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    The Rising Sun Variant vXXX - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
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    • vicvictoryV Offline
      vicvictory Thread Admin
      last edited by vicvictory

      0_1534782840916_TRS Variant small.jpeg

      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:

      • Having fun with TripleA

      • Promoting further interest and development of this TRS Variants mod

      • Engaging in civilized discussion and record-keeping in the name of friendly competition

      • 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

      • 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.

      • Submarines can submerge before any roll. So an attacking fighter has no chance of hitting a submarine, unless a destroyer prevents it from submerging.

      • 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.

      1 Reply Last reply Reply Quote 1
      • vicvictoryV Offline
        vicvictory Thread Admin
        last edited by vicvictory

        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.

        0_1535307934906_Turn order TRS.jpg

        AXIS TURN ORDER
        Yamamoto - Hisaichi - Masaharu - Thai

        ALLIES TURN ORDER
        Chinese - Dutch - Russians - British - Anzac - Americans

        HeppsH 1 Reply Last reply Reply Quote 0
        • HeppsH Offline
          Hepps Moderators @vicvictory
          last edited by

          @vicvictory So do all the Axis players go first in this? Cause that's the way it reads.

          "A joyous heart sours with the burden of expectation"
          Hepster

          vicvictoryV 1 Reply Last reply Reply Quote 0
          • vicvictoryV Offline
            vicvictory Thread Admin @Hepps
            last edited by vicvictory

            @hepps That's the way it goes. I'll add this information piece to our thread.

            1 Reply Last reply Reply Quote 0

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