Do people use Vassal? how does it compare to triple A?
I would be looking at asynchronous play for either.
Any advice would be great! thanks
Do people use Vassal? how does it compare to triple A?
I would be looking at asynchronous play for either.
Any advice would be great! thanks
the ‘Suggested Topics’ does look like others have come up with similar ideas.
like this from 2015
https://www.axisandallies.org/forums/topic/26036/simultaneous-play-in-opposite-theaters/11
I have not played the versions with more than 5 powers, but I do think the basic idea can work to reduce the number of turns in a round. by changing the turn order.
Implement after the 1st round or 2, to keep positioning balanced.
Depending on the balance, some small advantage for the power who gets skipped.
Then powers on the same side who have consecutive turns may all go together as long as you break the combat moves along the original order (from the perspective of the attacked)
Breaking the combat into multiple rounds does seem to be the organizationally new thing.
(or at least I haven’t found someone say it that way on this site yet)
2 Turn Rounds:
I am wondering if anyone has tried something like this.
Last game we had took 4 hours, so i am trying to let some slower players do stuff at the same time.
Start the game as normal, for the first few rounds, when the UK player is ready, change the turn order so the UK goes after Japan.
(if your group thinks the UK needs some compensation feel free to give them 5 IPCs or if the UK has a 2nd factory place 1 infantry there before changing turn order)
Before the Japanese goes. (or whatever player gets to skip) the skipped player (UK) should get to do a non combat move for every unit closer to Japanese (territory or units) than to any axis powers. (Germany)
After the swap, The Allies can do most of their turns at the same time and so can the Axis.
Different powers still may not attack together.
If their are turns where one attack depends on a previous attack let the different powers do combat moves & resolve combat separately (but in order!)
You can have different combat rounds for the allied powers.
Allies:
COMBAT 1: (move and resolve) USA > Japan | UK > Ger
COMBAT 2: (move and resolve) RUS > Japan | USA > Ger
COMBAT 3: (move and resolve) UK > Japan | RUS > Ger
Axis:
COMBAT 1: (move and resolve) Japan > UK | GER > USA & USSR
COMBAT 2: (move and resolve) GER > UK | Japan > USA & USSR
Although if friendly powers are not fighting in the same territories you can ignore the separate combat steps and just make all your moves. (often applicable for the Axis)
Combat move and resolve are the only steps that get messy.
All the other turn phases can be done simultaneously, and this speeds up the game.
This also solves the problem of the USA not getting to collect from territories in China that go back and forth being fought over by Russia and Japan. A small thing that has bugged me an unreasonable amount! ;)
Grinchveld
Waterloo
Ontario Canada
HAS: D-Day and the 2004 global
@ everyone
After thinking about this on and off for months I have come up with an idea that introduces zero new components!
No changing costs or stats. Instead change the casualties.
When picking casualties, you cannot pick the same unit type 3 times in a row. So instead of killing 3 inf you would kill 2 and the 3rd would have to be something else. And if no other units are left then u kill 2 inf on the 3rd hit every 3rd hit
@Imperious-Leader is that 10% lost figure specifically for flack? (I thought that the majority of bombers the allies lost were to fighters) Or just the allies overall stat. If we want to be to realistic we nd to factor in altitude, and weather and day vs night bombing. Which could be really cool! Pick different types of sbr and roll for weather to. But i was trying to leave the rest of the game untouched to make it playable.
@Sturmhard-Eisenkeil
Would the AnA still roll 3 dice? Would the bomber be less effective if it gets hit?
the damage means you don’t need to sit on 5 or 10 ipcs all the time.
@GEN-MANSTEIN tbh the 3 dice and math way feels simpler to me, but others might be more comfortable with the chart.
@GEN-MANSTEIN @Sturmhard-Eisenkeil
I like the chart idea, and repelled! (maybe instead of repelled you could take a -2 to the bomber run?)
But personally, I would want a couple things:
We could do a 2 die chart from 2-12 or roll 3 dice and pick the middle one?
@Imperious-Leader @Sturmhard-Eisenkeil
Yes 3.5 average. And on average you get 5 rolls before getting shoot down on the 6th run. (on adverage)
3.5 * 5 = 17.5 so bombing is a good idea, even when bombers cost 15 IPCs, and at 12 it is a good idea.
(do you guys calculate it differently?)
And if Bombers cannot be shoot down and repair for free Bombers become crazy good!
Their needs to be a chance of losing IPCs to balance bombers or the USA can just spam them.
@GEN-MANSTEIN
thankyou Gen-manstein.
I was trying to reflect the loss of some plans.
Although the limits on realism and play ability are difficult.
That is why I recommend only doing this for bombing to keep the rest of the game simple.
Using a larger die doesn’t help. The fate is still dependent on 1 roll, you just changed the odds.
The point is to have an in between outcome, to not have all your eggs in one basket.
A larger die is just a bigger basket.
Industrial Bombing was a big part of the war. And I want to play this way!
But the incredibly high stakes of losing 12 or 15 IPCs to a single die roll always make me sad. (and not to realistic)
So when doing a bombing raid, for the AA gun roll 3 dice.
Each 1 scores a partial hit.
If no hits roll 3 dice for the bombing raid and divide the sum by 3 (1 left over round down, 2 remainder round up)
For each partial hit, roll 1 fewer die. (pretend the die roll was a zero) Still divide the sum by 3
[if you are allergic to math pick the middle die]
Deal damage or take money by the number given.
If the bomber took any hits pay 1/3 the bomber cost to repair it during the collect income phase.
Simplest is to force the bomber to be repaired or disbanded
OR
If unwilling to do so put the bomber upside down with 1 chip under it for each hit.
(A single hit bomber hits only on a 2 and a double hit hits only on a 1)
If 3 hits are given the entire bomber unit is lost.
@SS-GEN WOW! so it doesn’t matter how many planes are there. only how many Artillery pieces. I have been playing it wrong! Thanks :)
Rules say:
“Shoot Down Air Units: Artillery can shoot down attacking air units. Whenever an order card so directs, each artillery
can fire on one air unit in its zone. Roll one die per artillery against an air unit: On a roll of 1, that air unit is destroyed.” AN air unit. not EACH air unit.
If there are multiple Fighters flying over Multiple Artillery.
(In the D-day board game all artillery are also AA guns)
Should you roll all the dice at once, or each plan rolls separately?
Say 4 fighter go over 3 AA guns. 3x4=12. Germany rolls 3 ones, allies lose 3 planes. But the other way you roll 3 dice at a time for each plan. If the allies roll two or three 1s at a time they still only shoot down one plan. They could rolls 3 1s and still only shoot down 1 fighter. What is the right way to implement this?
@Enigmatic_Decay I have 1942 revised version. D-day and Guadalcanal .
I am trying to learn 1940 Pacific and europe but haven’t played them agaisnt real people yet, just AI on tripleA
@Enigmatic_Decay Your life is definitely busy, If you ever get a chance let me know and we will see if we can get a game going. Good luck with your Masters!
@kingkool99
Are you still on this site? are you still interested? I am a couple hours away from London but have family in around you.