Roger's Scenario Thread
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Name Ancient Times
Description Ancient civilizations compete on a map of Europe with arbitrary alliances
https://axisandallies.fandom.com/wiki/Ancient_Times

Good Points
- Conflict all over the map
Bad Points
- No victory conditions
- A mixture of civilizations and units from different periods
- "Air" units
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Name World War II Revised Deaths Hand Mod
Description Revised game with higher incomes and lots of new units
https://axisandallies.fandom.com/wiki/World_War_II_Revised:_Death's_Hand_Mod

Good Points
- Modest map size makes for fast play
- Interesting unit types
- Reasonably balanced
Bad Points
- Nothing but problems of all A&A type games
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Name Big World : 1942
Description Revised rules on a large map
https://axisandallies.fandom.com/wiki/Big_World_:_1942

Good Points
- Easy to understand rules
- Reasonably balanced
Bad Points
- None but the usual A&A issues
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Name Blood and Iron
Description World War 2 starting in 1942 on an idiosyncratic world map
https://axisandallies.fandom.com/wiki/Blood_and_Iron

Good Points
- A different take on WW2, not just a variation on a boardgame
**Bad Points
- Some of the powers in the game and some of the map boundaries are arbitrary.
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Name Total Ancient War
Description War in the Ancient Mediterranean
https://axisandallies.fandom.com/wiki/Total_Ancient_War

Good Points
- Not another WW2 mod
- Beautiful unit art
- Some effort to control big stacks
Bad Points
- No victory conditions
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Name Game of Thrones v2
Description Wars from the Song of Ice & Fire books
https://axisandallies.fandom.com/wiki/Game_of_Thrones_v2

Good Points
- Many interesting units from the books
Bad Points
- Politics not implemented correctly
- No victory conditions
- Very large stacks
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Name World At War Variant - FUEL-AA-Range
Description World at War with fuel rules
https://axisandallies.fandom.com/wiki/World_At_War_Variant_-_FUEL-AA-Range

Good Points
- Interesting ideas like fuel use, defense units & landing boats
Bad Points
- All nations have enought fuel for it to have little affect on the game
- Defense Units and Landing Boats/Transports confuse the AI
- Victory conditions not implements
- Map glitches (I saw Germany land move from Koln to Dover
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@rogercooper said in Roger's Scenario Thread:
Map glitches (I saw Germany land move from Koln to Dover
Through Belgium I suspect, as Dover does connect there (and Lille), as is stated in the game notes.
Cheers...
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@wc_sumpton said in Roger's Scenario Thread:
@rogercooper said in Roger's Scenario Thread:
Map glitches (I saw Germany land move from Koln to Dover
Through Belgium I suspect, as Dover does connect there (and Lille), as is stated in the game notes.
Cheers...
Land units seem to be able to move through during non-combat movement. It is supposed to be an air-only link.
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@rogercooper said in Roger's Scenario Thread:
Land units seem to be able to move through during non-combat movement. It is supposed to be an air-only link.
This is player enforced, as the is nothing in the xml doing otherwise. The AI can move though during both combat/non-combat movement.
Cheers...
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@wc_sumpton said in Roger's Scenario Thread:
@rogercooper said in Roger's Scenario Thread:
Land units seem to be able to move through during non-combat movement. It is supposed to be an air-only link.
This is player enforced, as the is nothing in the xml doing otherwise. The AI can move though during both combat/non-combat movement.
Cheers...
Support of air-only links would a useful improvement of the game.
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@rogercooper said in Roger's Scenario Thread:
Support of air-only links would a useful improvement of the game.
<attachment name="canalAttachmentDoverLilleAirOnly" attachTo="Dover" javaClass="CanalAttachment" type="territory"> <option name="canalName" value="DoverLilleAirOnly"/> <option name="landTerritories" value="Himalaya"/> <!--isImpassable, so can not be owned --> </attachment> <attachment name="canalAttachmentDoverLilleAirOnly" attachTo="Lille" javaClass="CanalAttachment" type="territory"> <option name="canalName" value="DoverLilleAirOnly"/> <option name="landTerritories" value="Himalaya"/> <attachment name="canalAttachmentDoverBelgiumAirOnly" attachTo="Dover" javaClass="CanalAttachment" type="territory"> <option name="canalName" value="DoverBelgiumAirOnly"/> <option name="landTerritories" value="Himalaya"/> </attachment> <attachment name="canalAttachmentDoverBelgiumAirOnly" attachTo="Belgium" javaClass="CanalAttachment" type="territory"> <option name="canalName" value="DoverBelgiumAirOnly"/> <option name="landTerritories" value="Himalaya"/> </attachment>Real quick before the game!
Cheers...
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@wc_sumpton said in Roger's Scenario Thread:
@rogercooper said in Roger's Scenario Thread:
Support of air-only links would a useful improvement of the game.
<attachment name="canalAttachmentDoverLilleAirOnly" attachTo="Dover" javaClass="CanalAttachment" type="territory"> <option name="canalName" value="DoverLilleAirOnly"/> <option name="landTerritories" value="Himalaya"/> <!--isImpassable, so can not be owned --> </attachment> <attachment name="canalAttachmentDoverLilleAirOnly" attachTo="Lille" javaClass="CanalAttachment" type="territory"> <option name="canalName" value="DoverLilleAirOnly"/> <option name="landTerritories" value="Himalaya"/> <attachment name="canalAttachmentDoverBelgiumAirOnly" attachTo="Dover" javaClass="CanalAttachment" type="territory"> <option name="canalName" value="DoverBelgiumAirOnly"/> <option name="landTerritories" value="Himalaya"/> </attachment> <attachment name="canalAttachmentDoverBelgiumAirOnly" attachTo="Belgium" javaClass="CanalAttachment" type="territory"> <option name="canalName" value="DoverBelgiumAirOnly"/> <option name="landTerritories" value="Himalaya"/> </attachment>Real quick before the game!
Cheers...
Where is the option that restricts this to air units only?
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@rogercooper said in Roger's Scenario Thread:
Where is the option that restricts this to air units only?
Air units (and subs) can use canals without restrictions, the object here is to permanently restrict land units, so by setting landTerritories to an impassable territory that cannot be captured, no alliance will ever possess, so land units will never be allowed to cross.
Can use "excludedUnits" if you want, but the default is all air and subs.
Hope that explains how this works.
Cheers...
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Name 270BC Tertiered
Description 270BC scenario with much lower unit density
https://axisandallies.fandom.com/wiki/270BC_Tertiered

Good Points
- Low unit density
- Not another WW2 game
- Nice unit art
Bad Points
- No victory conditions
- No sense of the conditions of ancient warfare
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Name World War II Pacific 1940-2nd Edition
Description A port of the new edition of the board game
https://axisandallies.fandom.com/wiki/World_War_II_Pacific_1940_2nd_Edition

Good Points
- Port of the boardgame
Bad Points
- Favors the Axis (although interesting puzzle to play as the US against the AI)
- Too much Japanese air
- China falls too quickly
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Name A Song of Ice and Fire
Description Wars of Westeros
https://axisandallies.fandom.com/wiki/A_Song_of_Ice_and_Fire

Good Points
- Thematically appropriate units
- Beautiful map
- Some political rules
- Different units for some kingdoms
Bad Points
- The lack of any kind upkeep costs results in huge stacks
- Politics tends to be random and usually all against all
- Image glitches
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Name Classic: Iron Blitz 1939A Historical
Description World War 2 starting in 1939 on Classic map
https://axisandallies.fandom.com/wiki/Classic:_Iron_Blitz_1939A_Historical

Good Points
- Easy to understand rules set
Bad Points
- Strongly favors the Allies
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@rogercooper said in Roger's Scenario Thread:
- The lack of any kind upkeep costs results in huge stacks
I think that this game has truly dramatic stack numbers issues which really ruin it for PvP. I would add that this is particularly bad for a FFA because in such games you tend to try to conserve your forces a lot more than in the usual two-sides ones.
I wonder if this is the worst game of TripleA in this regard?
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@cernel said in Roger's Scenario Thread:
@rogercooper said in Roger's Scenario Thread:
- The lack of any kind upkeep costs results in huge stacks
I think that this game has truly dramatic stack numbers issues which really ruin it for PvP. I would add that this is particularly bad for a FFA because in such games you tend to try to conserve your forces a lot more than in the usual two-sides ones.
I wonder if this is the worst game of TripleA in this regard?
I have seen worse mods in this regard, but I don't recall the exact mod off the top of my head.
There is lot of potential in this mod, but is has issues that need to be resolved. Any mod covering pre-industrial conflicts needs to have some method of limiting army sizes, such as upkeep costs, stacking limits or build caps.
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