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    Roger's Scenario Thread

    Scheduled Pinned Locked Moved Maps & Mods
    961 Posts 25 Posters 1.9m Views 24 Watching
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    • RogerCooperR Offline
      RogerCooper @RogerCooper
      last edited by

      Name Camp David: 1956 Suez Crisis
      Description The 1956 Suez Crisis
      https://axisandallies.fandom.com/wiki/Camp_David:_1956_Suez_Crisis
      d3d2e7fc-f9fa-4fcd-9d9b-a58cc7c04e06-image.png

      Good Points

      • A reasonable effort at depicting an unusual situation

      Bad Points

      • TripleA's production model is a bad fit for this short war.
      RogerCooperR 1 Reply Last reply Reply Quote 1
      • RogerCooperR Offline
        RogerCooper @RogerCooper
        last edited by

        Name 41 Oztea
        Description A 1941 scenario for the the Global Game
        https://axisandallies.fandom.com/wiki/41_Oztea
        59f7be59-08fb-4473-8d16-75cf7065584f-image.png

        Good Points

        • Reasonably balanced
        • Avoids most of the political rules of the Global game

        Bad Points

        • Only the usual problem that America's economic might is not properly shown
        RogerCooperR 1 Reply Last reply Reply Quote 2
        • RogerCooperR Offline
          RogerCooper @RogerCooper
          last edited by

          Name WW2v3 1941 Move-Then-Buy
          Description The 1941 scenario from the Annivesary edition with combat movement before production
          https://axisandallies.fandom.com/wiki/WW2v3_1941_Move-Then-Buy
          a4d00df2-bff5-49fb-9629-656b81fdaae5-image.png

          Good Points

          • Move-then-buy speeds up play it bit for the humans and the AI, without otherwise changing the game

          Bad Points

          • As usual, the Axis is significantly favored
          RogerCooperR 1 Reply Last reply Reply Quote 0
          • RogerCooperR Offline
            RogerCooper @RogerCooper
            last edited by

            Name TripleA Classic Revised
            Description The Classic game with some extra rules.
            https://axisandallies.fandom.com/wiki/TripleA_Classic_Revised
            8b05c94c-f32d-4101-ba9a-48cb682dac0e-image.png

            Good Points

            • Reasonably balanced

            Bad Points

            • The extra rules have little effect on the game.
            RogerCooperR 1 Reply Last reply Reply Quote 0
            • RogerCooperR Offline
              RogerCooper @RogerCooper
              last edited by

              Name World War II v5 1942 2nd Ed. (High Production Mod)
              Description World War II v5 with higher production cost
              https://axisandallies.fandom.com/wiki/World_War_II_v5_1942_2nd_Ed._(High_Production_Mod)

              Good Points

              • Better balanced than World War II v5

              Bad Points

              • Still favors the Axis
              RogerCooperR 1 Reply Last reply Reply Quote 0
              • RogerCooperR Offline
                RogerCooper @RogerCooper
                last edited by

                Name World War II V3-1941 No National Objectives
                Description 1941 Scenario of the Anniversary edition without national objectives.

                Good Points

                • Better balance than using national objectives
                RogerCooperR 1 Reply Last reply Reply Quote 0
                • RogerCooperR Offline
                  RogerCooper @RogerCooper
                  last edited by

                  Name WAW 1940
                  Description World War 2 in 1940 on a large map
                  https://axisandallies.fandom.com/wiki/WAW_1940
                  5277413e-04f9-4705-9238-e24e0d9939fa-image.png

                  Good Points

                  • Conflict all over the map
                  • Reasonably balanced

                  Bad Points

                  • Some ahistorical geography
                  RogerCooperR 1 Reply Last reply Reply Quote 0
                  • RogerCooperR Offline
                    RogerCooper @RogerCooper
                    last edited by

                    Name Twelve Clans - Sekigahara
                    Description The Sengoku period
                    https://axisandallies.fandom.com/wiki/Twelve_Clans_-_Sekigahara
                    66c22cf1-481f-4493-93cf-b54c06ea4eb9-image.png

                    Good Points

                    • Interesting art work
                    • Captures the feel of Shogun/Samurai Swords/Ikusa
                    • Interesiting unit abilities

                    Bad Point

                    • Strongly favors the Western Army
                    • Little feel for the actual history
                    RogerCooperR 1 Reply Last reply Reply Quote 1
                    • RogerCooperR Offline
                      RogerCooper @RogerCooper
                      last edited by

                      Name Churchills 1939 WW2 PTV
                      Description World War 2 in 1939 on a modified version of the World War II Global map
                      https://axisandallies.fandom.com/wiki/Churchills_1939_WW2_PTV
                      f203dad3-9756-4d28-b4dd-2d60336df789-image.png

                      Good Points

                      • Lots of interesting special rules

                      Bad Points

                      • Game notes do not fully explain game
                      • Game is glitchy
                      • The AI gets confused my some of the changes
                      jkprinceJ 1 Reply Last reply Reply Quote 1
                      • jkprinceJ Offline
                        jkprince @RogerCooper
                        last edited by

                        @rogercooper I keep coming back to this game for just the amount of time to think of nice ideas without actually finishing any mod... and now that I'm in uni I don't think that one will ever be finished lol

                        1 Reply Last reply Reply Quote 0
                        • RogerCooperR Offline
                          RogerCooper
                          last edited by

                          Name Age of Tribes: Primeval
                          Description Struggle to control Europe over the centuries with an elaborate tech tree.
                          https://axisandallies.fandom.com/wiki/Age_of_Tribes:_Primeval
                          2d89a508-291f-4b2b-99fd-0379bb7c97a5-image.png
                          Good Points

                          • Interesting tech rules

                          Bad Points

                          • A simplistic division of Europe in 2 geographically separated alliances, can result in a big statemate down the middle.
                          1 Reply Last reply Reply Quote 0
                          • board 3659B Offline
                            board 3659
                            last edited by board 3659

                            @RogerCooper Hmmm Honestly playing more of Age of The Sturlungs, the Sturlungs Alliance are really at a disadvantage against District States. Not only due to higher initially IPC and production but also due to higher number of factions and one of the District State factions being really weak (idk how you survive as the brown nation beyond Round 6).

                            1 Reply Last reply Reply Quote 2
                            • board 3659B Offline
                              board 3659
                              last edited by

                              Ok I played more and it is basically WW1 Entente vs Central Powers dynamic. As the Sturlungs have to hold out heavily and secure the Northwest peninsula before you push back. I'm curious of making a mod of this that implements better unit balancing, better movement, less insane stacking, unit resource limits/costs, and maybe new units (maybe catapults and pikemen could be added?). Also try to make objective base for obvious reasons

                              RogerCooperR 1 Reply Last reply Reply Quote 1
                              • RogerCooperR Offline
                                RogerCooper @board 3659
                                last edited by

                                @board-3659 said in Roger's Scenario Thread:

                                Ok I played more and it is basically WW1 Entente vs Central Powers dynamic. As the Sturlungs have to hold out heavily and secure the Northwest peninsula before you push back. I'm curious of making a mod of this that implements better unit balancing, better movement, less insane stacking, unit resource limits/costs, and maybe new units (maybe catapults and pikemen could be added?). Also try to make objective base for obvious reasons

                                This war was fought by part-time soldiers without specialized equipment. The largest battle involved fewer than 3,000 men total.

                                If you want to try to simulate it, most military units should be immobile. Mobile forces should have an upkeep cost. There is no justification for pikeman and catapults.

                                Give a mod a try. It should not be hard to come up with something better.

                                C 1 Reply Last reply Reply Quote 2
                                • C Offline
                                  Cernel Moderators @RogerCooper
                                  last edited by

                                  @rogercooper said in Roger's Scenario Thread:

                                  There is no justification for pikeman and catapults.

                                  Could "pikemen" picture spearmen armed with two-handed spears (like the "atgeir") as opposed to spearmen armed with one-handed spears and shields, or do you tend to think that virtually all Norsemen used shields and one-handed spears and never two-handed ones? If having two-handed (shieldless) spearmen, how to call them if not "pikemen"?

                                  Off-topic, regarding a game of mine: do you think that immobile infantry is a must-have in a XII century European game? For example in France. I'm very undecided whether to have all infantry being mobile (like in most TripleA games) or to allow for immobile infantry at lower upkeep costs.

                                  RogerCooperR 1 Reply Last reply Reply Quote 1
                                  • RogerCooperR Offline
                                    RogerCooper @Cernel
                                    last edited by

                                    @cernel said in Roger's Scenario Thread:

                                    Off-topic, regarding a game of mine: do you think that immobile infantry is a must-have in a XII century European game? For example in France. I'm very undecided whether to have all infantry being mobile (like in most TripleA games) or to allow for immobile infantry at lower upkeep costs.

                                    Yes if you want to make some effort to simulate pre-modern warfare, immobile forces are a must. Otherwise, the result is WW1 with different unit images. Combine that with stacking limits, limited combat rounds and multi-hit fortifications with limited repair and you should get a pre-modern war of sieges with occasional battles.

                                    board 3659B 1 Reply Last reply Reply Quote 1
                                    • board 3659B Offline
                                      board 3659 @RogerCooper
                                      last edited by board 3659

                                      @rogercooper honestly shouldn't a Sturlung War game be based off raiding and by raiding more (taking territories, winning few battles, destroying infrastructure, etc) you get points and your trying to reach the highest quantity (or a certain limit)

                                      RogerCooperR 1 Reply Last reply Reply Quote 0
                                      • RogerCooperR Offline
                                        RogerCooper @board 3659
                                        last edited by

                                        @board-3659 said in Roger's Scenario Thread:

                                        @rogercooper honestly shouldn't a Sturlung War game be based off raiding and by raiding more (taking territories, winning few battles, destroying infrastructure, etc) you get points and your trying to reach the highest quantity (or a certain limit)

                                        Yes, but I don't see how to make that work in TripleA engine.

                                        RogerCooperR board 3659B 2 Replies Last reply Reply Quote 0
                                        • RogerCooperR Offline
                                          RogerCooper @RogerCooper
                                          last edited by

                                          Name World War II Europe 1940 2nd Edition
                                          Description World War II in Europe starting in 1940
                                          https://axisandallies.fandom.com/wiki/World_War_II_Europe_1940_2nd_Edition
                                          fc1b1f6e-af3b-4822-aa56-b51b576ebd5a-image.png

                                          Good Points

                                          • Balanced
                                          • Easy to use poltical rules

                                          Bad Points

                                          • Can get stalemated
                                          1 Reply Last reply Reply Quote 0
                                          • board 3659B Offline
                                            board 3659 @RogerCooper
                                            last edited by

                                            @rogercooper maybe get points based on TUV destroyed (similar to how you get leadership points each time you take off 100 TUV from the opponent). Just an idea

                                            RogerCooperR 1 Reply Last reply Reply Quote 0

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