Roger's Scenario Thread
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@mattbarnes said in Roger's Scenario Thread:
@rogercooper This is a reply to your review on Big World 2: Rise of the Axis.
The Game Notes say to put Politics "on" to get the most from this scenario, ie with the powers not all at war at the start. However, there seems to be no such option in the game setup. Please can you advise?
PS I'm sure the community are all grateful for your excellent scenario thread. I detect in the reviews that they are typically from the perspective of a solitaire player against AI. Would you mind including a PvP perspective in each review too please? I play solely PvP. Sometimes you may give a negative review to a map that the AI cannot handle, whereas it might make a good PvP option. Thanks, Matt
I will check into Big World 2: Rise of the Axis.
As for PvP, it is too time-consuming to play PvP using TripleA. If I am making that kind of commitment, I would play face-to-face. TripleA's competent AI is a big plus for the game. Feel free to create your own PvP-oriented scenario thread. I would subscribe to it.
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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 tried this out. It is full of pointless complexity. All the resource management comes down to the simple fact that the North can outproduce the South. There are some good ideas in the game, such as the combat mechanics, but not enough to justify all the other stuff.
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Name Ur-Quan Slave War
Description Space Opera warfare in the Star Control galaxy
https://axisandallies.fandom.com/wiki/Ur-Quan_Slave_War:_Masters_Edition

Good Points
- Colorful, varied units
Bad Points
- The lack of air and sea units limits options
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@rogercooper said in Roger's Scenario Thread:
@mattbarnes said in Roger's Scenario Thread:
@rogercooper This is a reply to your review on Big World 2: Rise of the Axis.
The Game Notes say to put Politics "on" to get the most from this scenario, ie with the powers not all at war at the start. However, there seems to be no such option in the game setup. Please can you advise?
Looking at the XML, it seems that the designer put in a complex set of political triggers but did not update the initial relationships. This should be fixable. After finish the mod am I currently working on, I will revisit Rise of the Axis.
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@rogercooper Thanks for looking at this but I think it’s OK. Politics look wrong when you first load the game but appear to get set per the Game Notes at some point in the first turn.
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Name Global War v3
Description World War II on a large map
https://axisandallies.fandom.com/wiki/Global_War_v3_Rules

Good Points
- Reasonable unit density
- V3 unit rules
Bad Points
- Russia is too weak and falls quickly
- No victory conditions
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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: !
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@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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