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    Posts made by Slip Capone

    • RE: TripleA

      @P@nther:

      Welcome to the forum, Slip Capone,

      Just download TripleA and get the desired map using the ingame downloader.
      Look for “WWII Revised”. This will install at least a “LHTR”-version, too.
      See the stickies in this subforum for help if needed.

      I am not sure about the victory conditions - in any case TripleA just gives a note when the chosen victory conditions are met and does not end the game.
      In other words: You can play with whatever victory conditions you want, you just need to keep track of them yourself in case they don’t match.

      In case of further questions just ask.

      HTH :-)

      Thanks for the help, I will give it a go. The reason I want to change the victory conditions is to try new strategies against the AI with it actually going for the same goal.

      Thanks again.

      posted in TripleA Support
      S
      Slip Capone
    • TripleA

      Hey guys,

      I am just getting back into the scene and am wondering if a map for revised still exists on tripleA and if so where it can be obtained?

      A follow up question is also if it is possible to change the victory conditions as I want to use the WBC tournament rules.

      Thanks heaps, I apoligise if this has been asked 1000 times.

      posted in TripleA Support
      S
      Slip Capone
    • RE: Allied Strategy

      Hey Guys,

      Add another Revised player to the list ;). FYI our group uses the WBC tournament rules and since we started using them we haven’t gone back.

      Adjudication System:
      The determination of who wins a game will be based upon the control of Victory Territories (VTs). The Victory City method of determining a winner will NOT be used. Each side controls 12 Victory Territories at the beginning of the game. The Victory Territories are listed below.

      AXIS POWERS

      GERMANY
      Germany
      Western Europe
      Southern Europe
      Eastern Europe
      Ukraine SSR
      Norway

      JAPAN
      Japan
      Manchuria
      French Indochina
      Philippine Islands
      East Indies
      Borneo

      ALLIED POWERS

      USSR
      Russia
      Caucasus
      Archangel
      Novosibirsk

      UK
      United Kingdom
      India
      Anglo-Egypt
      Australia

      USA
      Eastern US
      Western US
      Hawaiian Islands
      Sinkiang

      If a player holds 18 (or more) VTs for a full round of game play (from the end of a country’s turn to the beginning of that same country’s next turn.), then that player automatically wins.

      In the event of a VT tie at the end of the game, whichever side increased its IPC total is the winner. If the game is still tied after reviewing the IPC totals, then the GM will make a determination of the winner based upon the game situation at the time the game ended.

      If a player chooses to concede before the game has reached the 18 VT automatic win threshold or the game time limit (4.5 hrs), a default score of 19 VTs and +30 IPCs will be awarded to the winner.

      We found that these rules open up the strategy a lot. In the allowed time, experienced players will get in 6 rounds some times 7. We found that if we have a newer or slower player playing with us, instead of setting a time limit we set a round limit.

      With these rules, the Allies need a bid of between 3-5 IPCs to give the Axis a run for their money. Our win rate with these rules is pretty much 50/50.

      Thoughts a questions welcome :)

      posted in Axis & Allies Revised Edition
      S
      Slip Capone
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