree the unit quality is very mixed. Some units like the Hero and Fighter have good ideas of choice but the execution isn't good since heroes are usually better than fighters unless you are US or Britain. Units like Germany's advanced submarines are good and balanced but due to not having any on the board and the few places to make naval units. It's never been used by me. Same with France's overabundance of Maginots (7 in a territory, really?) and it has conscripts for some reason. Bigger one's like the Nautilus costing 20 when they should be 16-18 do majorly impact the game, and make me want to do a V3 and learn modding to make a more enhanced version of this scenario (the last update just added more unit's which made the game more confusing so I want to fix it)
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@board-3659 It would be better to have many special units as non-buildable, in both this and other mods. I was recently playing as the Alliance, which has a 2 PU hitman unit which throws the game balance off completely.
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@rogercooper yeah I agree, as well as the militia unit. I personally would restrict where you can produce similar to colonial troops to at least make the amount produce a manageable amount (militia only in Balkans, hitman in only Venice. Ninja is a good unit that is well designed due to being produced in only one area, not sure why the other ones were not better treated). I would also make it a 4/0 unit since the Penal is a 1 cost 3/0 unit so it just makes sense that Hitman would be in-between. I personally would make a lot of special units. needing tech and probably make a new tech system IDK like GW1936 though I need to see if it's possible
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IMO I think majinots should be non-buildable for most nations except maybe Nemo pirates and Martians since it gives France a huge defence advantage (plus the Martain/Nemo Pirate Economy is smaller than frances; a third at most)
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@board-3659 There is a lot that could be done to improve this scenario. It is a good choice for further modding.
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