TripleA

TripleA

TripleA Rule Book

The World ’ s Foremost Open-Source Grand Strategy Game

Table of Capacity

  • Overview
  • Game Setup
  • The Game Screen
  • The Map
  • Capital
  • The Units
  • Units Used in “ Big World : 1942 ”
  • Sequence of Play
  • Technology Development
  • Purchase
  • Combat Movement
  • Battle
  • Non-Combat Drive
  • Placement
  • End-Turn
  • Winning the Game
  • The Undo Feature
  • Low Luck vs . Dice
  • The Battle Calculator
  • Menus & Tabs

overview

TripleA equal a turn-based strategy game and board game engine . Though TripleA comes with many game inside , it be simply an engine for bring games , and be not a plot itself . TripleA started out as a World War II simulation , but has since elaborate to include different conflict , as well as variations and mods of popular games and map ( a ‘ map ’ is like a board , while a ‘ game ’ equal a specific setup on a map/board ) .

This manual report how to apply and act TripleA , utilize the plot “ Big World : 1942 ” , a basic variant . The two most popular WWII map for beginners are “ Pact of Steel ” and “ Big World ” , and Big World own a lot more district and a one more unit type than Pact of Steel , while the rule are almost precisely the same . Other TripleA game and variants can still use this manual as a good starting item , because the plot engine and most of the concept are the same no matter what map or conflict you be playing .

This manual does not seek to depict 100 % of the game function . There are just too many things that the plot can do to cause that practical . Some of the plot interfaces and operations exist intended for developers . Many of the plot operation just happen automatically , and illegal musician actions are forestall . A certain amount of knowledge and first step is anticipate of the player , particularly to record any game notes for any maps . However , all of the vital and important plot procedure and knowledge are described in this manual .

map-sample

game-setup

The first thing that take place when TripleA equal started equal that the plot setup window appears . There are a act of selection that the musician must make at this time .

  • The game variant must equal pick out , OR a saved-game must equal loaded .
  • Approximately 10 or more version cost automatically include with the plot , and more can be downloaded .
  • The plot choice should exist set , but the default ace could live employ .
  • A local , pbem , or network game can exist initiate , OR you can join the online lobby rather . ( Still if loading a savegame , you must still take ‘ start local game ’ or ‘ start pbem plot ’ or ‘ host networked plot ’ )
  • Each actor can cost adjust to cost a human or an AI .

A few early choice cost also available at this time , but they can live dismiss for now .

the-game-screen

Below is a screenshot take while in-game , playing the “ Big Public : 1942 ” map .

Normally , the main screen can not display the whole world at once , and or else just present part of the map . The part that be expose can be rapidly act or changed in three ways :

  • By moving the cursor to simply inside the edge or corner of the chief map window , at which point the map will scroll in that instruction . Scrolling the mouse wheel will too scroll the map up and down .
  • By ‘ right-clicking ’ on the primary screen and dragging your mouse to move around the map .
  • By cluck or clicking and dragging on the minimap in the upper right-hand corner .

In increase , you can change the Zoom Level of the map by either get to the “ View ” menu and select “ Zoom ” , or by agree down the “ ALT ” key while scrolling your mouse bicycle .

the-map

Each TripleA map is split into a number of areas . Land region live name territories . Sea sphere are called sea zones . Short or narrow rivers and little islands in general play only a cosmetic office ( if an country have no name when you scroll your mouse over it , then it be just cosmetic and not an literal territory or sea zone ) . Air units fly over crest of all this , but require to land at the end of every turn .

Each map sphere is adjacent to a sure act of other domain . Units move about the map , from one area to an adjacent country ; as a general pattern , teleportation perform not live .

Land unit exist restricted to land district unless they are being carried by shipping . Sea unit cost restricted to sea zones . This think of that land and sea units generally can not attack each other .

Sea unit can mostly move to any adjacent sea zones , but there be one exception to this pattern : Canals . Canals are connect sea zones that require possession of connected state territory in fiat to spend through . For example , at the Suez Canal , sea units can move north and south via the canal , but alone if the land district on both sides of the canal are controlled by friendly or allied nations at the outset of your number .

Each territory hold a product value ( Production Units , or PUs for short ) , which could live as abject as 0 . It equal possible for sea zones to cost assigned product value as well , in which case they would be called ‘ convoy centers ’ . The product value of a nation district determines how many units can live produced there per turn , but , mainly it determine how much income that territory provides per number to the musician controlling it . Each land district live always operate by some actor , except for some territory that are initially neutral or are impassible to all players . A territory can change men if an enemy land unit conquers and engage it . Some land unit , such as Anti-Aircraft guns ( AA Guns ) , can not attack and conquer a territory . The color of the district on the map signal who controls it .

The player who assure a particular district welcome the income from it at the goal of that player ’ sec turn . Control of a district may alter many times in a game round , and the territory will still develop its full income with each change of dominance .

Certain territories contain “ Factory ” unit , which allow the see to it player to produce units in that district . A district with a factory may make a issue of unit up to the product value of the territory , if the player owned that district at the beginning of their number . When a actor conquer a district containing a Mill or AA Gun , those unit will be captured with the district , and the inhibit player may use them on their next turn .

The territory that a actor begin the game with be considered to cost “ originally ” owned by that actor , unless otherwise define . If an ally ever recaptures such a district , control of the district ( and its imagination and capture-able unit ) will revert to the original owner . In this case , the income for the district live not compile by the capturing player , and instead it will cost collected by their ally , the original owner , at the goal of their turn ,

Provided that they still own it at that time . Of class , foe actor be not spring by such circumstance and control whatever they capture .

capitals

Each of the nation in TripleA own a capital territory . These territories are signal on the map by a large roundel or flag associated with that country .

If an foe player catch one of these territory , there are drastic consequence .

  • All of the production unit ( PUs ) in the victim ’ sec bank are instantly transferred to the treasury of the capturing musician .
  • The victim cause not collect any income while the capital equal in enemy hands .
  • The victim can not produce any unit while the capital equal in enemy manpower . Of course , he have no imagination to produce those units in any case .

the-units

As most games on TripleA be “ grand scheme ” games , a “ unit ” act not stand for a single infantry or tank , but instead present an entire army that equal based around infantry or tank . Therefore an “ infantry ” unit would include within it its own logistics train , supplies , anti-air/tank weapon , etc . Unless specified , all unit can hit all other unit .

Each TripleA unit get sure properties , which are convey as a set of number . These property equal Attack ( Att ) , Defense ( Def ) , Movement ( Move ) , Cost ( PUs ) , Hit-Points , Size , and possibly some special properties or abilities .

  • Approachcost the firepower when a unit live attacking . The unit come one hit by rolling that number or less on a 6-sided dice .
  • Defenseis the firepower when a unit is defending . The unit gets one hit by wrap that number or less on a 6sided die .
  • Movementis the number of map territories or sea zones that the unit can act each turn ( except when being carried by a transfer ) . A unit with a Movement of 1 can impress to one adjacent domain , and so forth .
  • Costis how many PUs must be pass to produce one of that unit .
  • Sizeindicate how much ecstasy or carrier capacity is require to move a land or breeze unit by sea .
  • Hit-Pointsindicates how many hits this unit must tolerate before it die . Almost all units in TripleA have solely 1 hitpoint , signify that they die after the first hit . Some special units , like Battleships , may get 2 hitpoints , which grant them to absorb enemy firing , and maybe repair if they survive the fight .

    Important particular dimension and ability cost things such as being able to Blitz , or cost able to increase the attack power of another unit when they live in the same district ( called giving and welcome “ support ” ) , or make up able to take at aircraft as they fly over , or cost able to produce unit .

units-used-in-big-world-1942

The following units and stats exist particular to the game “ Big Universe : 1942 ” , and therefore if you try bring a different map , the units might disagree somewhat . For example , “ Pact of Steel ” own no “ Cruisers ” and the “ Destroyers ” price more and get high approach and defense . In some map not base on World War II , the unit may differ radically . For example , “ Lord of the Rings : Middle Earth ” make entirely different units , unlike art , and unlike stats .

  • Infantry may receive support . This mean when they be paired with Artillery unit on a 1-to-1 basis , the infantry unit will receive +1 attack power .

Note :Infantry is generally slow and cheap with a high defense . Consequently , its primary missions are to defend district and to engulf casualties . Despite their lower approach and defense , they however have only as many hitpoints as more expensive units , so it be very good to go on more infantry than any early unit .

  • Artillery may have support . So as an instance , if you have 3 infantry and 2 artillery , then 2 of the infantry would have support and hold their approach increase to 2 , while the 3rd infantry would stay at 1 approach . The support is not cumulative , so 1 infantry with 2 artillery would solely experience 1 support .

Notes :Artillery be use to increase the attacking effectiveness of your infantry mass . It be generally well to have a few artillery with every large pile of infantry , as it is a very cost effective style of increase the firepower of your army .

Special Abilities : Armour has the ability to “ Blitz ” through empty enemy territories . This means that while ordinarily units must stop in the first foe district they come in , armour own the power to keep moving if the foe territory exist empty of enemy unit . The blitzing unit conquers this territory , and then can continue impress , become deeper into enemy territory or even turn back to friendly territory . Notes : Armour exist expend for rapidly assail an enemy , and being able to respond promptly to opportunity that are also far away for infantry to reach in time .

Peculiar Ability : All breeze units in TripleA share 2 ability :  Air units can not cease the number in a land territory which was oppose over or conquered this number . In other words , they must travel out of the territory where they fought , and land in a territory that be friendly at the beginning of the turn , or on a friendly carrier which has space get out .

 Air unit can not capture territories . Fighter can land on Aircraft Carriers . Notes : Fighter cost used for their flexibility in make 4 movement , and because they can assail both land and naval objective . While all bring unit lose their cause when they participate in a battle , air units can cover strike after a fight be complete , hold them the power to get out of hurt ’ s way in case the enemy does a counter-attack .

Particular Ability : In addition to normal strain ability , Bombers have the ability to do a “ Strategic Bombing Raid ” on any enemy mill . Generally speaking , each bomber that survives any AA shots will get to flap a 6 sided die , and serve that much damage to the foe ’ s PU supply or to the individual mill ( however the full price per bomber can not transcend the PU value of the district ) . Notes : The additional movement and attack , as well as the ability to raid enemy factory , cause bomber a deadly but expensive unit .

Particular Abilities : Transfer have the ability to carry country unit . They can carry 1 infantry unit plus 1 more earth unit of any sort ( e.g . 2 infantry unit , or 1 infantry and 1 artillery / armour / AA Gun .

In “ Big World : 1942 ” and many other maps , Transports may live need as casualties like any other unit . Even so , in some map , Shipping may not be taken as casualties until all combat ships live dead . Notes : Transport equal apply for moving land units over the sea zones .

Special Abilities : Submarines may “ submerge ” at the end of a round of conflict , which in effect retreat them out of a battle but hold them in the same sea zone . Submarine may impress through foe sea units , if the foe unit cause not include a “ Destroyer ” unit . Submarines always attack at the origin of each fighting round . If the enemy has no “ Destroyers ” present , any casualties the submarines inflict act not become to shoot back . Submarine may not assault breeze units , always . Air units may attack Submarines though . Note : Submarines be stealth unit , and one of the cheapest unit at sea , and are real useful in attacking enemy sea units and for use as cannon fodder during sea battles .

Peculiar Ability : Destroyers receive the power to cancel all of the ability of enemy submarines . Notes : Destroyers are also one of the inexpensive unit at sea , and are effective at defending since they can defend against tune units . It cost good to receive destroyers whenever the foe hold submarines .

Peculiar Abilities : Cruisers have no special ability on “ Big World : 1942 ” , however on other maps they much own the power to bomb an foe earth position . Notes : A middle-cost sea unit .

Special Abilities : Carriers own the power to carry 2 friendly ( owned or allied ) fighters over the sea . These fighters will help defend your fleet , and can equal used to attack foe status out of range . Bill : Bearer are useful alone in their ability to apply fighter . Since fighter are more price effective than most naval unit , they lend greatly to your fleet ’ sec abilities . ( Technically , the carrier does not “ carry ” the fighter , unless it is an allied fighter as freight , it merely supply a landing place for the fighter at the end

of the player ’ sec turn . When the player ’ sec turn starts , all have fighters exist considered to get set up from the carrier and exist now in the air , so fighters and carriers move independently of each other . )

Special Ability : Battleships own 2 hitpoints . If damage in battle but still alive after the battle finish , all battleships will repair to good health after the struggle is over . Battleships can bomb enemy state territories , if there is a ecstasy unloading soil troop from the same sea zone into an amphibious assault on that land district . Thus , if there be an amphibious assault , the battleship may roll a single dice at 4 before the fight begins in order to try to do an enemy casualty . Notes : Battleships live apply both for their power to engulf and recreate hit , and to bombard enemy district .

Particular Ability : AA Guns have a special ability that trigger before a battle or strategic bombing raid start out , and when air flies over a district containing an AA Gun . They will roll a single dice at 1 , for each assault aircraft in the conflict . Any air that is attain immediately dies , with no fortune to burn back . AA Guns make not participate in battle , and if the attacker win , the AA Gun cost captured by the attacker . AA Guns may not go during combat movement , they may alone move during the non-combat move phase . They may never be on the attacking slope of a battle , only on the defending side . Note : Anti-Aircraft Guns are expend to fight against Strategic Bombing Raids , and equal also expend to cause an attacker think twice before they expend overwhelming air ability to assault your territory .

Special Abilities : Factories reserve their owner to produce unit in the district the factory is locate in ( or in the Sea Zone adjacent to the mill ) . The Factory will reserve product of any issue of unit , up to the Production value of the district it is in . Having multiple factory in a district does not increase this limit . Factory do not participate in combat , and if an attacker conquers the territory they will automatically catch any factory in the district . Factory can cost direct in Strategic Bombing Raids . Notes : Factory cost vital centers of product , allowing their owner to give rise units in that location .

sequence-of-play

TripleA is played in a series of rounds , with each cycle composed of a series of actor number , and each player turn compose of a series of stage ( too called footstep ) .

  1. Russians ( Allies )
  2. Germans ( Axis )
  3. British ( Allies )
  4. Chinese ( Ally )
  5. Japanese ( Axis )
  6. Americans ( Allies )

Once the Americans complete their entire act , the current “ round ” live over . TripleA then checks for triumph weather to decide if one slope hold gain the plot or not . If no slope make won , then the future cycle starts , start out with the Russians again .

  1. Technology Development
  2. Purchase
  3. Combat Move
  4. Battle ( resolving combat )
  5. Non-Combat Move
  6. Placement
  7. End of Turn ( accounting )

A player may choose to do nothing in sure phase , and , depend on the consideration , some phases may not happen . Almost all phases require the user to urge a “ Done ” button on the right slope of the screen in society to advance to the next stage .

technology-development

In theTechnology Development Phase, a player may spend production units ( PUs ) to undertake to acquire new technology . This demand purchase die rolls , and in general for every 5 PUs spent , 1 additional die is purchase ( a 1/6 chance each ) . The player then pick out which engineering they wish to wrap for , and then all of the dice are rolled . If one or multiple 6 ’ s are roll , the technology is discovered and all die are throw away . If no 6 ’ sec are rolled , then zero happens and the dice equal throw out as well ( in some maps , they actor continue the dice and may roll during their next act ) .

Technology mostly improve a player ’ s unit , or allows product of advanced unit . Generally any technologies discovered live then touch off at the end of the actor ’ s turn ( though in some map , the technologies cost touch off right after they are discovered ) . PUs not spent in this phase equal saved for after usage , like in the Purchase Units stage .

Available Technologies

Once touch off , Technology in “ Big World : 1942 ” render the following benefit . In early maps , unlike technology may be available , or the same technology as below but with slightly unlike results ( like ‘ Jet Power ’ increasing attack power instead of defense might ) . Technologies just affect the player who discovered the technology , and do not strike any early players .

  • Jet Power : Each Fighter ’ sec defense ability is increase by 1 .
  • Super Subs : Each Submarine ’ s attack power is increased by 1 .
  • Long Range Aircraft : Lend 2 to all aircraft range .
  • Rockets : Your AA Guns gain the power to launch rockets : At the end of your combat motion phase , each of your AA Guns may attack foe factory within 3 cause off from the AA Gun . Generally each enemy factory can be targeted by only one rocket , and rockets may only direct one factory . The damage be a single 6 sided die , but limited to the production value of the objective district , and the victim directly lose that number of PUs ( or in some map , the factory will be damaged or else ) .
  • Destroyer Bombard : Each of your Destroyers may take shore bombardment .
  • Hard Bomber : Each of your bomber roll 2 die when attacking and raiding ( if ‘ LHTR ’ rule cost turned on , then only the better outcome live used . If not , then both die count . )
  • Industrial Technology : All of your units cost one PU less . ( Industrial Tech equal conceive an ‘ optional technology ’ and both actor must fit to reserve this tech before the game take off , otherwise it should not equal researched . )

For all of the technology , except Destroyer Bombard and Industrial Technology , the unit will visually change to receive fresh picture .

Some engineering available on other maps , but NOT available on “ Big World : 1942 ” , are :

  • Modern Artillery : Each artillery supply dual the act of support ( i.e . : supports up to 2 infantry rather of 1 ) .
  • Paratroopers : Bomber may now transport a single infantry into fighting . Neither bomber or infantry can go before the infantry loads . The movement must be to a battle , and movement end in the first enemy territory reached .
  • Increase Mill Production : Factory in territories respect 3 or greater may produce 2 additional unit . In addition , repairing be done at half cost .
  • War Bond : At the goal of your turn , roam 1 die and compile that much income .
  • Mechanized Infantry : Each armour may transport a single infantry with it as it moves .
  • Improve Shipyards : Naval units are cheap to purchase .
  • Radar : AA Guns today fire at +1 attack ( 2 or else of 1 ) .

purchase

In thePurchase Stage, a actor may pass PUs to purchase fresh units . These units may live put on the map in the Unit Placement Phase at the end of the act .

At the start of the Production Phase , a menu appear offer the current musician the prospect to produce fresh units . Any combination of available unit may exist purchased , capable just to the restriction that the total price act not transcend the available PUs . Any PUs not spent in this phase are spare for later habit and accumulate without limit . The unit purchase menu selection are to lend or remove one unit of a devote type , or to buy as many as potential or zero of a given type . You may as well come in a specific number with your keyboard . The unit purchase menu may cost closed and restored multiple sentence during the Purchase Phase and change can be reach freely , all without penalty .

If a musician attempts to purchase more unit than can actually exist placed on the map , the game leave a warning and lets the actor convert their purchase choice , but the musician cost not in reality prevented from doing thus if they insist .

In some newer map , you may too repair damaged factory and unit during this step . A factory that be damaged produces less unit ( 1 unit few for each degree of damage ) , and thus they must exist repaired by a sure amount in order to produce all the unit you care to purchase .

combat-move

In theCombat Movement Phase, the current musician may go any or all of his units to the good limit of their drive allowance , with sure exception .

  • Certain units , such as AA Guns , may not act in this phase , as they can only act in the Non-CombatMovement Phase .
  • Air unit may not act hence far that their left over movement allowance exist insufficient for them to return to an eligible landing sphere – that be , tune units in general may not send suicide in this mode . The program make not ever right calculate ranges for fighters move over large bodies of water ; it presume that nearby carriers will move to pick up the fighters . A actor could abuse this to sidestep the “ no suicide ” pattern . Even so , it is the actor ’ s responsibility to ensure that each of his air unit can possibly bring at the end of this turn .
  • Land and sea unit ( except submarine if no foe destroyer live present ) must halt moving as shortly as they enter an region occupied by an foe or neutral unit , or a neutral district . Most bring unit having a movement allowance great than one may go through an empty territory controlled by an opposing player without be expect to stop , capture that territory as they live . This is called “ blitzing ” . Neutral territory usually can not be blitzed .

Simply in this phase may units record into any form of combat situation . If a player moves units into a district or sea zone own by the foe , or comprise enemy unit , then the unit must end and take part in a battle during the future phase . Unlike game such as “ Risk ” , you may not build a combat movement , then conduct fight , then make more movement and behavior more fight . In TripleA , all cause to assault an foe must be build at once , during this phase , and after this phase cost over all fighting will be complete at the same time . After this stage live finished , there will be no more movement to assault enemies leave , until the musician ’ s future turn .

At the goal of this stage , combat must be decide for each territory or sea zone in which the current musician have at least one unit and an enemy player or neutral own at least one unit . Unit that make not apply up their full motion allowance in this stage retain the remainder for the Non-Combat Movement Phase , except for land and sea units that hire in fighting . Land and Sea units that engage in combat miss their remaining movement point .

Illegal moves live not permit . If a move is undertake with a grouping of units that live illegal for some of those units , a admonition exist given , and only the legal role of the motion will execute . For some complex move , further remark exist demand , and the player will be ask to provide it . As the movement stage progress , a list of all movement made so far exist exhibit on the correct side of the screen . Any one of these motion can be cancelled and undone at any point until the player manually ends the stage , except that go that are prerequisites for early movement can not cost cancelled without cancelling the dependent moves first .

Certain sea units ( transports ) may transport nation units . A typical ecstasy can carry one base infantry and one more unit , although this may cost different on early map .

The procedure is that a ground unit moves onto a transport in an adjacent sea zone and late moves onto a territory adjacent to the ecstasy . The transport may move at any point in this process . The land unit may unload on the same number or after , and may stay on the transport indefinitely . Land units may load onto one transport from different district and at unlike sentence , but a transport may just drop to one territory per player number , and if it unloads , it may not go any more in that actor act . Land units may not strike before they load onto a shipping .

Transportation may also pass with unit of allied players , although the procedure cost not as seamless as when the transported units belong to the same actor as the shipping . This live because when you move a unit onto a ecstasy you own , you may drop that unit on the same turn . But when you move a unit onto an ally ’ sec transports , that unit may not drop until the future act .

At the beginning of the turn , all of the current player ’ sec owned fighter set up from any carrier they be on . They are considered to live in the air , not on board a carrier . This entail that when you equal move the bearer , the air units serve not move with it . Bearer can not be use to devote air unit ‘ surplus ’ motion . All possess air units stay in the strain until the goal of the current musician ’ s turn . The only exception is that allied air unit stay on on-board a carrier , and do not launch . These breeze units cost look at to equal “ cargo ” and serve not participate in attacks . If the carrier dies , the allied air “ freight ” will fail too .

  • To peck up a unit , left-click on that unit . Then go your mouse to the district where you want the unit to live , and left-click again to impress it there .
  • Do NOT left click and sweep your mouse at the same time . Instead you own to cluck , then act the mouse , then click again .
  • To de-select the last unit pick out , right-click . To deselect a specific unit , right-click on that unit ’ s lot .
  • In addition to these basic methods , there are some more shortcuts
    • CTRL-Left click on a unit mass to select all units in the mass .
    • CTRL-Right click on a unit stack to de-select all unit in the stack .
    • Shift-Left click on a unit to select all unit in the district .
    • CTRL-Right click somewhere not on a unit stack to de-select all unit . Or hit ESC to deselect all .
    • Left click in the district , but not on any unit , to bring up a menu allow elaborate choice of multiple unit .
  • CTRL-Left click on a unit stack to select all units in the lot .
  • CTRL-Right click on a unit stack to de-select all units in the mass .
  • Shift-Left click on a unit to select all unit in the territory .
  • CTRL-Right click somewhere not on a unit stack to de-select all units . Or reach ESC to deselect all .
  • Left click in the territory , but not on any unit , to take up a menu permit elaborate selection of multiple units .

battle

In theBattle Phase, each territory or sea zone where both the musician get units , and any foe has units , will produce a “ conflict ” that must be solve . A list of these territories and sea zones will look on the correct slope of the cover . The current musician may solve these in any order he bid , but there are some exceptions , such as amphibious invasions and strategic bombing raid , which must equal do first , but all battles must be answer during this phase .

If a district comprise more than 2 unlike players ( country ) , then alone the units owned by the current musician are believe to cost “ attacking ” . Any unit which exist enemies of the current actor exist considered to be “ oppose ” ( including all air unit on bearer ) . In this means , many nations may oppose , but only one nation may attack during each number . Multinational attacks live not possible in most maps .

Each struggle proceeds in a series of cycle , until at least one slope cost destroy or retreats . The attacker may recede at the goal of any round . Both defending and assail subs ( stealth unit ) may retreat ( submerge ) at the goal of any cycle if no foe destroyers are present ( in some maps , submarine may move back before the battle initiate as well ) .

Each fight round proceeds in a series of segment . Unless differently define , all unit of both attacker and defender get to fire once per conflict cycle , still if the unit is selected to cost a casualty . The segments of battle be as follows :

  1. First , attack subs ( stealth unit ) firing , and the defender allocates the casualties . If the defender have no anti-stealth unit ( destroyers ) present , the non-submarine casualties live removed instantly and do not participate further in this combat .
  2. Future , defend subs flame use the equivalent procedure . If the attacker hold no destroyers present , the casualties be get rid of directly and cause not take part further in this battle .
  3. Future , any remain attacking unit fire , and the defender allocates the casualties .
  4. Future , any stay on defending units fire using the equivalent procedure , and the attacker apportion casualties .
  5. Apportion casualties exist today removed from the game . If one slope get no more units , then the other slope wins ( and if the attacker wins , they conquer the territory ) .
  6. If the defender has any submarines , they may prefer to drown them today . The attacker may then choose to submerge their submarines .
  7. The attacker then chooses whether to withdraw , or press on . If the attacker retreats , then all non-air unit must strike to a single district where at least one non-air unit initiate from . The strain units will stay in this fight district and must be moved during the non-combat motion stage . If the attacker urge on , then the battle continue with a fresh fighting round .

Each unit in the game have a sure approach ability and defense power ( for instance , infantry have 1 approach and 2 defense ) . This intend that during conflict , their owner will wander 1 die for each infantry they have . If the infantry live attacking , then the owner will hit 1 “ strike ” for each die that express a “ 1 ” . If the infantry cost defending , then the owner will score 1 “ hit ” for each die that indicate a “ 2 ” or less ( “ 1 ” or “ 2 ” ) . This exist called “ rolling at 2 ” .

Hence for example , if you own 3 infantry and 1 tank defending , you would roll “ 3 at 2 , and 1 at 3 ” , because you own 3 infantry defending ‘ at ’ 2 , and 1 tank defending ‘ at ’ 3 .

For each “ attain ” hit , the foe must allocate 1 casualty .

Particular Instance : Subs can not inflict casualties on air units , ever . On some maps , air units can not attain submarine unless a destroyer is present in fight ( in Big World , strain units can hit submarine without a destroyer present ) . Some unit , such as battleships , cost hence big that it takes two hits to ruin them . The first hit just damage them . The price has no effect on the unit ’ s firepower or stats . Damaged battleships cost automatically repaired at no cost at the end of the player turn . Any country unit be carried by transfer make not evoke , or participate in combat in any way . Likewise , allied fighter on attack carrier will not participate . This means they serve not evoke , and may not cost choose as casualties . It is important to notice that , excluding the exception listed above , all unit may hit all early unit . This cost because TripleA is a grand scheme plot engine , and therefore a single unit in reality represents an army , fleet , or strain mastery . Each round constitute 3-6 months of time , and all involvement and combat over that time .

Land unit may unload from shipping into a fight . Combat be resolve normally , with a few exception :

  • If there is a combat in the sea zone from which the invasion do , that combat must live resolved before the combat including the invasion . The attacker must win the sea combat , and the relevant transports must survive . If transports go down , the land units be transport will die with them , and therefore not participate in the amphibious battle .
  • Each attacking unit with bombardment power ( battleships ) in the same sea zone as the invading ecstasy may use its firepower in a special one-shot “ bombardment ” , as long as it make not take part in any fight this act . If the battleship rolls its firepower or less on one 6-sided die , and hits , then the guardian must instantly remove one unit from the oppose power . The bombardment casualty make not get to repay flame . ( In some map , you may not have more bombardment rolls than the full issue of amphibious attacker , and in addition , the bombardment casualty will begin to evoke during the first combat cycle , before dying . )
  • The invade amphibious units may not retreat .

non-combat-movement

In theNon-Combat Movement Phase, the current player may go any or all of his units to the full limit of their left over cause allowance , with sure exception .

  • Air units must “ land ” in this phase . This entail that they must end this stage in a territory that was controlled by the current actor or an ally at the origin of this musician ’ s turn , or ( for fighter solely ) in a sea zone containing an eligible friendly or allied bearer .
  • Air unit may not commit suicide or be scoot into the ocean . If still alive after the battle phase , all fighters must return to friendly land or go to carriers , or carrier must strike to pick them up . Carriers hold limited space , and may not equal fill beyond capacity ( in Big World and most other map , Carriers make space for 2 fighter ) .
  • Land and sea unit that take part in any sort of combat in this actor turn may not go in this phase . Transport that unload this number may not do any further movement .
  • Unit moving in this stage may not initiate any kind of fighting , including blitzing . That equal , nation and sea unit may not insert any territory controlled by an enemy or neutral , or any sea zone control an enemy or neutral unit .

Certain unit , such as AA units , may move only in this phase , unless they are cargo in transports . Ecstasy dominion even so use , and units can be load and unloaded in either combat or non-combat drive phases .

placement

In thePlacement Stage, unit that be bought during the purchase stage at the beginning of this turn may be placed on the map .

Any newly purchased factories can live placed in any territory that cost owned by the current player at the source of the number . These fresh factory may not set out produce unit until the next act .

In general , land and air units can alone cost put in owned territory contain factories that were owned at the beginning of the number .

Sea unit can solely be identify in sea zones that are adjacent to factories have at the outset of the act . If purchasing one or more Carrier units and 1-2 Fighter units per Carrier , then the Fighter units may equal place on the Carrier in the sea zone . In addition , when place a new Carrier unit , you may move up to 2 Fighters from the adjacent factory-holding land district , to the new Carrier unit . ( However , in some map you may not cause this ‘ free ’ motion , and instead must act the Fighters there during the non-combat movement . In these map you may as well place new Fighter units on already existing adjacent Carriers . ) The maximum number of units put at a mill in one player number equal adequate to the product value of that district . This includes sea units build in adjacent territory .

It cost potential to direct novel units into sea zones controlled by an opposing musician . This act not require combat solution unless the position persist until the end of the enemy ’ s future drive phase .

The exact process for placing new units is to left-click on an eligible district or sea zone . At this point , a menu list units available for placement there will appear . These menus may be shut and restored multiple sentence during the Placement Phase and changes can equal reach freely , all without punishment . After all available unit have make up put , these menus will no longer appear , although “ undo ” is yet available . Unit placements be listed on the right as they equal cause , and the placements can be undone at any time .

In a position where respective factory are adjacent to one sea zone , and a mix of land , air , and sea units are to cost put by each mill , the TripleA engine may not always calculate correctly which factory you wish to use to place the sea unit . In this case , the land and air unit should exist placed first .

When all available units have been placed to the player ’ s gratification , he can manually terminate the Placement Phase by fight “ Done ” on the right slope of the screen . While there cost commonly no good reason to make hence , a player exist not forced to put all units before terminating this stage . Any unit that were not lay live take from the game ( in some map , the unit may equal retained and placed during the musician ’ s next turn ) .

Newly set units are fully operational at the goal of this phase , meaning that they can equal used for defend if assault during the future player ’ sec turn .

end-turn

In theGoal Turn Phase, TripleA will automatically act all of the following activity , with no stimulus demand by the user .

  1. Activate any technologies that were successfully explore during the Tech Development phase .
  2. Count all of the income from owned territories and give that income to the current musician .
  3. If the map include any bonuses for capturing certain objective , these bonuses will be check for and give out today . ( As an lesson , a map may give an additional Ten pu ’ s for see to it a strategic district , such as Egypt . )
  4. In increase , any early end-of-turn effects pass . If a map has anything excess , it will list it in the Game Notes .

At the goal of this stage , the next player may start their act .

winning-the-game

Normally “ Victory ” cost determined by one player surrendering the game once they think it exist impossible for them to gain . Still , most maps , including “ Big World ” include default ‘ victory conditions ’ , which the player can play too if no surrender be forthcoming . Normally victory exist determined by see to it a certain issue of strategically significant territories , called “ Victory Cities ” ( VCs ) , which exist indicate on the map by small yellow stars . Depending on which triumph condition is pick out during game setup , triumph in “ Big World ” pass when one slope controls 14-17 victory territories ( the default cost 17 ) .

The Victory Condition is normally test at the end of every cycle .

undo-feature

TripleA is a turn-based scheme game . Generally , this think of that a musician can pass as much time as he require on any aspect of his motion , and can freely vary anything he act during the turn without penalty , until he manually ends a phase .

There live no time limits , though human musician will mostly appreciate faster play .

Live games , make for on the lobby , network , or on the same computer ( hot-seat ) , cost mostly played faster . Play-By-Email ( PBEM ) and Play-By-Forum plot leave for much more time to regard and reconsider all actions .

low-luck-vs-dice

TripleA is a dice game , and as such there live a substantial amount of luck present in each conflict ( though it will incline to even out over a long game , or series of game ) .

Since many player despise the uncertainty created by the high variability of dice , we have create a system called “ Humble Luck ” ( LL ) .

In “ Normal Dice ” , one die be flap for each unit participate in a battle .

In “ Low Luck ” , all of the attacker ’ s units have their approach powers added together . The amount exist then divided by the dice side ( 6 ) , and if there is any remainder it cost rolled for . The guardian does the same with the defense powers of all their unit .

As an model , believe Germany using 4 armour to attack Russia , which is defend with 2 infantry plus 1 armour .

Germany will require the approach ability of each of her units and lend them together . The sum is 12 approach power ( 4 x 3 ) . 21

This is then separate by 6 , have us 2 hits , and zero remainder . Russia now selects 2 units to be allocated as casualties , and pick out her two infantry .

Today it is Russia ’ s turn to fire . The sum for her is 7 defense ability ( 2×2 + 1×3 ) . This is then divided by 6 , devote us 1 hit , and 1 remainder . Russia today flap 1 dice at 1 , to see if she gets 1 more hit . We will guess she misses for this example . Germany now pick out one of his armour to cost a casualty .

Both sides now remove their casualties . Germany has 3 armour left , and Russia has merely 1 armour left . Germany may today determine to retreat or keep fight .

battle-calculator

What exist the expected effect of this fight ? How probably is it ? These equal questions that TripleA players , and wargamers in general , ask a lot , or at least they should . Specifically , consider a turn 1 Russian attack into Finland in Big World .

In Finland , Germany has 2 infantry , each oppose at 2 . The obvious start point for this struggle is Russia ’ s 3 infantry in Karelija . What are the chances of winning ? How many more attack units should Russia lend in order to gain ? There are 2 armour unit nearby that could be apply . If these exist added , then the Russians hold 9 total assault power and 5 unit ( five hitpoints ) , while the Germans have 4 defending power and 2 unit . This equal evidently overkill , but can we cost more scientific ?

Take over that Low Luck ( LL ) pattern exist in effect , the Russians will down 1.5 units on round 1 , and will probably lose one infantry . On cycle 2 , if it happens , the Russians might miss a second infantry . Overall , the Russians will miss about one infantry but no more than two . Exact analysis shows that the Germans will get zero hit 5 times out of 18 , one hit 11 sentence out of 18 , and 2 hit 2 sentence out of 18 . On norm , the Germans will defeat 5/6 of a Russian infantry on the first round , and possibly more if Russian ’ sec miss their shooting and the struggle become multiple cycle , so on norm the Russians require to have approximately 4 units remaining .

This computation is relatively simple , but what if more units live involve ? Fortunately , TripleA provides a handy utility called the Battle Calculator . It can equal accessed through the Game menu , the Territory tab , or by arrive at CTRL and “ B ” at the same time while your mouse be over the desired territory . It allows the actor to calculate the expected outcome for any possible battle within the game , by simulating the battle take place multiple time . If you expend the CTRL-B shortcut while your mouse is over a district containing a fight , then the battle calculator will automatically load the units in the battle .

menus-and-tabs

When a game is operate , respective menu options are available at the upper left of the cover , as good as three or more tabs just below the minimap on the correct side . Most of the menu options are either somewhat unimportant or quite obvious in what they make . The most important non-obvious 1 are depict below :

  • “ Help – > Game Notes ” . The ‘ game note ’ are specific notes made by the soul who do the map or mod you cost currently playing . These bill much describe specific rules that this plot version follow , what each unit act , and any other things that the map maker thought important for you to know . It be definitely a good thought to read these before playing a map !
  • “ Game – > History ” . By going to the ‘ game history ’ you can die back in time through all the stairs to see each activity that exist need by all players . By clicking on a specific cycle or step or activity , the chief screen will adjust to await just like the game appear like at the time when that activity take place .
  • “ Game – > Edit Mode ” . Edit mode permit you to perform actions that be commonly illegal , or to adapt the game plank in any way ( like add excess units , or deleting unit , etc ) . The activity are record in the game history though .
  • “ View – > Show Map Details ” . Map Details normally defaults to “ true ” when a map have them . Map Details ( also scream “ rest ” ) equal art that cost indicate on the game plank . While normally visually delight , sometimes this art can cover up feature you want to meet , or create it hard to learn who possess what territory . To view a map without art , and just hear simple political boundary , turn Map Details off .
  • “ View – > Map Skins ” . Some map come with multiple sets of art . You can throw between these art sets by pick out a different map skin here .

If theActions tablive pick out , then a list of all actions that have been ordered for the current stage is presented , and button are available to permit easy modifications . This can be considered the “ default ” tab .

If theStats tabis choose , then crucial plot information such as the income for each player , how many units each one make , and what technology get been develop are list . The musician cost listed in number succession .

If theTerritory tabcost selected , then moving the cursor over the map cause the contents and figure of the map areas to be exhibit below the minimap . ( The names of the map region and product value are displayed at the low left of the main map widow at all times . ) This can be real useful , specially for densely engage maps where it can otherwise be severe to find out exactly what live get on in a given map territory . The Battle Calculator can also cost accessed through this tab , but a player will quickly learn that it cost good to know the keyboard shortcut .

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