Roger's Scenario Thread
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Name Hearts of Iron 2: Turning tide-1943
Description 1943 on a large map
https://axisandallies.fandom.com/wiki/Hearts_of_Iron_2:_Turning_tide-1943

Good Points
- A rare 1943 scenario
- Everyone is in the fight immediately
**Bad Points
- It is hard to save Russia
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@rogercooper The Iceland one looks interesting. Have you reviewed a scenario called Caribbean Trade War. (it's my 3rd favorite besides LOTR middle earth and Steampunk Advance)
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I saw your review on Caribbean Trade War and I mostly agree. I would have made the Dutch and Spanish be on the opposite side so English, Dutch, and Sweden vs Spanish, France, and Danish. More historically accurate imo.
The production values don't make that much sense but I think that's fine though it hurts the historical aspect of it.
I disagree on the naval movement being too slow since most ships you will offensively use go 3 spaces and you usually don't need to travel a lot. I think how they divide some of the sea zones is the bigger issue.
I think Fortresses needed an absorption gimmick like how tanks do in Axis and Allies 1914
That being said I still like a lot of this game mainly how there aren't that many stacks besides probably the French and British in North America and the variety of units. The Native and Pirate ai was interesting and added a random element that prevented the game from becoming scripted though I think it could have been a bit more active since the natives usually just group up and while the pirates attack and are more aggressive, they mainly focus on one area and leave the other areas inactive.
Ig I am glad it isn't just another WWII/I reskin since the Events add a lot though I think they needed to be explained more since they can catch you off guard the first time you play
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@board-3659 I am a historical wargamer, so I like the idea that some crucial aspects of a war be reflected in a mod.
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@rogercooper I can understand that and I sort of due though not as much
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Name CTF2 Future Warfare
Description Abstract game with futuristic theme
https://axisandallies.fandom.com/wiki/CTF2_Future_Warfare

Good Points
- An interesting little puzzle
Bad Points
- No victory conditions
- Little replay value
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@rogercooper yeah I played it yesterday
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Name World War 1 End of Empires
Description World War 1 with upkeep costs, with a 1917 start
https://axisandallies.fandom.com/wiki/World_War_1_End_of_Empires

Good Points
- Low unit density makes for fast play
- Upkeep costs for greater realism
Bad Points
- No advantage for defense
- AI does not take upkeep costs into account
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@rogercooper imo Upkeep should be auto include in anything that is before guns tbh. Maybe even up to US civil war
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@board-3659 said in Roger's Scenario Thread:
@rogercooper imo Upkeep should be auto include in anything that is before guns tbh. Maybe even up to US civil war
You need to be careful about including upkeep costs. The no upkeep method has the effect of slowing down offensives as you wait for your reinforcements to catch up (not a problem for the defender). You need to make defense stronger if you are using upkeep.
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Also Alsace-Lorraine-Paris route is shorter than Ruhr-Belgium-Picardy-Paris route which should have been the other way around.
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@rogercooper aren't most wars before the modern age advantageous to defensive positions
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@prastle Those download links are obsolete. I have posting everything into Github,
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@board-3659 said in Roger's Scenario Thread:
@rogercooper aren't most wars before the modern age advantageous to defensive positions
There are advantages to the defense in both. Fortifications have always been an important advantage to the defense. In pre-industrial times, locally-recruited forces were an obstacle to the invader. In the days of continuous front warfare, the attacker must cross open ground with the defender firing at them.
The greater mobility of WW2 armies, reduced the advantage of defense, but did not eliminate it.
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@rogercooper yea the mongols pretty much kicked ass on the offense

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@beelee said in Roger's Scenario Thread:
@rogercooper yea the mongols pretty much kicked ass on the offense

Although the defense has a tactical advantage, it is hard to win a war by defending. Mongol mobility allowed them an advantage over less mobile foes.
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@RogerCooper I would suggest you play and review Civil War: A house divided. It's probably the most complex triple-A game (Resources management, varying victory conditions, battle mechanics that make the game more historical, Up-keep, seasonal changes, etc.) I found but once you get the rules, it's great (despite the insets).
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@board-3659 said in Roger's Scenario Thread:
@RogerCooper I would suggest you play and review Civil War: A house divided. It's probably the most complex triple-A game (Resources management, varying victory conditions, battle mechanics that make the game more historical, Up-keep, seasonal changes, etc.) I found but once you get the rules, it's great (despite the insets).
You mean playing Pulicat's Civil War against the AI (because this is what @RogerCooper does)? I can scarcely imagine the AI playing that map at all.
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@board-3659 said in Roger's Scenario Thread:
@RogerCooper I would suggest you play and review Civil War: A house divided. It's probably the most complex triple-A game (Resources management, varying victory conditions, battle mechanics that make the game more historical, Up-keep, seasonal changes, etc.) I found but once you get the rules, it's great (despite the insets).
I don't like complex scenarios, because of their complexity and the inability of the AI handle them well. Multiple resources can by a problem for the AI. If I want an area movement American Civil Wargame, I can play "Victory and Glory: The American Civil War". There is only so much the TripleA engine can do.
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@rogercooper I need to play more to see if the AI has an issue (mainly play hard and fast mode a few times and see if I can beat them consistently). I still think you should try to play it though as it would be interesting hearing your thoughts.
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