The Rising Sun Variant vXXX - Official Thread
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Welcome to the Official Thread of The Rising Sun Variant - vXXX
The mission of this thread is to bring together The Rising Sun Variant vXXX players who share the following objectives:
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Having fun with TripleA
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Promoting further interest and development of this TRS Variants mod
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Engaging in civilized discussion and record-keeping in the name of friendly competition
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Providing a hub to find other like-minded TRS Variants players
A post to our community!
@SneakingCoward (mod creator, thread admin)
@VicVictory (thread admin)
GENERAL NOTES
v3 Variant of The Rising Sun (original map created by Sieg)
Mod created by @sneakingcoward / Suggestions welcome to wgbt@gmx.at
Game is continuously played by PBEM.
Gamers state, that it is one of the best games listed at the depot.
a.) MAP CONTENT
The Rising Sun Variant vXXX includes 1 mod of The Rising Sun
- The Rising Sun - vXXX ... (with Japan as 3 parties Yamamoto, Hisaichi, Masaharu)
b.) RULE SET
The Rising Sun - vXXX mod uses a combined v2 + v3 rule set.
Version rule set in general
- Subs can sneak attack. That means they can pass an enemy occupied sea zone and attack the next (an enemy destroyer prevents/blocks a sneak attack).
Specific Version 2 rule set
- Submarines can submerge after first attacker/defender roll dice. Thus an attacking fighter still has the chance of hitting a sub before it is able to submerge. Enemy destroyers stop subs from submerging.
Specific Version 3 rule set
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Sea transports do not defend. Neither can they be selected as casualties. They are just lost if enemy wins the sea zone. For example a bomber can defeat an infinite amount of unguarded transports.
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Submarines can submerge before any roll. So an attacking fighter has no chance of hitting a submarine, unless a destroyer prevents it from submerging.
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ListenpunktBombers during strategic bombing do not destroy enemy PUs, but do damage structures. Enemy will have to spend PU to repair structures.
Please find detailed information regarding rules & specific unit capabilites in the relevant notes tab inside the game.
c.) ROUGH INFORMATION
The Rising Sun - vXXX ... mod includes units/features, as follows:
- Paratroopers
- Trains
- Air+Sea+Land transports, also landing boats, generally proper transport concept
- Construction units
- Ability to destroy structures with strategic bombing raid (SBR)
- SBR on ships
- SBR on several land units
- Fighter scrambling with radar
- Fighter can also do SBR to train, radar, construction and not intercepted planes.
- AntiAir (AA) separated to combat (hit 1 of 6) and strategic bombing raid (hit 1 of 12) AntiAir
- Airbase enables full range for planes
- Destroy structures at a retreat
- Fighter escorting+intercepting and air battle before regular battle
- Battle rounds limitation
- Multiple hit-point units
- Compact turn order, which combines axis & allies parties and is therefore ideal for PBEM
- Change unit owners from Britain/USA towards Russia/China and Russia towards China
- Fuel consumption for production and movement, incl. Refineries
- Recruits as a resource and precondition to build units
d.) HINTS & TIPS
Due to a wide range of possibilities this mod is more suitable for experienced players (typical rounds 30).
Specially the supply strategy is crucial in this mod regarding air+sea+land transport units.
The combination of all possible features enables almost a real handling of warfare.
The fuel mod opens a totally new strategy setup. Big unit groups require a huge fuel amount. Therefore use your fuel wisely.
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Axis vs Allies. Who will be victorious?
Good to know: TURN ORDER in The Rising Sun Variant vXXX
Addendum: Axis nations go first, Allies go second.
AXIS TURN ORDER
Yamamoto - Hisaichi - Masaharu - ThaiALLIES TURN ORDER
Chinese - Dutch - Russians - British - Anzac - Americans -
@vicvictory So do all the Axis players go first in this? Cause that's the way it reads.
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@hepps That's the way it goes. I'll add this information piece to our thread.
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