Roger's Scenario Thread
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Name Cold War-1965
Description World War 3 in 1965 on a world map designed for it with China as a separate alliance.
link
Good Points
- Not just another World War 2 game
- Modern-looking unit art
- A map designed for WW3
Bad Points
- The AI plays the first turn slowly
- No victory conditions
- The game tends stalemate with the Soviets overrunning Eurasia and NATO dominant elsewhere.
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Name World War II v5 1942 Second Edition (5 players)
1942.2: ww2 v2 "Revised" map updated with +15 more land territories.
Here are some stats from one of the ww2 scenarios (I may also look at others). Balance is poor without bid (favors axis AI: Russians<Japanese).
Info obtained from Export>stats_full.csv, except for map size which was derived from the xml.
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Map size 161 (Territories/Sea: 96 65)
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Territories Allies/Axis/"isImpassable" Neutrals: 48 31 16
Russians Germans British Japanese Americans: 11 16 21 16 16 -
Initial PUs/Production: 168, Allies/Axis: 97 71
Russians Germans British Japanese Americans: 24 41 31 30 42 -
Initial Units: 227, Allies/Axis: 113 114
Russians Germans British Japanese Americans: 36 65 41 49 36 -
Initial TUV: 1381, Allies/Axis: 714 667
Russians Germans British Japanese Americans: 180 362 283 305 251 -
Initial Production Capacity, 10 factories (can place 65 units)
Allies/Axis: 7 3 (47 21)
Russians 8+4+2=14
Germans 10+3=13
British 8+3=11
Japanese 8
Americans 12+10=22
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Name NM'sL-wip
Description World War One on a detailed world map
link
Good Points
- Lots of political & technological options
- Conflicts in many areas
Bad Points
- Lots of ahistorical stuff
- Slow-playing even with Fast AI
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Name Classic: Iron Blitz 1942A: Russia Neutral
Description US & UK vs Germany & Japan
link
Good Points
- Interesting hypothetical situation
- Fast-playing
**Bad Points
- Strongly favors the Axis
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Name Big World 2 : Rise of the Axis
Description The Big World map, starting in 1939
link
Good Points
- Interesting political & tech options
Bad Points
- Hard for the Axis to achieve their historical conquest, let alone win
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Name Great War-TLS-March1918
Description World War 1 in 1918
link
Good Points
- Interesting historical situation
- Special units to reflect 1918
Bad Points
- No victory conditions
- No sense of the exhaustion of the Central Powers
- The West Front inset map makes it impossible for the Germans to strike a knockout blow
- The inset maps are pointless in 1918 situation
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Name AAC-Buildcaps
Description Classic game with builds limited to what came in the box
link
Good Points
- No superstacks
Bad Points
- Russia can't survive without hordes of infantry
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Name Iron Blitz-1939B-RussiaInTheAxis
Description Russia & Germany vs Britain, Japan & United States with the Classic map and rules
link
Good Points
- Plays fast
- Different situation
Bad Points
- The game tends to stalemate, with it being especially hard for the Axis to breakout against powers that control the sea.
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@rogercooper Pretty sure this is not possible in TripleA (in a clean way).
The (never implemented) intended default TripleA rules are that you are limited to a number of same-unit stacks per player per type of unit, but the total number of units is unlimited (for example, max 3 of a type of units means that every player can have up to 3 stacks of that type of unit, yet it can still have infinite numbers of them), except for infrastructures, which are limited to a number per type (not per player, so, once the number is reached, nobody can have more of them for the rest of the game beside "aaGun" units becoming purchasable again after being removed from play as cargo of sunken "transport" units).
I've not looked at the game you are referring to, yet I'm pretty sure neither of these rules is supported by TripleA.
You probably should reword your description, telling that the reviewed game is a custom mod (what else?). Also, if it is a mod of "World War II Classic", I suggest its name starting as "WWIIv1" (for consistency sake), like "WWIIv1 Build Caps".
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@rogercooper said in Roger's Scenario Thread:
Bad Points
- Russia can't survive without hordes of infantry
Playing "Classic" by the intended default TripleA rules, the Russians are virtually unlimited in infantry purchases because it is virtually impossible you reach the generous maximum number of stacks of infantry you are limited to. I actually don't think anyone is ever going to reach it, so infantry units are practically unlimited anyways.
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@cernel The mod I was playing limited the total number of units, not the number of stacks. This was the rule in original 1981 edition of the game and is fully supported by TripleA. However, it did not work too well in this mod.
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Name WW2v3-3 Alliances
Description An alternate WW2 with Russia, China & Japan forming a third alliance
link
Good Points
- Fast-playing version 3 rules
- Interesting alt history situation
Bad Points
- Hard to achieve the actual victory conditions
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Domination 1914-Weltpolitik
World War 1 on a large world map
link
Good Points
- Interesting political options
- Lots of nations with conflict all over the map
Bad Points
- With large number of units on a big map, the game plays slowly
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Name Command and Conquer
Description SF battle for Europe & Africa
link
Good Points
- Not another WW2 game
- Plays fast
- SF-themed units from the Command and Conquer computer game
Bad Points
- Neutral units in lots of places causes confusion
- Only 2-playable nations limits options
- Poor artwork
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Name World War II Global 1942 2nd Edition
Description A 1942 scenario for the Global game
link
Good Points
- No messy political rules
- The US has some thing to do from the start
Bad Points
- It can still be tough on the Allies, who don't have enough of a production advantage to offset Russian's isolation
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@rogercooper said in Roger's Scenario Thread:
Name World War II Global 1942 2nd Edition
Description A 1942 scenario for the Global game
link
Good Points
- No messy political rules
- The US has some thing to do from the start
Apparently, you are quite alone here. I guess people love those messy rules. I can say that in the TripleA lobby there are a lot of games of 1940 but hardly any number of 1942. Something like one hundred 1940 games for every 1942 game played: as a matter of fact, players way prefer 1940 over 1942 so much that the opportunity of the mere existence of the 1942 scenario may be questioned.
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@cernel I am generally playing against the AI, so the political rules cause trouble. But in general, the AAG40 has overly complicated political rules, without really creating new opportunities, because most of the political decisions are obvious. In WW2 game this is inevitable because if you don't force the players to do things historically, you would have a very different WW2.
The point of this thread is to provide some exposure for lesser known scenarios. When I played Global 42 as Russia, I took Germany and lost because the Japanese took Hawaii. It was a fun game.
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Name AAC-Buildcaps
Description Classic game with units limited to what was in the box.
link
Good Points- No mega-stacks
- Forces varied unit purchasing
Bad Points
- Awkward & arbitrary
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Name Big World 2 : Rise of the Axis
Description Big World Map with political options and national objectivesGood Points
- Interesting options and objectives
Bad Points
- It is hard for the Axis to achieve their historical conquests, let alone win
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Name Ur-Quan Slave War
Description Space Opera based on the Star Control game series
linkGood Points
- Evocative unit art & species names
- Unique units for every power
Bad Points
- The lack of terrain or other significant areas (other than high income homeworlds) means that the game tends lack focus