TripleA/Advanced Rules

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Advanced rules[edit | edit source]

  • While in any game, you can click on the top menu at Help->Game notes to see maps creator notes about the map

Game options[edit | edit source]

Big World:1942
external options
v2 rules v3 rules ?
Projection of Power Projection of Power ?
Honorable Surrender Honorable Surrender ?
Total Victory Check mark] Check mark] Total Victory ?
Low Luck Low Luck ?
Low Luck For Anti-Aircraft Low Luck For Anti-Aircraft ?
Low Luck For Technology Low Luck For Technology ?
Low Luck For Bombing and Territory Damage Low Luck For Bombing and Territory Damage ?
Battleships repair at end of round Check mark] Check mark] Battleships repair at end of round ?
Battleships repair at beginning of round Battleships repair at beginning of round ?
Tech Development Check mark] Check mark] Tech Development ?
Super Sub Defense Bonus Super Sub Defense Bonus ?
LHTR Heavy Bombers Check mark] LHTR Heavy Bombers ?
Always on AA Check mark] Always on AA ?
Kamikaze Airplanes Kamikaze Airplanes ?
Neutral Flyover Allowed Neutral Flyover Allowed ?
disparate external options
Move existing fighters to new carriers ?
Check mark] National Objectives ?
Neutrals are Blitzable ?
Territory Turn Limit Check mark] ?
LHTR Carrier production ?
disparate internal options
big_world_1942.xml Big_World_1942_v3rules.xml ?
Check mark] Neutrals are Blitzable ?
Territory Turn Limit ?
LHTR Carrier production ?
Move existing fighters to new carriers Check mark] ?
National Objectives X ?
 
internal options
big_world_1942.xml Big_World_1942_v3rules.xml ?
WW2V2 Check mark] X WW2V2 ?
Limit SBR Damage To Factory Production Limit SBR Damage To Factory Production ?
LHTR Tech Activation Check mark] LHTR Tech Activation ?
WW2V3 X WW2V3 ?
Submarine may submerge before battle Submarine may submerge before battle ?
Unplaced units live when not placed Check mark] Unplaced units live when not placed ?
Damage From Bombing Done To Units Instead Of Territories Check mark] Damage From Bombing Done To Units Instead Of Territories ?
attachTo="transport" name="defense" value="0" Check mark] attachTo="transport" name="defense" value="0" ?
attachTo="transport" name="defense" value="1" Check mark] attachTo="transport" name="defense" value="1" ?

Bidding[edit | edit source]

If one side is considered to be disadvantaged, it can be offered a bid. A bid is represented by some PUs that a country can buy units and place them before the game begins. Some players settle two more rules for bids: only one unit per territory. And you can only place units in a territory you already have units.

Players over the lobby say the bid they need to take the disadvantaged side, and the ones with the lowest bid requirement take it.

Low Luck[edit | edit source]

Low luck is an option that affects how many casualties are inflicted during each round of combat. You cannot change it during a game except by saving and reloading. To turn it on or off, when you start a game, after selecting the map with the "Choose Game ..." button, click on "Game Options" to then turn it on or off in the list of options.

Games are either low luck or dice, dice is typically the default. In a dice game, one die is rolled for every unit in combat to determine if they hit or miss. There is less variability in a low luck game and up to one die is rolled during combat regardless of how many units are attacking or defending.

Low luck calculates the number of casualties by summing the total attack value (or defensive value) and then dividing by six by to find the statistical expected number of hits. One die is then rolled to determine if the reminder is a hit or not. The remainder or lower becomes the number to roll for an extra hit.

For example, if 3 infantry are attacking they have a total attack value of 3. Three divided by six is zero with a remainder of three. Thus, three infantry on attack would roll one die, a one, two, or three would be a hit. As another example, six infantry attacking would get exactly one hit. Since the remainder is zero, no die at all would be rolled. Finally, if eight infantry were attacking three tanks, the infantry would get one hit and a roll hitting on a one or a two. The tanks would also get one hit and also an extra hit if they roll a one, two, or a three. Note, that in the last example each side is guaranteed one hit, and can possibly get two. Contrast this to dice where the infantry could get anywhere from zero to eight hits, and the tanks could also have anywhere from zero to three hits.

Two hit battleship[edit | edit source]

As the feature title indicates, a battleship would take one hit as damage and the second hit would sink it. If a battleship only takes one hit damage it gets repaired either at the end of the turn or the end of the round. Some games include shipping ports where the damaged ship must reach before getting repaired.

Battleships repair at end of round[edit | edit source]

If any two-hit unit takes damage but still lives (only takes one hit damage) it gets repaired at the end of the current turn.

Always on AA guns[edit | edit source]

Always on AA causes Anti-aircraft guns to fire whenever the territory is passed over, even during non combat movement.

Kamikaze Airplanes[edit | edit source]

If on, then the game attempts to ignore movement rules concerning aircraft. (meaning that you do not need somewhere to land).

LHTR Tech Activation = Restricted Tech Activation[edit | edit source]

New technology activates at end of round

LHTR Heavy Bomber = Restricted Heavy Bomber[edit | edit source]

Always roll two dice
  • attack - use the better result of the two dice
  • strategic bombing raid (SBR) - use the better result of the two dice and add +1 to determine damage

LHTR Carrier production = rules.version.3 Carrier production[edit | edit source]

This option allows the player to produce/land Fighters on new/existing Aircraft Carriers.

It causes the following behaviors:
  1. New fighters can be placed on existing carriers
  2. New fighters can be placed on new carriers
  3. Existing fighters can be landed on new carriers
  4. Fighters adjacent to the production SZ CANNOT be moved to new carriers

National Objectives[edit | edit source]

Only available in v3 rules

  • If certain conditions (National Objectives) are met, countries can get an added income.(you can see in map's description details about them)
Big World:1942 v3 National Objectives
Russians:
+5 if no non-Soviet Allied units on Russian territories
+5 if Allied control 5 in 7 of: Novgorod, Western Russia, Southern Russia, Baltic States, Belorussia, Ukraine, Eastern Poland
+5 if Allies control 4 of: Norway, Finland, Western Poland, Hungary-Romania, Austria-Czechoslovakia, Balkans
Germans
+5 if Axis control all of: France, Western Germany, Eastern Germany, Western Poland, Austria-Czechoslovakia, Hungary-Romania
+5 if Axis control all of: Baltic States, Eastern Poland, Belorussia, Ukraine
+5 if Axis control Leningrad or Stalingrad
British
+5 if Allies control all of: Eastern Canada, Gibraltar, Egypt, Bombay, New South Wales, Southern Africa
+5 if Allies control 1 of: France, Vichy France, Balkans, Macedonia
+5 if Allies control 2 of: New Guinea, French Indo-China, Thai-Malay, Sumatra, Java, Iwo Jima, Northern Japan, Southern Japan, Okinawa
Italians
+5 if no Allied surface ships in Mediteranean and axis control all of: Italy, Sicily, Macedonia, Balkans, Morocco, Algeria, Libya
+5 if Axis control 4 of: Egypt, Syria, France, Vichy France, Gibraltar
Chinese
+5 if Allies control all of: Western Sinkiang, Eastern Sinkiang, Kansu, Szechwan
+5 if Allies control all of: Northern Manchukuo, Chosen, Shantung, Kwangtung
Japanese
+5 if Axis control all of: Northern Manchukuo, Chosen, Shantung, French Indo-China, Thai-Malay
+5 if Axis control 8 in 10 (6 of 10 in June 1942) of: Kwangtung, Sumatra, Java, Borneo, Celebes, North Philippines, South Philippines, New Guinea, Solomon Islands, Okinawa
+5 if Axis control 2 of: Hawaiian Islands, Midway Island, New South Wales, Queensland, Bombay, Calcutta
Americans
+5 if Allies control 5 territories of US main land (excluding Alaska).
+5 if Allies control France and Vichy France
+5 if Allies control all of: Morocco, Algeria, Libya, Egypt, Sicily
+5 if Allies control North and South Philippines
+5 if Allies control 5 of 7 Islands: Hawaiian Islands, Midway Island, Wake, Solomon Islands, Marshall Islands, Guam, New Guinea

Technology development[edit | edit source]

Countries can invest money in a chance of improving their technology (every chance costs 5 PUs and it's worth 1/6 chance of getting a new technology. Investing in technology is done during the "Tech Rolls" phase of the turn.

Heavy bombers[edit | edit source]

Improves bombers:

  • if LHTR is off bombers roll multiple times (usually 2 or 3), just like 3 bombers.(one bomber can hit multiple targets)
  • if LHTR is on, bombers roll twice or three times (depending on map/option), the biggest value is chosen and 1 is added. The result is the attack value of the bomber.
Industrial Technology[edit | edit source]

Only available in v2 rules

  • Lowers the price of each unit by 1. Lowers price of factories by half.
Industrial Tech is considered an ‘optional technology’ and both players must agree to allow this tech before the game starts, otherwise it should not be researched.

Version Rules[edit | edit source]

Different rules apply, depending on the map. Some maps are made with version 2 rules (v2), others v3 or v4.

Rules for all versions[edit | edit source]

  • Subs can sneak attack. That means they can pass an enemy occupied sea zone and attack the next (an enemy destroyer prevents it).

Version 2 rules[edit | edit source]

Example of map "Big World 1942" is based on v2 rules

  • Unlucky technology development dice are lost
  • Sea transports defend at 1
  • Submarines can submerge after first attacker/defender roll. So an attacking fighter still has a chance of hitting a sub before it is able to submerge. Enemy destroyer stop subs from submerging.

Version 3 rules[edit | edit source]

Example of map "Big World 1942 v3" is based on v3 rules

  • Unlucky technology development dice are rolled again next round until a technology is found.
  • 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.
  • bombers during strategic bombing do not destroy enemy PUs, but it damages the factory. Enemy will have to spend money to repair his factory or else he will be able to place less units in that factory.

Version 4 rules[edit | edit source]

I believe "World War II v4" is the only map based on v4 rules. Version 4 rules are the same with v3, but the map is different (it's v2 revised map). National Objectives were removed.

Chart view[edit | edit source]

Rule Version 1 Version 2 Version 3 Version 4
Tech development rolls every turn until success
No
No
Yes
Yes
Sea transports defend
Yes
Yes
No
No
Submarines can only be attacked with destroyer
No
No
Yes
Yes
Strategic Bombing damages factory instead of destroying PUs directly
No
No
Yes
Yes
National Objectives option available
No
No
Yes
No
Unplaced units live when not placed
No
Yes

The following chart shows if fighters can be placed (in place units phase) directly on new/old carriers.(if adjacent territory has factory). Also if fighters from an adjacent territory can be dragged on new carriers. (if you want to drag two fighters on one carrier, both fighters have to be on the same territory.)

Some maps allow the customization of these rules by clicking "game options" after choosing the map and before starting the game.

Version 1 Version 2 & 4 Version 3 & LHTR
New carriers Old carriers New carriers Old carriers New carriers Old carriers
New fighters
No
No
Yes
No
Yes
Yes
Old fighters
No
Always
Always
Yes
See Note
Always
Always
Yes
See Note
Always
Always

Note: The way of placing old fighters on new carriers is different: Fighters have to be moved during combat or non-combat moves phases on the sea zone the carrier will be placed. A note will appear that air in the sea zone can't land. You have to click End Move Phase. Placing the carrier in that sea zone saves the fighters. This is only available for v3 and v4.

  • In version 2 fighters have to be on one adjacent territory; they will be "dragged" onto the carrier.