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RE: What kind of manual(s) should we ask for?

 
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RE: What kind of manual(s) should we ask for? - 1/6/2009 2:07:58 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline

quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: brian brian

On destroying factories, I was just hoping it wouldn't be too hard to add an 'automatic' checkbox to the existing form. But I don't know if that would require creating another form. A lot of players would just answer 'yes' every single time, so if it could be automated that would be nice. I can't remember if MWiF is including 'Construction Engineers' and whether that part of the Engineer optional is even still part of the rules? (Did the 08 mods finally drop them?)

MWIF has two optional rules for engineers: combat & construction. Neither, either, or both can be chosen.

I dislike 'automatic' things. It just means the programmer decided how something is going to be done and you have no choice in the matter. Letting the player say 'yes' at most a dozen times in a game isn't a severe burden, considering a MWIF game has tens of thousands of decisions for each player to make.



As long as the program asks whenever I am eligable to destroy a factory I am happy.

-Orm

(in reply to Shannon V. OKeets)
Post #: 211
RE: What kind of manual(s) should we ask for? - 1/6/2009 5:43:37 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline

quote:

ORIGINAL: Shannon V. OKeets


China can not declare war on minors, nor does it have the ability to voluntarily align minor countries. If Harry sees fit to disallow China from aligning attacked minor countries, it is a simple single line of code to make the change.




Harry has already done so.

From:
Official WIF errata from 2008 World In Flames Annual.

WIF 19.2 China may not align minor country in any WIF scenario. Exceptions DOD and PATIF.

-Orm

(in reply to Shannon V. OKeets)
Post #: 212
RE: What kind of manual(s) should we ask for? - 1/6/2009 7:17:23 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
quote:

ORIGINAL: Orm


quote:

ORIGINAL: Shannon V. OKeets


China can not declare war on minors, nor does it have the ability to voluntarily align minor countries. If Harry sees fit to disallow China from aligning attacked minor countries, it is a simple single line of code to make the change.




Harry has already done so.

From:
Official WIF errata from 2008 World In Flames Annual.

WIF 19.2 China may not align minor country in any WIF scenario. Exceptions DOD and PATIF.

-Orm

Thanks. I'll add the code.
EDIT: Done.

< Message edited by Shannon V. OKeets -- 1/6/2009 8:19:22 PM >


_____________________________

Steve

Perfection is an elusive goal.

(in reply to Orm)
Post #: 213
RE: What kind of manual(s) should we ask for? - 1/6/2009 7:24:39 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
Today's installment of new text for the Player's Manual. This should give you a glimpse into why it took me over a year to get all the code for the air phases working - while doing other stuff concurrently.

I went back and modified the text for each of the air mission phases so it doesn't contains as much redundancy about carrier air units. but there is still some redundancy, since I would like each section to more or less stand alone, and not require the reader to go to cross references continually.

There more sections on the air mission subphases remaining to be done, but I ran out of time today to finish them (my schedule calls for no more than 2 hours a day on the Player's Manual).
===
7.8 Air Mission Subphases (RAC 14.2)

There are 8 air missions in MWIF. These occur during the:
• Port attack phase,
• Strategic bombing phase,
• Carpet bombing phase,
• Ground strike phase,
• Air transport phase,
• Paradrop phase,
• Ground support phase, and
• Reorganization by air transports phase.

The descriptions in this section of air mission subphases only applies to these 8 air missions!

Specifically not included under the heading of “air mission” are the movement of air units made during:
• The naval air phase,
• The naval air support by initiating side subphase of a naval combat phase,
• The naval air support by non-initiating side subphase of a naval combat phase, and
• The air rebase phase.

Each of the 8 air missions is executed by the program as a series of subphases. Air-to-air combat is one of those subphases, and it is executed as a series of sub-subphases. See RAC section 14.2 for details concerning air missions.

7.8.1 Combat Air Patrol (RAC 14.2.1)

The Combat Air Patrol subphase is commonly referred to as CAP. This subphase lets non-phasing major powers fly fighters to hexes that are vulnerable to air attack during the current air mission phase (e.g., ground strike phase).

The advantage of flying CAP is that fighters can reach target hexes within their entire range. If the non-phasing player waits until the phasing player has flown his bombers, and then flies fighters to intercept (in the subphase “non-phasing side flies interceptors”), the range of the intercepting fighters is reduced to half their normal range. However, this small advantage is heavily outweighed by the disadvantage that flying CAP “uses up” the fighter and the phasing side can just ignore the hex for the one impulse that the fighter flies CAP. That’s because all air units flying CAP have to return to base at the end of each air mission phase. Once they have returned to base they become disorganized and are no longer available to perform tasks until they are reorganized.

If the optional rule Carrier Planes is not being used, then carriers at sea can fly CAP. To do this, the program creates a “temporary carrier air unit” to fly the mission. After the air mission is over, the temporary air unit is removed from the game. Should the temporary air unit be shot down, the carrier that ‘flew’ the mission is damaged.

MWIF deviates from RAW in that major powers are not permitted to fly CAP missions unless the target hex is truly threatened. There has to be an enemy bomber/air transport capable of flying a mission to the hex, which means there has to be a viable target within the hex.

Because CAP is so rarely flown, and because it might be flown in each of the 8 air mission phases, the program provides a player interface option so each major power can “turn off” the frequently occurring opportunity to fly CAP for any of the 8 air missions. For example, China can turn off CAP for all 8 air missions and the subphase would always be skipped for China. Turning CAP on and off can be done by a major power whenever he wants. The only effect of having CAP on/off is whether the major power sees the CAP subphase or not; that is, whether he is given the opportunity to fly CAP.

The CAP subphase is over once all major powers on the non-phasing side click on the End of Phase button in the main form. If you do not turn off CAP, it is quite likely that you will have 8 opportunities to fly CAP in every enemy impulse. That’s either 24 (8 x 3) clicks for the Axis side, or 40 (8 x 5) for the Allied side, on the End of Phase button every impulse. Trust me, that gets boring fast.

7.8.2 Phasing Side Flies Bombers & Escorts (RAC 14.2)

This is the most important of the air mission subphases since it is when major powers on the phasing side can fly bombers/air transports to a destination hex. In most cases, if no bombers/air transports fly during this subphase, then all the remaining subphases in the air mission phase are skipped. The two exceptions are: (1) fighters flying CAP always return to base during the subphase “non-phasing side returns to base”, and (2) during the ground support phase, the non-phasing side always has the opportunity to fly bombers and escorts.

Besides the bombers/air transports flying missions, the major powers on the phasing side can also fly escorts to protect the bombers/air transports. There are restrictions on which air units can fly during this phase, and since there usually has to be a ‘target’ in the destination hex, the ability to fly depends heavily on the current air mission phase. See RAC section 14.2 for details.

If the optional rule Carrier Planes is not being used, then carriers at sea can:
• fly air missions performed by bombers during the phases: port attacks, strategic bombing, carpet bombing, ground strikes, and ground support, or
• fly as fighter escorts (during all air mission phases)..

To do this, the program creates a “temporary carrier air unit” to fly the mission. After the mission is over, the temporary air unit is removed from the game. Should the temporary air unit be shot down, the carrier that ‘flew’ the mission is damaged.

In the case of carrier air units (temporary or actual carrier air units), the owning major power needs to specify whether the air unit is flying as a bomber or as a fighter (see section 8.7.2.38). Some land based air fighters are also capable of flying as bombers - the default is for them to be fighters unless their role has been specified as bombers.

This subphase is over once all major powers on the phasing side click on the End of Phase button in the main form.

7.8.3 Non-Phasing Side Flies Bombers & Escorts (RAC 14.2)

This subphase is skipped for all air mission phases except ground support. During the ground support phase, major powers on the non-phasing side can perform the same tasks that their counterparts on the phasing side did as described in the immediately preceding subphase.

This subphase is over once all major powers on the non-phasing side click on the End of Phase button in the main form.

7.8.4 Non-Phasing Side Flies Interceptors (RAC 14.2.1)

During this subphase major powers on the non-phasing side can fly intercepting fighters to any hex where their enemies have flown bombers/air transports/escorts. If the optional rule Carrier Planes is not being used, then carriers at sea can fly as fighter interceptors.

This subphase is over once all major powers on the non-phasing side click on the End of Phase button in the main form.

7.8.5 Phasing Side Flies Interceptors (RAC 14.2.1)

During this subphase major powers on the phasing side can fly intercepting fighters to any hex where an enemy has flown bombers or fighters. If the optional rule Carrier Planes is not being used, then carriers at sea can fly as fighter interceptors.

This subphase is over once all major powers on the phasing side click on the End of Phase button in the main form.

7.8.6 Surprise Points Used (RAC 11.5.6)

This subphase is skipped except during the port attack phase. Surprise never happens during the other 7 air mission phases.

During this subphase the program generates random numbers to see if one side has been surprised. See RAC section 11.5.6 for details on surprise during naval actions and section 8.7.2.52 in this document for a description of the Surprise Points form. If surprise has occurred, then the winning side gets the opportunity to spend its surprise points at this time.

This subphase is over one the deciding major power on the winning side closes the Surprise Points form.

7.8.7 Air-to-air Combat (RAC 14.3)

This subphase only occurs if there are air units from both sides flying in the same hex and at least one of the sides has fighters. If no such hex exists, then this subphase is skipped. If one or more hexes contain units that can engage in air-to-air combat, then the program executes the air-to-air sub-subphase sequence as described in section 7.9.

This subphase is over once all air-to-air combats have been resolved, and the air-to-air combat form closed following the last air-to-air combat (see section 8.7.2.4 for details on the air-to-air combat form).

7.8.8 Anti-air Attacks by Non-Phasing Side (RAC 11.5.9)

This subphase is skipped if no bombers/air transports on the phasing side survived air-to-air combat in the preceding subphase.

For each hex containing bombers/air transports belonging to the phasing side, major powers on the non-phasing side may conduct anti-aircraft fire. Anti-aircraft fire can be from ships defending in the port attack phase, and/or anti-aircraft units in or adjacent to hexes containing enemy bombers/air transports. Anti-aircraft units are divisions and only present in the game if that optional rule is being used.

Anti-aircraft fire has two sub-subphases. The first subphase is just for anti-aircraft (AA) units. If AA units are capable of firing on enemy bombers/air transports, then the major powers which owns the AA units are given the opportunity to ‘plot’ their AA fire. This is done using the Anti-air Fire form (see section 8.7.2.6 for details on using that form). Plotting AA fire is totally voluntary and the first sub-subphase is over once all major powers ion the non-phasing side have closed the Anti-air Fire form.

The second sub-subphase of this subphase is to determine the damage inflicted by the AA fire plotted in the firs sub-subphase plus any contributing anti-aircraft fire from naval units attacked during an port attack phase. The program calculates that damages and the owning players choose which of their units receive damage (see section 8.7.2.7 for the details on using the Anti-aircraft Fire Results form).

This subphase is over once all major powers that suffered damage have closed the Anti-aircraft Fire Results form.

7.8.9 Anti-air Attacks by Phasing Side (RAC 11.5.9)

This subphase is skipped for all air mission phases except the ground support phase. It is also skipped during the ground support phase if no bombers on the non-phasing side were flown or none survived air-to-air combat.

Otherwise, this phase is identical to the immediately preceding subphase except that the phasing side executes its anti-aircraft fire.



_____________________________

Steve

Perfection is an elusive goal.

(in reply to Shannon V. OKeets)
Post #: 214
RE: What kind of manual(s) should we ask for? - 1/7/2009 1:18:34 AM   
brian brian

 

Posts: 3191
Joined: 11/16/2005
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RaW sometimes uses the terminology of Air Mission to refer to air activities that count against the limits in all impulses except an air impulse. You come close to keeping that differentiation, but not quite. All you need is a modification of the lead sentence: There are 8 air activities that can be intercepted in WiF. The following does not apply to Naval Air missions (except the listed Port Attack mission) or rebases. Note in section X.xx about which of these uses for air units count against the limit on air missions during a Naval, Land or Combined impulse (there are no limits in an Air impulse).

You would probably want to keep the capitalization consistent with however it is in the rest of RaC, or junk the word activity, or however RAC is written with respect to what counts against the mission limits and what doesn't.

(in reply to Shannon V. OKeets)
Post #: 215
RE: What kind of manual(s) should we ask for? - 1/7/2009 2:37:09 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

ORIGINAL: composer99
3.4.10 Production

If I may, I'm adding my 2 cents about production.

First thing, Christopher spoke about a build plan, and it would be usefull for the WiF players to actualy write this build plan on a paper, or best, in a computer spreadsheet for reference during the game. Of course, as Christopher wrote in his good post, shortfalls, discipline, redundancy and flexibility mean that this production plan will be amended a lot of time, and this paper of computer spreadsheet must be amended during all the time during the game.


Second thing, here are the guidelines I use to creating my own build plan :

1) Evaluate the BP amount in advance for all the turns of the game (or at minimum 1-2 years in advance), and plan 90% of the actual building into my build plan. Keep 10% not commited to builts. These 10% will be commited when the given turn arrives, or a couple of turns before it arrives, to face any emergency rebuilt or repair, or else, or to help being flexible by replacing a planned build by another.

2) Plan all "must be built" units from day 1, as they become available in all the J/F game turns. These are the HQ, the ENG, and other special land units that you know you will need. Always build HQ the first turn they are available, or at worse in the 1-3 first turns of the year (if you know you will need them, and rest assured that you always will need HQs). Also pre-plan all Offensive Chits, and plan to save BP in the previous game turns if you're not a rich Major Power (all except the USA) so that the cost is less steep when they are bought. Plan them so that they arrive during the key game turns when you'll need them. Also preplan all Intell expenditures, as a regular expenditure. This can be 0-1 BP per turn initialy but can grow to 3-5 or more BP per turns in the latter stages of the game, and also depending on the enemy's Intell expenditure. You cannot leave the Allies gain too much Intell when you are the Axis, so you must increase when they increase to try to either keep the edge, or prevent them to drown you under their Intell might.

3) Plan all ships ahead.
Now, plan all ships that you intend to build for nearly all the course of the war. This means capital ships laid down or completed, TRS / AMP laid down & completed. This especially true with the USA, Japan and the CW, and somehow true for Italy where indeed you only need to plan to build SUBs & TRS / AMPH.
Also, for the Major Powers that need a powerful submarine force (USA, Japan, Germany, Italy) always devote a certain number of BP each turn to building SUBs all around the year. Usually 2-3 BP for the richer countries, and 1-2 for the poorest.

4) Decide the share with the remaining BP for the Air Force and Army (Land Forces). Usually about 50% / 50%, but this can vary from major power to major power and vary also depending on the cirumstances. For example, for Russia before 1941 this will look like 95% Army, 5% Air Force (or nearly 100% / 0%) (as Russia already have a large amount of planes & pilots, and land units are critically needed to plan to stop the Germans). The units build at step 2 count against their relevant group in the calculation of the share.

5) Plan the Air Force.
5a) Given the amount of BP allocated to the Air Force, evaluate how many Pilots can be built consistently from turn to turn, and always build about that number of pilots each turn give or take a small variation. In that decision, you also need to evaluate how many Air Units you will be able to build, and be prepared to build a little more air units than pilots (when playing with pilots, you loose the pilot about 50% of the time when the air unit is destroyed, so you need to build less). Never fall to lower than 2 pilots in a turn for big countries such as Germany, the USA or the CW, this has dire consequences later on because of gearing limits, except when you have had gargantuan air losses and are flooded with reserve pilots. Even then, learn to count your pilot need a few turns in advance to be ready to meet that need with new pilots.
5b) Use the remaining BP to build the Air Units you will need 2-4 turns from now. Always build a minimum number of FTR per turns (depending on the Major Power, this can be 3-6 for the USA or 2-3 for the CW or Germany, or simply 1 per turn). Always a minimum of CVP per turn for the CW, the USA and Japan (This can be 2-4 for the USA and 1-2 for Japan or the CW). Sprinkle the most expensive units (LND4 & NAV4) across all the year, but be carefull about when they will be completed. For example, a LND4 reinforcing the UK, or worse the USA, in N/D is quite useless, as it is if it arrives in J/F. Better if it arrives in S/O or M/A, ready for being used.

6) Plan the Army.
With the remaining BP, build the units you'll need in 2-4 turns from now. Sprinkle the most expensive units (AMR, MECH, some expensive ART) across all the year, and fill in the holes with less expensive units, but try to build the best units so that they arrive when needed. For example, it is useless to build a lot of ARM without building also a lot of MOT & INF as the USA before having successfully invaded somewhere. Try to prepare a balanced force of ART to go with your strategic needs.

(in reply to composer99)
Post #: 216
RE: What kind of manual(s) should we ask for? - 1/7/2009 2:47:35 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

ORIGINAL: brian brian

RaW sometimes uses the terminology of Air Mission to refer to air activities that count against the limits in all impulses except an air impulse. You come close to keeping that differentiation, but not quite. All you need is a modification of the lead sentence: There are 8 air activities that can be intercepted in WiF. The following does not apply to Naval Air missions (except the listed Port Attack mission) or rebases. Note in section X.xx about which of these uses for air units count against the limit on air missions during a Naval, Land or Combined impulse (there are no limits in an Air impulse).

You would probably want to keep the capitalization consistent with however it is in the rest of RaC, or junk the word activity, or however RAC is written with respect to what counts against the mission limits and what doesn't.

I'm not sure to understand fully what is meant here, but I wanted to add that Naval Air Missions can be intercepted en-route. See FAQ Q14.2-2 :
*********************************
Q14.2-2> A long-ranged NAV starts in England and crosses occupied France, Germany and Italy to conduct a Naval Air Mission in the Med. Can Italian & German’s FTR near the flight path make an En-route aircraft interception of the NAV before it gets to the first hexdot of the Med Sea Area ?
Answer> Yes, provided you are playing option 51. Date 30/01/1997
*********************************

(in reply to brian brian)
Post #: 217
RE: What kind of manual(s) should we ask for? - 1/7/2009 5:16:56 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: Froonp

quote:

ORIGINAL: composer99
3.4.10 Production

If I may, I'm adding my 2 cents about production.

First thing, Christopher spoke about a build plan, and it would be usefull for the WiF players to actualy write this build plan on a paper, or best, in a computer spreadsheet for reference during the game. Of course, as Christopher wrote in his good post, shortfalls, discipline, redundancy and flexibility mean that this production plan will be amended a lot of time, and this paper of computer spreadsheet must be amended during all the time during the game.


Second thing, here are the guidelines I use to creating my own build plan :

1) Evaluate the BP amount in advance for all the turns of the game (or at minimum 1-2 years in advance), and plan 90% of the actual building into my build plan. Keep 10% not commited to builts. These 10% will be commited when the given turn arrives, or a couple of turns before it arrives, to face any emergency rebuilt or repair, or else, or to help being flexible by replacing a planned build by another.

2) Plan all "must be built" units from day 1, as they become available in all the J/F game turns. These are the HQ, the ENG, and other special land units that you know you will need. Always build HQ the first turn they are available, or at worse in the 1-3 first turns of the year (if you know you will need them, and rest assured that you always will need HQs). Also pre-plan all Offensive Chits, and plan to save BP in the previous game turns if you're not a rich Major Power (all except the USA) so that the cost is less steep when they are bought. Plan them so that they arrive during the key game turns when you'll need them. Also preplan all Intell expenditures, as a regular expenditure. This can be 0-1 BP per turn initialy but can grow to 3-5 or more BP per turns in the latter stages of the game, and also depending on the enemy's Intell expenditure. You cannot leave the Allies gain too much Intell when you are the Axis, so you must increase when they increase to try to either keep the edge, or prevent them to drown you under their Intell might.

3) Plan all ships ahead.
Now, plan all ships that you intend to build for nearly all the course of the war. This means capital ships laid down or completed, TRS / AMP laid down & completed. This especially true with the USA, Japan and the CW, and somehow true for Italy where indeed you only need to plan to build SUBs & TRS / AMPH.
Also, for the Major Powers that need a powerful submarine force (USA, Japan, Germany, Italy) always devote a certain number of BP each turn to building SUBs all around the year. Usually 2-3 BP for the richer countries, and 1-2 for the poorest.

4) Decide the share with the remaining BP for the Air Force and Army (Land Forces). Usually about 50% / 50%, but this can vary from major power to major power and vary also depending on the cirumstances. For example, for Russia before 1941 this will look like 95% Army, 5% Air Force (or nearly 100% / 0%) (as Russia already have a large amount of planes & pilots, and land units are critically needed to plan to stop the Germans). The units build at step 2 count against their relevant group in the calculation of the share.

5) Plan the Air Force.
5a) Given the amount of BP allocated to the Air Force, evaluate how many Pilots can be built consistently from turn to turn, and always build about that number of pilots each turn give or take a small variation. In that decision, you also need to evaluate how many Air Units you will be able to build, and be prepared to build a little more air units than pilots (when playing with pilots, you loose the pilot about 50% of the time when the air unit is destroyed, so you need to build less). Never fall to lower than 2 pilots in a turn for big countries such as Germany, the USA or the CW, this has dire consequences later on because of gearing limits, except when you have had gargantuan air losses and are flooded with reserve pilots. Even then, learn to count your pilot need a few turns in advance to be ready to meet that need with new pilots.
5b) Use the remaining BP to build the Air Units you will need 2-4 turns from now. Always build a minimum number of FTR per turns (depending on the Major Power, this can be 3-6 for the USA or 2-3 for the CW or Germany, or simply 1 per turn). Always a minimum of CVP per turn for the CW, the USA and Japan (This can be 2-4 for the USA and 1-2 for Japan or the CW). Sprinkle the most expensive units (LND4 & NAV4) across all the year, but be carefull about when they will be completed. For example, a LND4 reinforcing the UK, or worse the USA, in N/D is quite useless, as it is if it arrives in J/F. Better if it arrives in S/O or M/A, ready for being used.

6) Plan the Army.
With the remaining BP, build the units you'll need in 2-4 turns from now. Sprinkle the most expensive units (AMR, MECH, some expensive ART) across all the year, and fill in the holes with less expensive units, but try to build the best units so that they arrive when needed. For example, it is useless to build a lot of ARM without building also a lot of MOT & INF as the USA before having successfully invaded somewhere. Try to prepare a balanced force of ART to go with your strategic needs.


Thanks to both of you. I will leave this topic (3.4.10) open for another week if any one wants to add to it. Then I'll mash it altogether for the Player's Manual.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 218
RE: What kind of manual(s) should we ask for? - 1/7/2009 5:27:55 PM   
brian brian

 

Posts: 3191
Joined: 11/16/2005
Status: offline

quote:

ORIGINAL: Froonp

quote:

ORIGINAL: brian brian

RaW sometimes uses the terminology of Air Mission to refer to air activities that count against the limits in all impulses except an air impulse. You come close to keeping that differentiation, but not quite. All you need is a modification of the lead sentence: There are 8 air activities that can be intercepted in WiF. The following does not apply to Naval Air missions (except the listed Port Attack mission) or rebases. Note in section X.xx about which of these uses for air units count against the limit on air missions during a Naval, Land or Combined impulse (there are no limits in an Air impulse).

You would probably want to keep the capitalization consistent with however it is in the rest of RaC, or junk the word activity, or however RAC is written with respect to what counts against the mission limits and what doesn't.

I'm not sure to understand fully what is meant here, but I wanted to add that Naval Air Missions can be intercepted en-route. See FAQ Q14.2-2 :
*********************************
Q14.2-2> A long-ranged NAV starts in England and crosses occupied France, Germany and Italy to conduct a Naval Air Mission in the Med. Can Italian & German’s FTR near the flight path make an En-route aircraft interception of the NAV before it gets to the first hexdot of the Med Sea Area ?
Answer> Yes, provided you are playing option 51. Date 30/01/1997
*********************************




While that makes a lot of sense and I'm not surprised that it should be played that way, I've never seen that happen in a game though and had never thought about it. That would be an additional way to defend the Baltic against the Sunderland and the Faeroes Gap against the Condor. At home we always play with en-route interception but it comes up rarely. At WiFCon it is always shouted down on terms of "it takes way too long" despite it's general rarity. The players that will 'take too long' using it are invariably going to 'take too long' at everything they do, such as designing chart-perfect naval task forces.

Anyway I was just trying to point out that it could confuse players that some of the missions with that certain air-combat sequence count against mission limits, and some don't, so perhaps a better way to differentiate them would be that those are the missions that can be intercepted. Looks like an 'en-route' caveat needs to be added.



On build plans, might it be better to keep it simple and generic for an intro to players, with some more detailed information elsewhere? I wouldn't be too thrilled to be reading about a new game to learn I might need to set up a spreadsheet to build the units. (Even though I have done this for playing WiF).

(in reply to Froonp)
Post #: 219
RE: What kind of manual(s) should we ask for? - 1/7/2009 8:12:27 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
Today's installment of new text for the Player's Manual.
====
7.8.10 Air Mission Performed (RAC 11.5.9, 11.7, 11.8, 11.9, 11.12, 11.15, 11.16.4, & 11.8.1)

This subphase is completely different for each air mission phase. All air missions display a form during this subphase so the players can either make decisions or simply see the results of the air mission:

• Port attack: Naval Combat Results form, see section 8.7.2.30 for details.
• Strategic bombing: Air Attack form, see section 8.7.2.3 for details.
• Carpet bombing: Air Attack form, see section 8.7.2.3 for details.
• Ground strike: Air Attack form, see section 8.7.2.3 for details.
• Air transport: Air Attack form, see section 8.7.2.3 for details.
• Paradrop: Air Attack form, see section 8.7.2.3 for details.
• Ground support: Air Attack form, see section 8.7.2.3 for details.
• Reorganization by air transport: Reorganize Units form, see section 8.7.2.42 for details.

Once the displayed form is closed by all major powers, the game advances to the next subphase.

7.8.11 Return to Base by Phasing Side (RAC 14.2)

All air units owned by major powers on the phasing side that have flown during the current phase are required to return to base during this subphase. It is possible that some air units will be destroyed because they are unable to return to base. If that occurs, the program generates a Scrap Units digression.

After all air units have been returned to base by all major powers on the phasing side, and any scrap units digression completed, the game advance to the next subphase.

7.8.12 Return to Base by Non-Phasing Side (RAC 14.2)

This subphase is the same as the preceding subphase except the major powers on the non-phasing side return their units to base.

7.9 Air-to-air Combat Sub-subphases

Air-to-air combat may occur during air missions and also during naval air combat. Except for the first sub-subphase, the sub-subphases listed below are identical regardless of the phase in which air-to-air combat occurs. Throughout air-to-air combat, the Air-to-air Combat form is used (see section 8.7.2.4 for details on using the form).

In air-to-air combat one side is considered the ‘attacking’ side and the other is the ‘defending’ side. In every case except one, the attacking side is the phasing side. The sole exception is during naval air combats that are the result of a successful naval interception. In a naval combat that arises out of a naval interception, the attacking side is the side which moved naval units into the sea area, thereby precipitating the conflict. This means that the defending side is the side which successfully intercepted the moving naval units.

7.9.1 Select Combat (RAC 14.3)

During naval air combats this sub-subphase is skipped. That is because only one air-to-air combat takes place at a time during naval combat, so there is no decision to make. Likewise, if an air mission phase provokes only one air-to-air combat, this sub-subphase is skipped.

When there is more than one air-to-air combat which need to be resolved, then the major power on the phasing side which has the most bombers/air transports involved in air-to-air combats chooses the order in which combats are resolved. Ties go to the major power which has the most fighters involved.

Once the decision maker has selected an air combat and clicked on the Combat Chosen button, the game advances to the next sub-subphase.

7.9.2 Arrange Units (RAC 14.3.1)

During this sub-subphase, the major powers on each side which are the decision makers for the combat (i.e., have the most air units involved in the combat, ties go to the major power with the most fighters) simultaneously arrange their air units in preparation for combat. Both sides place their fighters in a line and their bombers/air transports in a second line.

Of course if both sides have 0 or 1 fighters, and 0 or 1 bombers/air transports, then there is nothing to arrange and this sub-subphase is skipped. Assuming that there are units to be arranged, the game advances to the next sub-subphase once both sides have arranged their fighters and bombers/air transports for the current round of the air-to-air combat.

Note that neither side sees how the other side has arranged its units until both sides click on the “Axis/Allies Ready” button.

7.9.3 Defender’s Die Roll (RAC 14.3.2)

During this sub-subphase, the defending side rolls its attack dice (1st die roll). Actually the program generates a random number and reports the result to all players. This sub-subphase is over once all players have acknowledged having seen the result.

7.9.4 1st Unit Selected (RAC 14.3.3)

During this sub-subphase, the side which has a unit designated as receiving a result chooses which unit, provided there is more than one unit from which to choose. The air-to-air combat results state whether the side which rolled the die chooses the unit, or the side which did not die the die chooses the unit. The program determines which side that is and enables the decision maker on that side to select which units is: destroyed, aborted, cleared through.

Once the decision maker selects a unit, the program displays the selection to all players and the game advances to the next sub-subphase.

7.9.5 1st Unit Disposition (RAC 14.3.3)

If no unit was selected (e.g., if the result of the die roll was “no effect”), or if the result of the die roll was “cleared through”, then this sub-subphase is skipped.

During this sub-subphase the unit selected in the preceding sub-subphase may need special processing. There are two cases where that occurs: (1) a unit is destroyed, so a digression is necessary for the owner to decide whether to scrap the unit or not, and (2) a unit is aborted, so a digression is necessary for the owner to perform a return to base for the air unit. Once the digression is completed, the game advances to the next sub-subphase.

7.9.6 Attacker’s Die Roll (RAC 14.3.2)

During this sub-subphase, the attacking side rolls its attack dice (2nd die roll). Actually the program generates a random number and reports the result to all players.

7.9.7 2nd Unit Selected (RAC 14.3.3)

This sub-subphase is identical to the “1st Unit Selected” sub-subphase, except it is based on the result of the attacker’s die roll.

7.9.8 2nd Unit Disposition (RAC 14.3.3)

This sub-subphase is identical to the “1st Unit Disposition” sub-subphase, except it is based on the result of the attacker’s die roll.

7.9.9 Attacker Aborts or Stays (RAC 14.3.2)

During this sub-subphase, the attacking side decision maker has the option of aborting all its air units, or not. If he does not abort all his air units, then there might be another round of air-to-air combat. Once the attacking side’s decision maker clicks on the ‘Abort’ or ‘Stay’ button, this sub-subphase is over and the game advance to the next sub-subphase.

7.9.10 Defender Aborts or Stays (RAC 14.3.2)

During this sub-subphase, the defending side decision maker has the option of aborting all its air units, or not. If he does not abort all his air units, then there might be another round of air-to-air combat.

If both sides decide to stay, and there are units left to fight, the game proceeds to another round of air-to-air combat by returning the sub-subphase Arrange Units (see section 7.9.2).

If either or both sides abort their units (or there are no combatants remaining), then the combat is over and the subphase air-to-air combat is completed for the current air mission (or naval air combat). If more air-to-air combats need to be resolved, then the game returns to the Select Combat sub-subphase (see section 7.9.1). After all the air-to-air combats have been resolved, the game returns to the air mission (or naval air combat) from which the air-to-air combat arose.


_____________________________

Steve

Perfection is an elusive goal.

(in reply to brian brian)
Post #: 220
RE: What kind of manual(s) should we ask for? - 1/8/2009 5:48:13 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
Here is my try at 3.4.3.
We experienced severe snowfall yesterday (here it is 30 cm), so I could not go to work and had time to think and write about that.
I'm sending this in Word format (nicer to read) directly to Steve. I'll make modifications with the suggestions I might have.

3.4.3 Committing Air Units
Patrice Forno – Version 1.0

Committing Air Units is very important to achieve successes on the battlefields of MWiF. Air Units are assets that give powerful advantages to whom manage at using them in support of his military operations, either on the ground or at sea.

There are 3 concepts that must be understood to help master MWiF's Air Operations :
Concept 1 : Air units only "act" once per game turn.
Concept 2 : Activity Limits makes advance planning mandatory.
Concept 3 : Fighters are everything.

CONCEPT 1 : Air units only "act" once per game turn
Concept 1 is about having a pretty good picture of the arsenal of Air Units that you have available, what air missions they can be used for, and what you want them to do (i.e. have a strategic war plan for this game turn). Reorganization can help you using Air Units multiple times during a game turn, but reorganization is few and expensive.

Who’s who
Air Units that we deal with in this section are the bombers. The fighters will be dealt with later. The bombers are the real Air Units that have an effect in the war, the fighters are only here to allow or deny them to accomplish their mission.

There are 2 broad categories of Air Units :
- Warplanes, those that do the actual fighting & bombing. Fighter-bombers, tactical bombers, strategic bombers, torpedo bombers, dive bombers are all warplanes.
- Transport planes (white circled range), that don't fight (or fight poorly).
Transport planes are very few on the MWiF map, but they have roles that make them unique and irreplaceable.

Warplanes air missions
There are a number of air missions that Air Units can do. Here are the air missions that warplanes can do. In parenthesis is the factor on the counter that is the most useful for this air mission :

- Naval Air Patrol / Naval Air Combat (A2S).
This is using the warplanes as assets to help controlling the seas, either by battle or by dissuasion. Usually the best warplanes for this air mission are the naval bombers (NAV), because they have a bonus for finding the enemy at sea, so it is not very hard to decide which warplanes to use for this air mission.

- Strategic Bombing (Strat).
This is using the warplanes to harm the enemy's military production facilities. Strategic bombing is also a valuable thing to do if only to engage enemy fighters to fight your own fighters, when you are seeking air superiority in a theatre.

- Carpet Bombing (Strat).
- Ground Strike (Tact).
- Ground Support (Tact).
These 3 last air missions are the use of warplanes as assets to help friendly land forces fighting enemy's land forces.

Carpet Bombing can destroy ground units, but needs to have a very large number of bombers (at least 4 air units of heavy bombers, maybe more) to have a smallish 50% chances of success. This represents a high cost for limited results so generally it is only used by the allied side toward the end of the war, and only after their Ground Striking and Ground Supporting needs have been fulfilled.

Ground Strike is the most used air mission as it disrupts (i.e. “softens”) the enemy land units before a land combat is announced. It gives larges bonuses for land combat when the Ground Strike was successful (+2 per disrupted unit with the 2d10 CRT). The rule of thumb we use in my gaming group to have reasonably high chances for achieving disruption is to have about 10 tact points doing the air mission (Example : 2 Stukas with 5 tact factor each which represent 2 x 50% chances at disrupting the enemy, or 5 fighter bombers with 2 factor each which represent 5 x 20% chances at disrupting the enemy, etc…). This is not 100% but it is reasonably high chances. Ground Striking also immobilize the enemy which limits his reaction capacities and is a good way to win land combats on the long term.

Ground Support is also often used, because it is free (don’t count against the activity limits that we will deal with in the next section) and it adds tact factors as combat factors to an actual land combat that is taking place. For each quantity of tact factors that equals the enemy defensive combat factors, you add the same bonus that the Ground Strike would have achieved by disrupting an enemy unit (Example : if the enemy has 15 combat factors in a stack with 2 land units, for each 15 tact factors that you add, you gain a +2 (2d10 CRT) to the land combat. So for 15 tact factors invested you get you a +2 while they would have had a lot of chances to give you a +4 if they had been used in Ground Strike air missions before the land combat was announced, and all enemy units had been disrupted which is not 100% sure even with 15 tact factors). So this is less efficient than Ground Strike, but is used to complete the assault power of your land units when the enemy is strong. Sometimes though Ground Support is more efficient than Ground Strike, this is when the enemy is very weak. For example if the enemy only have 4 combat factors with a single unit, putting 16 tact factors on him in Ground Support will give you a +8 to the land combat, while if you had put these 16 tact factors in Ground Strike missions you would only have achieved at best a +2. Putting 4 tact factors on him gives you the same bonus (+2) that you’d have had if you had Ground Striked him successfully (40% chances of success). As Ground support missions are free (as you will see next), you’d better not Ground Strike weak enemies when you know you have the air power to swamp them under your bombs.

As you can see by looking at the factor on the counter that is the most useful for an air mission, some planes that are good at Strategic Bombing (those with a high Strat factor) can be used for 2 different kinds of air missions (Strategic bombing and Carpet bombing). Moreover, those planes with a high Strat factor can also have a high Tact factor so you will be torn between the desire to use them in one air mission type or the other. So you really need to know how many air units you have, and how many of them you will need for all the air missions that you are planning to give to them for this game turn.

Transport planes air missions
Transport planes are a different cup of tea, and have the following air missions :
- Paradropping land units (range)
- Air transport (# of reorg points, range).
- Air resupply (reorganization) (# of reorg points, range).

This kind of plane will be so few on the map (usually not more than half a dozen across the entire globe, maybe 10 in all), so it is much easier to decide which one will be used for paradrop and which one will be used for air resupply or air transport. But as for warplanes you need to know.

Reorganisation
Reorganisation is what makes your able to have an air unit “act” multiple times in a game turn. This is a very powerful ability, and you should always tend to try to have as much reorganisation power as you can, because it allows you to use your best units many times in a game turn.

Reorganisation power during a game turn can come from 3 sources :
• HQ that have from 1 to 5 reorganisation points.
• ATR Air Unit that have from 1 to 2 reorganisation points (more generally they have 1 point).
• TRS / AMPH and a special kind of SUB (Supply SUB) have 1 reorganisation point.

So beyond the strategic skills described in the previous paragraphs that you need to have, you also need to have the tactical skill to rebase your most valuable air units after they return to base from their air mission, to places where they will be able to be reorganised. That is :
• In range from an HQ, and if you plan to use an HQ to reorganise units, try to gather as many units as this HQ can reorg so that you waste no reorg power.
• In range from an ATR, but you also then need to remember to “save” an Air Mission for that ATR to then fly his reorg mission.
• In a coastal place where TRS / AMPH / Supply SUB at sea will be able to reorg the air unit.

Conclusion
To make the best use from your Air Force, in regards to concept 1, you need to have a precise idea of what you will use each air unit for. You don't need to stick to your initial task repartition too strictly, but you need to have one.

CONCEPT 2 : Activity Limits makes advance planning mandatory
By having studied and mastered concept 1, you now know what Air Units will be used for during the course of the turn, to perform what air missions.

But the mechanics of MWiF are such that you can’t do everything at once. You only have a limited number of air missions during each impulse, so you need to prioritize the air missions that you have to fly, and fly them impulse after impulse, in the best way so the rest of your military operations can be conducted without delay (Note : MWiF is a game against the clock, that is, time is very often your main enemy).

Limits and prioritizing
Some air missions are free, that is they don’t count toward the limited number of air missions that you conduct each impulse. These are :
- Ground Support.
- Fighter escort or fighter interception.
- Air units flying at sea in interception mode.

All the other air missions are limited, but these free air missions can be conducted at will, this is one of the reasons why you will sometimes fly warplanes in Ground Supporting role rather than in the more efficient Ground Strike mode that is limited in number.

A good example of that prioritization is to remember to “save” the right number of air missions to conduct paradrops. If you plan on paradroping 3 air units during this impulse, and you only have 4 air missions allowed, you know that you only have 1 single air mission remaining to fly other air missions. Generally you’ll use it to Ground Strike the enemy land units where the paradroping will occur, but not necessarily, it may also be a simple rebase mission to have a fighter air unit protect the paratroopers after they won their land combat.

Another good example of that prioritization is to remember to “save” the right number of air missions to conduct air rebase missions when your army is advancing, after the land units have moved, so that your Air Units are ready next impulse to strike the withdrawing enemy, or to cover your advanced forces. Knowing to “save” air missions for rebase air missions that will become critical air missions during the next impulses are one of the most advanced game skills that you may have, and one of the pitfall the rookie players fall into most often.

Action Choices
A second aspect of that limitation is the Action Choice. There are 4 types of actions that you can use during each impulse. In decreasing order of air missions availability they are : Air action, Combined action, Land action or Naval action. Depending on the Major power you run, you may have more air mission during a land action than during a naval action, or the reverse. For example, Germany is a land power and has more air missions during land actions, while the CW is a naval power and has more air missions during naval actions.

- Air action have unlimited number of air missions, but no land nor naval move.
- Combined action have a large number of air missions (from 3 to 7, China excepted), some land moves (2-6) and few naval move (1-3). It is a bit of everything.
- Land action has some air missions (from 1 to 4), unlimited land moves and no naval move.
- Naval action has some air missions (from 1 to 3), no land move and unlimited naval moves.

Action choice also has an impact on reorganization. Reorganization is cheaper for air units if you choose an air action, otherwise it is twice the normal cost.

So you need to think about your action choices wisely and have a vague idea of the types of actions that you will need during the whole turn, and schedule them for the better result, taking into account the weather and the weather forecast.

For example if you want to conduct a large scale summer offensive, it might be a good idea to start a summer (good weather) game turn by an air action, so that you can use your air force widely and without restrictions, so that the enemy is softened for future impulses. It might look like a wasted impulse because there will be no land action nor land attack, but it may pay off during next impulse, providing you’ve restricted the enemy’s reorganization capacity so that he does not nullify your results. On the plus side, an air action let you reorganize using your full reorganization capacity, where another type of action let you only use half that capacity by doubling the cost of the reorganizing.

Statistics about numbers of impulses
(Maybe these would fit better in part 3.4.2)
Here are my own statistics, accumulated over 8 completed 39-45 games. This is 48 J/F game turns, 48 M/A game turns, and so on.

Average number of impulse per side, per game turn :
J/F : 2,5 impulses per side per turn
M/A : 2,9 impulses per side per turn
M/J : 4,2 impulses per side per turn
J/A : 4,7 impulses per side per turn
S/O : 3,5 impulses per side per turn
N/D : 2,9 impulses per side per turn

For an average of 125-126 impulse per side per whole 39-45 game (which make it a global average of 3,5 impulses per side per turn over the course of the 36 turns of the whole 39-45 game).

Maximum observed number of impulse for a side during a game turn :
J/F : 4 impulses for a side
M/A : 4-5 impulses for a side
M/J : 6-7 impulses for a side
J/A : 7-8 impulses for a side
S/O : 5 impulses for a side
N/D : 2 impulses for a side

Minimum observed number of impulse for a side during a game turn :
J/F : 1 impulse for a side
M/A : 1 impulse for a side
M/J : 1-2 impulses for a side
J/A : 2-3 impulses for a side
S/O : 1-2 impulses for a side
N/D : 1 impulse for a side

To sum up, a J/A game turn will have an average of 4,7 impulses (say 5 for the side that plays first, and 4 for the other side), and have a maximum of 8 impulses, and a minimum of 2 impulses.

Let’s be clear that :
• The minimum and maximum are sometimes one time occurrences over the whole 8 games.
• The minimum observed number of impulse is for the side that moved last. The other side will have experienced an extra impulse generally.
• The maximum observed number of impulse is for the side that moved first. The other side will have experienced an impulse less generally.

Statistic about the expected number of impulse per game turn
Some other statistic that I had from another source, obtained after simulating 100,000 years of WiF game turns :

Probability of turn ending after impulse J/F M/A M/J J/A S/O N/D
3 5,60% 2,50% 0,10% 2,60%
4 23,40% 11,80% <0,1% <0,1% 3,70% 12,70%
5 32,80% 24,90% 3,50% 0,50% 13,40% 24,50%
6 24,30% 27,10% 7,80% 0,80% 20,60% 25,10%
7 9,90% 18,80% 16,50% 10,80% 22,60% 18,10%
8 3,00% 9,90% 20,90% 18,30% 18,50% 10,30%
9 0,70% 3,50% 20,00% 21,10% 11,70% 4,50%
10 0,20% 1,20% 15,10% 19,70% 5,80% 1,60%
11 <0,1% 0,30% 9,30% 14,60% 2,50% 0,50%
12 <0,1% <0,1% 4,70% 8,50% 0,90% 0,10%
13 1,50% 3,90% 0,20% <0,1%
14 0,50% 1,40% <0,1%
15 <0,1% 0,30%
16+ <0,1%

Expected # of impulses: 5,2 6,0 8,7 9,5 7,2 6,0

Probability of odd number of impulses 49,10% 50,10% 50,90% 51,20% 50,50% 50,20%

Probability of even number of impulses 50,90% 49,90% 49,10% 48,80% 49,50% 49,80%

Conclusion
All in all, concept 2 is all about planning, tradeoffs and prioritizing.

CONCEPT 3 : “Fighters are everything”
By having studied and mastered concept 1 and concept 2, you now know what Air Units will be used for during the course of the turn, to do which air missions, and also what kind of impulses you will call to be able to conduct and orchestrate all those air missions in good order for the better military overall result.

Concept 3 is about allowing those air missions to be done, and denying the enemy the ability of accomplishing his own air missions :
• Your fighters prevent enemy Air Units to complete the air missions that the enemy has assigned to them.
• Your fighters help your Air Units to complete the air missions that you have assigned to them, when the enemy have fighters.

Moreover, please note that there are some fighters that also have the capability of being assigned normal warplanes’ air missions (fighter-bombers), so they are even more important because of that. If you have enough fighters to cover all your normal fighter needs, you will be able to spare the best fighter-bombers for regular Air Units air missions described in concept 1.

So fighters are everything, because you won’t be able to use your Air Force without fighters, and you won’t be able to use your army without denying the enemy the chance to use his Air Force.

Air superiority
The perfect accomplishment of concept 3 is to achieve total air superiority. This is when you can consistently accomplish all your Air Units air missions while your enemy can’t accomplish his. This happens very rarely in MWiF, sometimes at some early stages of the War in Russia, and sometimes in the late stages of the War in the West. You can however achieve local air superiority in area 10 hexes across or even smaller more often.

Obtaining air superiority can be done by simply much building more fighters than the enemy, which means that you have geared up your production to achieve that goal (see 3.4.10), but this is also obtained by using your fighters wisely on the field.

Elements that contribute to achieving air superiority, other than sheer mass production, are the following.

Choose your fights
You need to assess your own need to have your air missions succeeding, while assessing the need you have to prevent the enemy's air missions. While making these assessments, you need to rank the threats, from the one that will harm you the less to the one that would harm you the worst, and preferably reserve your fighter activity to prevent the latter if you can’t prevent both.

Also, take into consideration that Strategic Bombings, and Carpet Bombings are more efficient if they are not intercepted (+1 on a 1d10 result), so you might intercept it just for the sake of denying the +1.

When you are the phasing side, remember that you have 2 chances of sending fighters in combat. You can send them as escorts before the enemy intercepts you, and after your enemy has intercepted you, you have the chance of sending intercepting fighters. So when sending your escorts, be wise and only send those fighters that could not reach the target hex in interception. You’ll send them in interception if the enemy comes, and you’ll be able to choose the air-to-air combat value by adjusting the number of fighters you send. For example, when playing the western allies in the late war, and I am nearing total air superiority, I always arrange so that all the fights are at least +2 for me by sending extra intercepting fighters, taking advantage of the enormous range of the late war western allies fighters.

Also, with the knowledge of how many impulses on the average you will have to fight each turn, you can also calculate how many fighters you can use each impulse so that you have no lack of fighters in the latter impulses. For example, knowing that the J/A game turns has an average duration of about 9 impulses (but can also last 15-16 impulses), if you have 27 fighters on a theatre you know that using more than 3 per turn can lead to lack of fighters later, unless you have reorganization possibilities. But you must also take into account your enemy’s use of his fighters and his reorganization capabilities. If he also have 27 fighters, and is using 9 of them during the first impulse, then you can use as much to counter the threat, but be prepared to muster reorg power, or planes from other theatre in case air activity doesn’t lower on this theatre. Also be wary of his own reorg power. If he has a large reorg power, and you don’t, you’d be advised to spare fighters to have some left for the latter impulses, else you will find yourself in a temporary, but unpleasant, state of temporary air inferiority.

Only send what you need
You don't necessarily need to send a lot of fighters to prevent or harm enemy air missions.

Look at the Air-to-air tables, looks at statistics below, and have your own conclusions.

For example, being at +1 or 0 is the same regarding your odds to harm the enemy. These odds are of 56%. Being at +1 you kill more often, but if being at 0 can spare you some planes to fight later, this can be a good deal. On the other hand, at 0 you have much more “clear through” results that you won’t like.

Also, being at -1 or 0 is the same regarding your chances to let the enemy clear through to his target. So if you’re short of fighters and defending against enemy air missions, you may fight today at -1 rather than 0, and spare an extra fighter to fight better tomorrow, because not clearing them through is what you want and not necessarily destroy them all.

Learn to abort
As the air-to-air combat is engaged and progresses and both sides are loosing fighters, be ready to abort the fight if you come to fight at extreme disadvantages. Fighting under -3 is the beginning of what can become a total disaster. Maybe letting that air mission clear through is a lesser harm than loosing more fighters ?

Reorganisation
Reorganisation was talked about during the explanations about concept 1, where you were reorganizing your Air Units to use them again in a latter impulse. It is even wiser to reorganize your best fighters, if they survived, because fighters are the cheaper air units to reorganize (you reorganize 2 fighters for the same reorg price as 1 multi engined bomber), and “fighters are everything”. It all depends on what you need, or on what you’re short.

Choose your nest wisely
Fighters generally have a shorter range than bombers, so you need to think about that when basing them around. Also, remember that they have an interception range that is half their printed range and arrange yourself so they are at interception range of the places where you’d want them to fight the enemy. Also, never forget to have that place in supply.

When you are defending against raids that go deep into your land (and playing with the En-route interception option), try to have your fighters as a curtain through which the enemy will have to pass to reach his target. Don’t forget to fill in he holes that the enemy will open in your curtain by making air missions that you intercept. He will use those holes in subsequent impulses.

When you are on the offensive, don’t hesitate to base your short ranged fighters directly on the frontlines (this is also true for very short ranged bombers, such as the Stukas), but be careful to avoid places that are threatened of being Ground Struck by nearby enemy ART and avoid them. When you are on the defensive, you’d rather base your fighters as far as possible from the frontlines to have room in case of an enemy advance, but still in interception range. Unavoidably, some of your fighters will be on the frontlines, but arrange yourself so that they are the worst ones in case you must retreat and your planes are overran.

Also be careful about the “all eggs in the same basket” effect, and avoid choosing as a base an hex that is too much valuable to Ground Strike for the enemy (for other reasons, such as having lots of armor, or an HQ, or else), because if it is Ground Struck, either you’ll have to have your fighters take-off to intercept (even if you would have liked to spare them for future impulses), either you run the risk of seeing them disrupted by the raid. I do that especially when the dreaded Me262 is on the field. I Ground Strike its base, and either it flies and fight me and I abort after the first round of air-to-air combat, either I have a shot at disrupting it.

When planning naval offensive in an enemy sea area, you generally first need to conquer air bases (islands, if possible with a port) in that sea area’s vicinity to base the fighters that will protect your fleet later. You will need to plan this all a few turns in advance, and possibly be obliged to conduct a few preparation invasions.

Statistics about air-to-air combat
(These were from Carl-Niclas Odenbring on 10 January 2008)

Air-to-Air Combat Value
-9 -7,8 -5,6 -3,4 -2 -1 0 +1 +2,3 +4,5 +6,7 +8
Positive results for the Roller
Enemy Down 2% 6% 9% 12% 16% 20% 25% 30% 36% 42% 49% 56%
Enemy Abort 10% 14% 21% 24% 26% 29% 31% 26% 28% 30% 33% 25%
Total 12% 20% 30% 36% 42% 49% 56% 56% 64% 72% 82% 81%
Negative results for the Roller
No result 8% 10% 12% 13% 14% 15% 8% 16% 8% 9% 9% 9%
Enemy Clear 80% 70% 58% 51% 44% 36% 36% 28% 28% 19% 19% 10%
Total 88% 80% 70% 64% 58% 51% 44% 44% 36% 28% 28% 19%


(in reply to Shannon V. OKeets)
Post #: 221
RE: What kind of manual(s) should we ask for? - 1/8/2009 5:59:06 PM   
Froonp


Posts: 7995
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quote:

7.9.10 Defender Aborts or Stays (RAC 14.3.2)

During this sub-subphase, the defending side decision maker has the option of aborting all its air units, or not. If he does not abort all his air units, then there might be another round of air-to-air combat.

If both sides decide to stay, and there are units left to fight, the game proceeds to another round of air-to-air combat by returning the sub-subphase Arrange Units (see section 7.9.2).

I believe that this is wrong.
The game should not return to the sub-subphase Arrange Units, it should return to the sub-subphase Defender’s Die Roll.
The planes are aranged once for all, for the entire duration of the Air-to-Air combat. you can't change your arrangement in between air-to-air combat rounds.

(in reply to Shannon V. OKeets)
Post #: 222
RE: What kind of manual(s) should we ask for? - 1/8/2009 6:50:15 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Froonp

quote:

7.9.10 Defender Aborts or Stays (RAC 14.3.2)

During this sub-subphase, the defending side decision maker has the option of aborting all its air units, or not. If he does not abort all his air units, then there might be another round of air-to-air combat.

If both sides decide to stay, and there are units left to fight, the game proceeds to another round of air-to-air combat by returning the sub-subphase Arrange Units (see section 7.9.2).

I believe that this is wrong.
The game should not return to the sub-subphase Arrange Units, it should return to the sub-subphase Defender’s Die Roll.
The planes are aranged once for all, for the entire duration of the Air-to-Air combat. you can't change your arrangement in between air-to-air combat rounds.

Is that true?

RAW is a little vague, though the example (by omission) gives the impression that the units are not rearranged again at the start of each combat round.

Right now the code performs the way I documented it for the Player's Manual. I'll change the code if need be, but I will only do that once I am certain that air units can not be rearranged between rounds.

[I know that changing an air unit's 'role' from fighter to bomber, or the reverse, is prohibited between rounds and the code doesn't permit players to do that.]

_____________________________

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Perfection is an elusive goal.

(in reply to Froonp)
Post #: 223
RE: What kind of manual(s) should we ask for? - 1/8/2009 7:02:09 PM   
Froonp


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From: Marseilles, France
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quote:

ORIGINAL: Shannon V. OKeets
quote:

ORIGINAL: Froonp

quote:

7.9.10 Defender Aborts or Stays (RAC 14.3.2)

During this sub-subphase, the defending side decision maker has the option of aborting all its air units, or not. If he does not abort all his air units, then there might be another round of air-to-air combat.

If both sides decide to stay, and there are units left to fight, the game proceeds to another round of air-to-air combat by returning the sub-subphase Arrange Units (see section 7.9.2).

I believe that this is wrong.
The game should not return to the sub-subphase Arrange Units, it should return to the sub-subphase Defender’s Die Roll.
The planes are aranged once for all, for the entire duration of the Air-to-Air combat. you can't change your arrangement in between air-to-air combat rounds.

Is that true?

Sure it is

quote:

RAW is a little vague, though the example (by omission) gives the impression that the units are not rearranged again at the start of each combat round.

It is not vague at all.
Arrangement is explained in section 14.3.1.
The combat itself is explained in section 14.3.2 that explains that "You fight each air-to-air combat in a series of rounds". The air-to-air combat sequence of this round is described here. This air-to-air combat sequence don't speak about returning to 14.3.1. Moreover, 14.3.1 says "The front unit in each group is the only unit that can be adversely affected by combat (unless playing with Bounce combat, see 14.3.3), until it is destroyed, aborted or cleared through, thus exposing the second unit in the next round."
The second unit would not be exposed if you could change the arrangement after the combat round.
Moreover, I don't think that the example gives that impression by omission. It gives that impression because it is like that that this is done.

quote:

Right now the code performs the way I documented it for the Player's Manual. I'll change the code if need be, but I will only do that once I am certain that air units can not be rearranged between rounds.

[I know that changing an air unit's 'role' from fighter to bomber, or the reverse, is prohibited between rounds and the code doesn't permit players to do that.]


(in reply to Shannon V. OKeets)
Post #: 224
RE: What kind of manual(s) should we ask for? - 1/8/2009 9:41:00 PM   
Anendrue


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I have always played the same way Patrice is describing it.

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Post #: 225
RE: What kind of manual(s) should we ask for? - 1/8/2009 9:58:05 PM   
Shannon V. OKeets

 

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Today's installment of new text for the Player's Manual.
===
7.11 Land Combat Resolution Subphases

The Land Combat Resolution phase is executed as a series of subphases. Note that the decision whether there is going to be a land combat in a hex was determined several phases earlier in the sequence of play, in the Land Combat Declaration phase. In between these two phases are phases where major powers on both sides get to add more units (land, air, and naval) to the land combats that have been declared. Once the sequence of play gets to Land Combat Resolution, it is time to resolve each of the land combats, one by one.

Though the team leader for the phasing side selects which combat is determined first/next, once a specific combat has been selected, the program determines a decision maker for each side for the current combat. The decision makers for each side in a land combat are the major powers on each side that have:
1. the most expensive (in terms of build points) land units engaged in the combat,
2. the most land units engaged in the combat,
3. the most expensive units engaged in the combat, or lastly
4. the most land attack/defend factors engaged in the combat.

This list is in descending order, and subsequent criteria are only used if earlier criteria resulted in ties.

Throughout this phase, the Land Combat form is used extensively (see section 8.7.2.23 for details).

7.11.1 Select Combat (RAC 11.16.5)

During this subphase, the team leader for the phasing side (regardless of the units engaged in land combat) selects which of the land combats should be resolved first/next. If there is only one combat this subphase is skipped. Once a combat has been selected, the game advances to the next subphase.

7.11.2 Non-Phasing Side Snow Unit Decision (RAC 8.2.7)

If it is possible for the non-phasing side to gain a benefit by using snow units, the decision maker for the non-phasing side is asked whether to include the benefits of his side’s snow units. Once that question has been answered,
the game advances to the next subphase.

7.11.3 Phasing Side Snow Unit Decision (RAC 8.2.7)

If it is possible for the phasing side to gain a benefit by using snow units, the decision maker for the phasing side is asked whether to include the benefits of his side’s snow units. Once that question has been answered,
the game advances to the next subphase.

7.11.4 Choose Combat Type (RAC 11.16.5 & 11.16.6)

During this subphase one player determines which type of combat will occur: assault or blitz. Sometimes that decision is made by the attacking side and sometimes by the defending side. The program figures out which side gets to choose (see RAC section 11.16.5 and 11.15.6 for details) and the decision maker for that side gets to click on either the Assault or Blitz button in the Land Combat form.

The subphase does not immediately once the combat type has been chosen. Instead, the program waits for the team leader on the Allied side to click on the Resolve Combat button in the Land Combat form. This slight delay is to give all the players the opportunity to see which combat type was chosen.

7.11.5 Land Combat Die Rolls (RAC 11.16.5 & 11.16.6)

After the combat type has been selected, the program generates a random number to simulate rolling dice. It then looks up the combat result on whichever of the land combat tables is being used (1D10 or 2D10). That result is reported to all players in this subphase. The program then decides which subphase comes next depending on the combat results. There are two possibilities: Convert Shattered Results to Retreat, or Assign Losses.

7.11.6 Convert Shattered Results to Retreats (RAC 11.16.5)

During this subphase the team leader for the phasing side can convert Shattered and Breakthrough results to Retreats. He indicates his decision by clicking on the appropriate button in the Land Combat form. Once he has done so, the game advances to the Assign Losses subphase.

7.11.7 Assign Losses (RAC 11.16.5)

The program has a lot of work to do in this subphase. First, it needs to establish the decisions each side needs to make. The defender might have to choose which units to destroy, shatter, and/or retreat. The attacker might have to choose which units to destroy and/or disorganize. In some cases all units on a side are destroyed or disorganized, and that is also done at this time. Destroyed units are placed in a temporary Destroy Stack to be processed by a Scrap digression later.

Team leaders on both sides simultaneously select which of their own units will take losses, if any. Many times there will be no decision to make. That happens when all the units on a side are treated equally: all destroyed, all disorganized, all retreated, all shattered, or all unaffected by the combat result.

After the team leaders have assigned losses, or if no assignments were necessary, the program:
• places units that have been destroyed into the Destroyed Stack to be processed by a Scrap digression later,
• disorganizes those that have earned that distinction,
• places retreating units in the Retreat Stack, and
• places shattered units into the Production pool to arrive in the following turn as reinforcements.

Having processed all units directly involved in the combat, the program checks to see if the attacked hex has been vacated of all enemy units. If it has not, then any invading and paradropping units are destroyed, and added to the Destroyed Stack.

If the attacked hex has been emptied of enemy land combat units, the program checks to see if there are any remaining invading and/or paradropping units that can be placed in the hex. Should that occur, the program places those units in the hex and changes the control of the hex from one side to the other.

If the hex has changed control, the program advances the game to the subphase Change hex Control. Otherwise, a digression is made to permit players to decide about scrapping their destroyed units, after which the program advances the game to the subphase Retreat Units. Note that control of the hex does not change at this time unless a unit successfully invaded or paradropped into the hex. Most of the time, if control of the attacked hex changes, it will be during the Advance After Combat subphase.

7.11.8 Change Hex Control (RAC 11.11.6)

During this subphase the program checks if an invasion or paradrop was successful. If so, then control of the hex changes and any defending units still in the hex are overrun. Since the hex has been emptied of land combat units, any overrun units will be air or naval units. The program executes a Rebase digression so the owning major powers can rebase their overrun units. As you might expect, there will be cases where units are destroyed instead of overrun. Therefore the program may need to execute a Scrap digression following the Rebase digression. Rebasing naval units may be intercepted so a naval interception combat might occur too. All of this can take place prior to land units executing a mandatory retreat. Once hex control has been processed and any digressions completed, the game advances to the Retreat Units subphase.

7.11.9 Retreat Units (RAC 11.16.5)

If there are any units to be retreated as a result of combat, the decision maker for the phasing side gets to choose their path of retreat, according to a priority scheme defined in the rules (see RAC section 11.16.5 for details). Should there be only one possible retreat hex, then the program implements the retreat without any action by the players. Otherwise, the decision maker for the phasing side picks up the unit(s) and moves them, one at a time, to a destination hex (i.e., he retreats the enemy units). It is possible that only some of the units can successfully retreat. Since the decision maker for the phasing side implements the retreat, he effectively gets to choose which goes first, and thereby which units are unable to retreat and are destroyed instead. A Scrap units digression is performed if any units are unable to retreat.

Once the decision maker on the phasing side has clicked on the End of Phase button in the main form, and any Scrap digression completed, the game advances to the next subphase.

7.11.10 Advance After Combat (RAC 11.16.5)

This is the last subphase for resolving a land combat. If the phasing side is entitled to advance units into the attacked hex, or possibly one hex beyond, then that occurs during this phase. The decision maker for the phasing side picks up his advancing units and places them in their destination hexes. In so doing, control of the hexes his land units enter changes and an overrun might occur. If that happens, then a Rebase digression is performed so the owning player(s) can rebase their overrun units.

Once the decision maker for the phasing side has indicated he is done advancing his units by clicking on the End of Phase button in the main form, and any digression completed, the game either returns to the Select Combat subphase (see section 7.11.1) for determining which land combat is to resolve next, or terminates the land combat resolution phase if all land combats have been resolved.


_____________________________

Steve

Perfection is an elusive goal.

(in reply to Anendrue)
Post #: 226
RE: What kind of manual(s) should we ask for? - 1/9/2009 11:15:57 PM   
Shannon V. OKeets

 

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Today's installment of new text for the Player's Manual.
=======
7.12 Vichy Declaration Subphases

During this phase, if the an Axis major power has an in supply land unit in Paris and France is not conquered, and Vichy has not yet been declared, the Axis power that controls Paris may declare the formation of the Vichy Government. Should that decision be taken, then the program executes the following subphases in the order shown.

7.12.1 Determine Control of French Countries (RAC 17.2)

This subphase asks the Axis major power if he wants to declare Vichy France. If the answer is yes, then the program generates random numbers to decide which of the countries that France controls will go to Vichy France (the Axis side) and which will become Free French (the Allied side).

The processing for changing countries to becoming part of Vichy France is rather complex. See RAC section 17.2 for details. From the program’s point of view it has to check every hex on the map to see if it is now Axis controlled or not, due to the changing affiliations of the countries that became part of Vichy France. Those countries also become neutral vis-a-vis all major powers.

As part of its internal record keeping, the program reassesses foreign troop commitments in all countries that had been part of France, after the determination of what countries are controlled by Vichy France and Free France.

The French player then gets to choose a new home country for France (i.e., for Free France).

Once all the house keeping tasks have been performed and the French player has chosen his new home country, the game advances to the next subphase.

7.12.2 Move Non-French Land & Air Units (RAC 17.3 paragraph 1)

As the name for this section indicates, during this subphase the program moves all non-French land and air units that are in Vichy controlled hexes to the Relocate Stack. Once all such units have been placed in the Relocate Stack, , the program executes a Relocate digression so the major powers that own those units can move them to the nearest friendly hex.

After the Relocate digression has been completed, the game advances to the next subphase.

7.12.3 Move Non-French Naval Units (RAC 17.3 paragraph 2)

During this subphase the program moves all non-French naval units that are in Vichy controlled ports to the Rebase Stack. Once all such units have been placed in the Rebase Stack, , the program executes a Rebase digression so the major powers that own those units can move them to a friendly port. As usual, rebasing naval units may be intercepted and a naval combat necessary. After the Rebase digression has been completed, the game advances to the next subphase.

7.12.4 Return French Units at Sea to Land (RAC 17.3 paragraph 3)

During this subphase, the program moves all French units at sea, both air and naval, into the Return To Base Stack. Once all such units have been placed in the Return To Base Stack, , the program executes a Return To Base digression so the Axis major power that declared Vichy France can move them to the nearest hex that is controlled by either Vichy France or Free France.

Note that the Axis player is making these decisions and though he is constrained to place these units in the nearest French hex (specifically a port for naval units), he might have two or more from which to choose. This means he might be able to move them to a Vichy France/Axis controlled hex instead of a Free France/Allied controlled hex. If the units at sea are not within range of a French hex, they are destroyed and a Scrap Units digression performed - after the Return To Base digression has been completed.

This subphase is the one exception in the game where moving naval units can not be intercepted. Partly that is because at this time it is not clear to which side the moving naval units belong. Once the Return To Base digression has been completed, the game advances to the next subphase.

7.12.5 Move French Land and Air Units from Axis Territory (RAC 17.3 paragraph 4)

During this subphase the program moves all French land and air units in Axis controlled hexes, that are not part of Vichy France, into the Relocate Stack. Once all such units have been placed in the Relocate Stack, , the program executes a Relocate digression so the Axis major power that declared Vichy France can move them to the nearest hex that is controlled by Vichy France. Also at this time, if there are any French partisans in Vichy France, they are destroyed (removed from the game).

Once the Relocate digression has been completed, the game advances to the next subphase.

7.12.6 Move French Naval Units from Axis Territory (RAC 17.3 paragraph 4)

During this subphase the program moves all French naval units in Axis controlled hexes, that are not part of Vichy France, into the Rebase Stack. Once all such units have been placed in the Rebase Stack, , the program executes a Rebase digression so the Axis major power that declared Vichy France can move them to the nearest port that is controlled by Vichy France.

As usual, rebasing naval units may be intercepted and a naval combat necessary. Once the digression has been completed, the game advances to the next subphase.

7.12.7 Destroy French Units (RAC 17.3 paragraph 5)

During this subphase the program identifies all the French units that are in hexes controlled by major powers on the Allied side (other than Free France). Those major powers are given the opportunity of destroying none, any, or all of the French units in hexes they control. If an Allied major power destroys any French units, Vichy France becomes hostile to that major power.

Note that this subphase occurs before French units in Allied territory are moved to French territory (i.e., in the next two subphases).

If any units are destroyed, a Scrap Units digression is executed and after it is completed, the game advances to the next subphase.

7.12.8 Move French Land and Air Units from Allied Territory (RAC 17.3 paragraph 5)

During this subphase the program moves all French land and air units in Allied controlled hexes, that are not part of Free France, into the Relocate Stack. Once all such units have been placed in the Relocate Stack, , the program executes a Relocate digression so the Axis major power that declared Vichy France can move them to the nearest hex that is controlled by either Free France or Vichy France.

Once the Relocate digression has been completed, the game advances to the next subphase.

7.12.9 Move French Naval Units from Allied Territory (RAC 17.3 paragraph 5)

During this subphase the program moves all French naval units in Allied controlled hexes, that are not part of Free France, into the Rebase Stack. Once all such units have been placed in the Rebase Stack, , the program executes a Rebase digression so the Axis major power that declared Vichy France can move them to the nearest port that is controlled by either Free France or Vichy France.

As usual, rebasing naval units may be intercepted and a naval combat necessary. Once the digression has been completed, the game advances to the next subphase.

7.12.10 Move French Land & Air Units from Off-map Pools (RAC 17.3 paragraph 6)

Provided that the optional rule Pilots is being used, this phase starts with the program checking how many pilots Vichy France has available, either in production or previously owned by France. Against that number is compared the number of air units in the Vichy France Air Reserve (previously the French Air Reserve) plus those in production. If there are fewer pilots than air units, the Vichy France player gets to choose to which air units to assign pilots. Piloted air units go into the Setup pool to be setup in the next subphase. Excess air units are placed in the Free French force pool. Excess pilots are simply destroyed.

Next, the program goes through all the French non-naval units that are in the production pool and decides what should happen to them. Most go into the Setup pool to be setup in the next subphase. Oil resources and factories that are being repaired stay in the production pool but become controlled by Vichy France.

French militia and reserve units, both those on the map or those off the map, go into the Free France force pool, unless they are suppose to arrive in a specific city and that city is held by the enemy. In which case, they are placed in the Reserve pool.

After these housekeeping tasks are finished, the game advances to the next subphase.

7.12.11 Place French Units onto Map (RAC 17.3 paragraph 6)

During this subphase, the Vichy France player gets to place any units from the Setup pool onto the map in Vichy Metropolitan France. The standard setup tray is used. Once the Vichy France player clicks on the End of Phase button on the main form, the game advances to the next subphase.

7.12.12 Remove French Units from Map (RAC 17.3 paragraph 7)

During this subphase the program goes through each of the countries controlled by Vichy France, other than Vichy Metropolitan France, and lets the Axis major power that declared Vichy France decide which of the land and air units in those countries should stay on the map. Half, rounding down, have to be removed. Those go into the Free French force pool. After every Vichy controlled country has been processed, the game advances to the next subphase.

7.12.13 Determine Vichy French and Free French Units (RAC 17.3 paragraphs 8 thru 11)

During this subphase all French units on the map in Vichy territory, in the production pool, repair pool, and construction pool, become Vichy French units.

Then the program removes half of the Free French units from the force pool (territorial units are not affected). Once the Free French force pool has been cut in half, the program displays the remaining force pool to the Free France player. Unless DeGaulle is already on the map and in an Allied controlled hex, that HQ unit is placed in the Free France force pool.

Once these housekeeping tasks are completed, the formation of Vichy France is complete and the game advances to the next phase (Liberation).



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Perfection is an elusive goal.

(in reply to Shannon V. OKeets)
Post #: 227
RE: What kind of manual(s) should we ask for? - 1/10/2009 2:27:01 AM   
Zorachus99


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quote:

ORIGINAL: abj9562

I have always played the same way Patrice is describing it.


I have never seen a player re-arrange the order of the planes during a single air-to-air combat. With bounce combat perhaps there might be a reason?

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Post #: 228
RE: What kind of manual(s) should we ask for? - 1/10/2009 5:15:48 AM   
paulderynck


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quote:

ORIGINAL: Zorachus99


quote:

ORIGINAL: abj9562

I have always played the same way Patrice is describing it.


I have never seen a player re-arrange the order of the planes during a single air-to-air combat. With bounce combat perhaps there might be a reason?

Agree with Patrice and the others who responded. The only way they can change order is when you use Bounce. In the vast majority of combats it would be a waste of time to consider the order between the die roll pairs but changing the order after a Bounce would totally negate the need for the rules about what happens to the FTR that performs the Bounce attack.

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Post #: 229
RE: What kind of manual(s) should we ask for? - 1/10/2009 7:27:47 AM   
Shannon V. OKeets

 

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quote:

ORIGINAL: paulderynck


quote:

ORIGINAL: Zorachus99


quote:

ORIGINAL: abj9562

I have always played the same way Patrice is describing it.


I have never seen a player re-arrange the order of the planes during a single air-to-air combat. With bounce combat perhaps there might be a reason?

Agree with Patrice and the others who responded. The only way they can change order is when you use Bounce. In the vast majority of combats it would be a waste of time to consider the order between the die roll pairs but changing the order after a Bounce would totally negate the need for the rules about what happens to the FTR that performs the Bounce attack.

I'll fix this so arranging units is only done once per air-to-air combat.

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Post #: 230
RE: What kind of manual(s) should we ask for? - 1/10/2009 6:28:47 PM   
Ohio Jones


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Steve:

This is all very useful... and very technical. But I can't help wondering whether a player manual of this sort will represent a barrier for people not used to the peculiar subset of the english language that is a technical manual. (Basically, anyone who is not a) a grognard, b) a technical writer, c) a programmer, or d) a lawyer).

I know there is work planned on the tutorials section, but I wonder whether the player manual itself could actually have two streams of discussion: on the left, the detailed technical rule, and on the right, a explanation of what it means in terms of gameplay, i.e. when it might come up and why a player might to do one thing versus another. Granted, it would have to remain fairly high-level, but this sort of side-by-side contextual explanation would be a big help for the majority of people who can't necessarily read a technical rule and immediately grasp its strategic or tactical significance.

Some of the material Patrice has proposed is more like this latter form of manual - call it a player guide, rather than rules - and is the kind of idea I had in mind. A hotlinked document that could take you from the rules to the player guide and vice versa would be an option, if not strictly side-by-side...

Is there any scope or resources for this kind of effort as part of the manual-building process?

Also (as an old technical writer myself), I'm curious whether you are expecting your occassional first-person asides ("Trust me") to survive tot he finished version. Most times these documents are rather scrupulously rendered in the generic third-person. It might be interesting for the manual to have more of a personality, but if so it should probably be infused at appropriate places throughout the document. Or perhaps these sorts of informal or personal comments would be better-positioned in the player guide section discussed above, leaving the rules themselves as purely technical? Just curious about the direction you are expecting the document to go.

Appreciate all the incredible work on this product, as always.

Cheers!

_____________________________

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(in reply to Shannon V. OKeets)
Post #: 231
RE: What kind of manual(s) should we ask for? - 1/10/2009 7:01:36 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Ohio Jones

Steve:

This is all very useful... and very technical. But I can't help wondering whether a player manual of this sort will represent a barrier for people not used to the peculiar subset of the english language that is a technical manual. (Basically, anyone who is not a) a grognard, b) a technical writer, c) a programmer, or d) a lawyer).

I know there is work planned on the tutorials section, but I wonder whether the player manual itself could actually have two streams of discussion: on the left, the detailed technical rule, and on the right, a explanation of what it means in terms of gameplay, i.e. when it might come up and why a player might to do one thing versus another. Granted, it would have to remain fairly high-level, but this sort of side-by-side contextual explanation would be a big help for the majority of people who can't necessarily read a technical rule and immediately grasp its strategic or tactical significance.

Some of the material Patrice has proposed is more like this latter form of manual - call it a player guide, rather than rules - and is the kind of idea I had in mind. A hotlinked document that could take you from the rules to the player guide and vice versa would be an option, if not strictly side-by-side...

Is there any scope or resources for this kind of effort as part of the manual-building process?

Also (as an old technical writer myself), I'm curious whether you are expecting your occassional first-person asides ("Trust me") to survive tot he finished version. Most times these documents are rather scrupulously rendered in the generic third-person. It might be interesting for the manual to have more of a personality, but if so it should probably be infused at appropriate places throughout the document. Or perhaps these sorts of informal or personal comments would be better-positioned in the player guide section discussed above, leaving the rules themselves as purely technical? Just curious about the direction you are expecting the document to go.

Appreciate all the incredible work on this product, as always.

Cheers!

One thing that has driven me nuts about manuals I have had to use is when they gloss over details and just assume the reader will be able to figure things out by themselves.

For instance, I could remove all the references to digressions in the sequence of play. However, there is the distinct possiblity that a new player would wonder why they are suddenly making naval moves and engaging in naval combat in the middle of resolving a land combat. "I haven't even decided which of my infantry is going to take the loss in the land combat in Italy and I am now fighting a naval action with submarines in the Bay of Biscay!"

Yes, digressions are very technical (and were a royal pain to program) but that is how RAW says the sequence of play should progress.

For readers who just want a simple overview of the sequence of play, RAC has a one page summary - you can see the whole thing without turning the page.

To me, the primary purpose of section 7 of the Player's Manual is to be complete. Hence my laborious repetition of "the game then advances to ...".
===
My normal writing style is to inject personal comments from time to time, with some attempts at humor. In the case of the Player's Manual, I do it rarely, partly because there is so much text that I begrudge increasing the overall word count, and partly because I find "cutsey-poo comments" get old very fast on subsquent readings.

I doubt that Matrix Games cares, and I do not expect a heavy handed editor reworking my prose.
===
The Player's Manual is massive. Simply listing the phases, subphase, et al requires 153 entries. There are over 100 special forms used by players during the course of a game, with some of them quite complex. There is no easy way to simplify explaining MWIF to the new player.

My attempt to do so has been to provide multiple ways to learn the game:

1 - Picture plus Text tutorials,
2 - Interactive tutorials,
3 - RAC: a rewrite of RAW
4 - RAW: for those who like their prose in the original Greek
5 - Player's Manual Sections 1- 6: getting started quickly
6 - Player's Manual Sections 7 - 9: full explanations of the Sequence of Play, Player Interface, and Optional Rules
7 - Player's Manual Appendices: Sequence of Play summary page, PBEM Standing Orders, data file formats, bitmap files, player created/maintained files, combat tables.

In addition, Matrix Games is keen on me generating video clips of a game in progress with a voice over explanation of what is happening and why. I would like to do that but I don't know if I have the time prior to the first release.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Ohio Jones)
Post #: 232
RE: What kind of manual(s) should we ask for? - 1/11/2009 12:03:27 AM   
Ohio Jones


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Thanks, Steve - I knew there was a lot of effort going into this stuff, and you're right: there *is* no simple way of explaining the intricacies of WiF to a new player. I raised the question only insofar as I'm hoping the finished product will be as workable for new players as possible; sounds like you have the same intentions in mind. Perhaps a video training module is something that some of your more capable beta testers could work on once the testing of product 1 is in the bag - I recognize that your own time is more than a little tied up!

Cheers.

_____________________________

"In wartime, truth is so precious that she should always be attended by a bodyguard of lies." - Churchill

(in reply to Shannon V. OKeets)
Post #: 233
RE: What kind of manual(s) should we ask for? - 1/11/2009 5:09:24 AM   
Shannon V. OKeets

 

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Today's installment of new text for the Player's Manual.
===========
7.13 Digressions from the Sequence of Play

The reason digressions from the sequence of play are programmed/handled differently from the basic sequence of play, is that they permit different players to make decisions. For instance, during land movement the phasing side decides which of its land units to move where. If an enemy naval unit is overrun and it has to rebase, it is the owner of the naval unit, on the non-phasing side, that decides to which port it should rebase.

By using digressions, the program enables players on the non-phasing side to make decisions about its units and afterwards returns the game to whenever it was in the sequence of play. In this example, that would be to the land movement phase.

Rather frequently digressions generate other digressions, but you don’t need to worry about that. The program keeps track of everything and eventually will return the program to the correct point in the sequence of play where the first digression originated.

7.13.1 Relocate Units Digression

Relocating Units digressions come up at various times in the sequence of play. I think of these as ‘teleportation’ in that the normal rules on how units move from one hex to another are ignored completely. However, these are always “to the nearest hex” which leaves very little leeway for players as to where the units can be placed. Because of that restriction on placement, these digressions do not take very much time.

7.13.2 Rebase Overrun Units Digression

Rebasing Overrun Units digressions happen frequently in the sequence of play. They occur during overruns and also what I think of as pseudo-overruns. The latter occur when an air or naval unit is in a hex, without a land unit present, and control of the hex changes to the other side. All of a sudden, the units are in enemy territory and have to be rebased by the owning player.

Rebasing an air unit is easy, though it is possible that no friendly hex is within range and the air unit is destroyed. That is why a rebase digression is always followed by a Scrap Units digression, just in case.

Rebasing naval units can be a lot more complex. Naval units can be intercepted and then they will have to “fight through” the enemy units. That means an entire naval combat sequence has to be executed. And naval combats can have multiple rounds. Naval combats can also cause naval units to abort, so there might be a Naval Combat Abort digression to execute as well.

7.13.3 Return to Base Digression

Return to Base digressions primarily occur during air-to-air and anti-aircraft combat, when a player has to abort one of his air units as the result of an irritating die roll by his opponent. The only other place they are used is when forming Vichy France and the French air and naval units at sea return to base. Abort results from naval combats are not included in this group, but instead are processed as a Naval Combat Abort digression.

Usually returning an air unit to base is not difficult, though it is possible that there might not be a friendly hex to which it can return. Therefore a Scrap Units digression is always executed after a return to base digression, so players can decide whether to scrap any destroyed units or not.

7.13.4 Scrap Units Digression

Scrap Units digressions are the most prevalent digressions in the game. Basically, every time a unit is destroyed the owner has the option of immediately scrapping it, or not. Because this comes up so often, players are apt to become annoyed at having to make this decision. Despite that, MWIF follows RAW diligently in its implementation of this rule, since decisions about scrapping units can have such a major impact on success and failure in the game.

7.13.5 Naval Interception Digression

Naval Interception digressions are the second most common digression, or perhaps the most common. Virtually every time a naval unit enters a sea area which contains enemy units, a naval interception digression is executed by the program. That provides the enemy of the moving units the opportunity to intercept, or not.

Frequently a naval interception digression will evolve into a naval combat. Naval combats can produce aborting naval units, which, because they are moving, can also be intercepted. Though each naval combat is run through to conclusion before any aborted naval units are moved, it is still common for a queue of aborting naval units to build up. Those units are moved in the order that they entered the queue (first in, first out), though units aborting from the most recent combat abort before units from combats that were completed earlier. The naval unit(s) in the list which is(are) first to move is(are) always the ‘oldest’ aborting unit(s) from the most recent naval combat.

Naval units aborting from naval combat are processed using a Naval Combat Abort digression (see the section that follows). A Scrap Units digression is executed after each naval combat, so that is often the last task performed in a naval interception digression.

7.13.6 Naval Combat Abort Digression

Naval Combat Abort digressions only occur when processing the Naval Abort Queue. That queue is maintained by the program and has naval units added to it when either an abort result is received during a naval combat round or a voluntary abort by an entire side at the end of a naval combat round.

The units in the Naval Abort Queue are sometimes moved as individual units or a as group of naval units. A player is able to combine two or more naval units in the Naval Abort Queue if those units aborted from the same naval combat during the same round. That happens most often when an entire side voluntarily aborts at the end of a combat round. However, it can also occur if there was more than 1 naval unit aborted during a single combat round as a result of die rolls.

Note that if a combat result precipitated an abort and then the player decides to voluntarily abort at the end of the same round, the combat abort(s) is( are) merged into the voluntarily abort and the naval units are all considered equivalent a s far as moving them is concerned.

If the player decides to move a group of aborted naval units, then they may start in different sea box sections. However, the calculation of the movement points they have, as a group, is the determined by the unit with the fewest movements points. For example, a naval unit with 6 MPs in the 4 section box would have 2 movement points available, while a convoy with 3 MPS in the 0 section box would have 3 movement points available. If those two units moved as a group, they would have 2 movements points available. They would also be required to be returning to the same port.

A naval combat abort digressions continues executing until there are no longer any units in the Naval Abort Queue.

7.13.7 Correct Overstacking Digression

A Correct Overstacking digression does just that. At numerous points in the sequence of play the program checks to make sure no overstacking has occurred. For instance, this is done after the weather has changed, and after a successful carpet bombing attack. If any hex is overstacked, the program determines which major power gets to select the unit(s) to destroy and displays the Over-Stacked Hex form (see section 8.7.2.34 for details on using that form) so the decision maker can choose which unit(s) to destroy.

This digression is over once no overstacked hexes remain.

7.13.8 Collapsing Vichy France

A Collapsing Vichy France digression only occurs once per game, if that. Basically the process for collapsing Vichy France is the same as for conquering a country. The reason it is a digression, instead of part of the Conquest phase, is that it occurs during an Axis Land Movement phase. As soon as an Axis unit moves into Vichy France, the Collapsing Vichy France digression is executed. Once Vichy France is ‘conquered’, the digression is over and the game returns to the Axis land movement phase.








_____________________________

Steve

Perfection is an elusive goal.

(in reply to Ohio Jones)
Post #: 234
RE: What kind of manual(s) should we ask for? - 1/11/2009 5:28:29 AM   
paulderynck


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Perhaps consider taking out the wording about the scrap digession in 7.13.2 and 7.13.3 and just keep the wording that units may be destroyed in certain cases. Then 7.13.4 covers the Scrap digression.

Perhaps in 7.13.5 it is worth mentioning this is RAC, not RAW, so the WiF guru new reader doesn't overreact.

Last line of 7.13.6 should read: "Naval combat abort digressions continue executing until there are no longer any units in the Naval Abort Queue."

Just curious - when I read 7.13.6 I'm getting the impression I cannot move my aborting units (same combat round voluntary plus involuntary) as separate naval moves if I want? I can do so by RAW.

In 7.13.8, Vichy can collapse in either an Axis Rail or an Axis Land Movement phase.


_____________________________

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(in reply to Shannon V. OKeets)
Post #: 235
RE: What kind of manual(s) should we ask for? - 1/11/2009 8:51:33 AM   
Shannon V. OKeets

 

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quote:

ORIGINAL: paulderynck

Perhaps consider taking out the wording about the scrap digession in 7.13.2 and 7.13.3 and just keep the wording that units may be destroyed in certain cases. Then 7.13.4 covers the Scrap digression.

Perhaps in 7.13.5 it is worth mentioning this is RAC, not RAW, so the WiF guru new reader doesn't overreact.

Last line of 7.13.6 should read: "Naval combat abort digressions continue executing until there are no longer any units in the Naval Abort Queue."

Just curious - when I read 7.13.6 I'm getting the impression I cannot move my aborting units (same combat round voluntary plus involuntary) as separate naval moves if I want? I can do so by RAW.

In 7.13.8, Vichy can collapse in either an Axis Rail or an Axis Land Movement phase.


Ok, thanks.

I'll change "is able" to "has the option of" which should make it more obvious that combining units into a group is up to the player.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to paulderynck)
Post #: 236
RE: What kind of manual(s) should we ask for? - 1/11/2009 3:20:32 PM   
Froonp


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quote:

ORIGINAL: Shannon V. OKeets
7.11.4 Choose Combat Type (RAC 11.16.5 & 11.16.6)

During this subphase one player determines which type of combat will occur: assault or blitz. Sometimes that decision is made by the attacking side and sometimes by the defending side. The program figures out which side gets to choose (see RAC section 11.16.5 and 11.15.6 for details) and the decision maker for that side gets to click on either the Assault or Blitz button in the Land Combat form.

The subphase does not immediately once the combat type has been chosen. Instead, the program waits for the team leader on the Allied side to click on the Resolve Combat button in the Land Combat form. This slight delay is to give all the players the opportunity to see which combat type was chosen.

Looks like there is the "end" word missing after "immediately" in the last paragraph, doesn't it ?

Also : Always the Allied team leader for the last paragraph ?

quote:

7.11.7 Assign Losses (RAC 11.16.5)
(...)
Having processed all units directly involved in the combat, the program checks to see if the attacked hex has been vacated of all enemy units. If it has not, then any invading and paradropping units are destroyed, and added to the Destroyed Stack.

Of course, nothing prevents the decision maker owning the para / invaders and choose them as looses at the start of 7.11.7, as he knows in advance whether the hex was emptied or not.

I would also add that all this is very nice reading. Very structured, very clear. Only the phasing / non phasing are a little confusing, I know I would have prefered attacking / definding, but maybe this is more confusing for other realsons.

(in reply to Shannon V. OKeets)
Post #: 237
RE: What kind of manual(s) should we ask for? - 1/11/2009 3:39:37 PM   
Froonp


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quote:

ORIGINAL: Shannon V. OKeets
7.11 Land Combat Resolution Subphases

Oh, I forgot.
Somewhere in there, preferably between 7.11.4 and 7.11.5 (see RAW 17.5), there should be the "Defect Check", where the game looks if any defending unit defects. Defects can happen with Vichy French land units. (RAW should also have this rule apply to italians ).

(in reply to Shannon V. OKeets)
Post #: 238
RE: What kind of manual(s) should we ask for? - 1/11/2009 4:13:05 PM   
Froonp


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quote:

ORIGINAL: Shannon V. OKeets

Today's installment of new text for the Player's Manual.
=======
7.12 Vichy Declaration Subphases

During this phase, if the an Axis major power has an in supply land unit in Paris and France is not conquered, and Vichy has not yet been declared, the Axis power that controls Paris may declare the formation of the Vichy Government. Should that decision be taken, then the program executes the following subphases in the order shown.

This is not the Axis powert hat controls Paris that may declare Vichy :
RAW 17.1 says :
***************************************
An Axis major power can choose to install a Vichy Government if one of its in-supply land units occupies Paris in a peace step and France is not conquered. If more than one Axis major power occupies Paris, then Germany has first choice as to whether it wishes to establish a Vichy government.
***************************************
So if 1 IT unit enters Paris before 1 German unit does, when Paris is defeated, then the Paris hex goes to Italian control, with 1 italian and 1 German unit in it. But RAW says that in that case Germany have 1st choice at Vichy declaration.

quote:

7.12.1 Determine Control of French Countries (RAC 17.2)

This subphase asks the Axis major power if he wants to declare Vichy France. If the answer is yes, then the program generates random numbers to decide which of the countries that France controls will go to Vichy France (the Axis side) and which will become Free French (the Allied side).

Not "countries", but "administrative groups". Morocco, Algeria and Tunisia are 3 minor countries, but they are a single Administrative Group by 17.2, so they change control as a whole and not separately.

quote:

The French player then gets to choose a new home country for France (i.e., for Free France).

The French player may not be able to choose a new home country, because there are no Minor Countries left in Free France control (the new home country can't be a Territory such as New Caledonia for instance). In that case, 17.2 has Free France completely conquered immediately. This mean that Vichy France continues to exist, but Free France is completely conquered. The FAQ also says "If and when Free France is created and then immediately conquered, it can be re-created only by Collapsing Vichy. You liberate France (which then replaces any existing Free France) by retaking Paris." (See "Vichy French Collapse" in 17.4, 3rd paragraph, last sentence.

quote:

Once all the house keeping tasks have been performed and the French player has chosen his new home country, the game advances to the next subphase.

7.12.2 Move Non-French Land & Air Units (RAC 17.3 paragraph 1)

As the name for this section indicates, during this subphase the program moves all non-French land and air units that are in Vichy controlled hexes to the Relocate Stack. Once all such units have been placed in the Relocate Stack, , the program executes a Relocate digression so the major powers that own those units can move them to the nearest friendly hex.

After the Relocate digression has been completed, the game advances to the next subphase.

7.12.3 Move Non-French Naval Units (RAC 17.3 paragraph 2)

During this subphase the program moves all non-French naval units that are in Vichy controlled ports to the Rebase Stack. Once all such units have been placed in the Rebase Stack, , the program executes a Rebase digression so the major powers that own those units can move them to a friendly port. As usual, rebasing naval units may be intercepted and a naval combat necessary. After the Rebase digression has been completed, the game advances to the next subphase..

Double range rebase.

quote:

7.12.4 Return French Units at Sea to Land (RAC 17.3 paragraph 3)

During this subphase, the program moves all French units at sea, both air and naval, into the Return To Base Stack. Once all such units have been placed in the Return To Base Stack, , the program executes a Return To Base digression so the Axis major power that declared Vichy France can move them to the nearest hex that is controlled by either Vichy France or Free France.

Note that the Axis player is making these decisions and though he is constrained to place these units in the nearest French hex (specifically a port for naval units), he might have two or more from which to choose. This means he might be able to move them to a Vichy France/Axis controlled hex instead of a Free France/Allied controlled hex. If the units at sea are not within range of a French hex, they are destroyed and a Scrap Units digression performed - after the Return To Base digression has been completed

This subphase is the one exception in the game where moving naval units can not be intercepted. Partly that is because at this time it is not clear to which side the moving naval units belong. Once the Return To Base digression has been completed, the game advances to the next subphase..

Aren't they simply French ? Before they arrive in Vichy or Free French ports, they are French, aren't they ?

quote:

7.12.5 Move French Land and Air Units from Axis Territory (RAC 17.3 paragraph 4)

During this subphase the program moves all French land and air units in Axis controlled hexes, that are not part of Vichy France, into the Relocate Stack. Once all such units have been placed in the Relocate Stack, , the program executes a Relocate digression so the Axis major power that declared Vichy France can move them to the nearest hex that is controlled by Vichy France. Also at this time, if there are any French partisans in Vichy France, they are destroyed (removed from the game).

By Vichy France or Free France (See 17.3 French Units, 4th paragraph, 1st sentence).

quote:

Once the Relocate digression has been completed, the game advances to the next subphase.

7.12.6 Move French Naval Units from Axis Territory (RAC 17.3 paragraph 4)

During this subphase the program moves all French naval units in Axis controlled hexes, that are not part of Vichy France, into the Rebase Stack. Once all such units have been placed in the Rebase Stack, , the program executes a Rebase digression so the Axis major power that declared Vichy France can move them to the nearest port that is controlled by Vichy France.

Double range rebase. I don't know if it is worth mentionning.

quote:

As usual, rebasing naval units may be intercepted and a naval combat necessary. Once the digression has been completed, the game advances to the next subphase.

7.12.7 Destroy French Units (RAC 17.3 paragraph 5)

During this subphase the program identifies all the French units that are in hexes controlled by major powers on the Allied side (other than Free France). Those major powers are given the opportunity of destroying none, any, or all of the French units in hexes they control. If an Allied major power destroys any French units, Vichy France becomes hostile to that major power.

Note that this subphase occurs before French units in Allied territory are moved to French territory (i.e., in the next two subphases).

If any units are destroyed, a Scrap Units digression is executed and after it is completed, the game advances to the next subphase.

7.12.8 Move French Land and Air Units from Allied Territory (RAC 17.3 paragraph 5)

During this subphase the program moves all French land and air units in Allied controlled hexes, that are not part of Free France, into the Relocate Stack. Once all such units have been placed in the Relocate Stack, , the program executes a Relocate digression so the Axis major power that declared Vichy France can move them to the nearest hex that is controlled by either Free France or Vichy France.

Once the Relocate digression has been completed, the game advances to the next subphase.

7.12.9 Move French Naval Units from Allied Territory (RAC 17.3 paragraph 5)

During this subphase the program moves all French naval units in Allied controlled hexes, that are not part of Free France, into the Rebase Stack. Once all such units have been placed in the Rebase Stack, , the program executes a Rebase digression so the Axis major power that declared Vichy France can move them to the nearest port that is controlled by either Free France or Vichy France.

As usual, rebasing naval units may be intercepted and a naval combat necessary. Once the digression has been completed, the game advances to the next subphase.

7.12.10 Move French Land & Air Units from Off-map Pools (RAC 17.3 paragraph 6)

Provided that the optional rule Pilots is being used, this phase starts with the program checking how many pilots Vichy France has available, either in production or previously owned by France. Against that number is compared the number of air units in the Vichy France Air Reserve (previously the French Air Reserve) plus those in production. If there are fewer pilots than air units, the Vichy France player gets to choose to which air units to assign pilots. Piloted air units go into the Setup pool to be setup in the next subphase. Excess air units are placed in the Free French force pool. Excess pilots are simply destroyed.

Next, the program goes through all the French non-naval units that are in the production pool and decides what should happen to them. Most go into the Setup pool to be setup in the next subphase. Oil resources and factories that are being repaired stay in the production pool but become controlled by Vichy France.

French militia and reserve units, both those on the map or those off the map, go into the Free France force pool, unless they are suppose to arrive in a specific city and that city is held by the enemy. In which case, they are placed in the Reserve pool.

After these housekeeping tasks are finished, the game advances to the next subphase.

These were RAC 17.3 paragraph 6 thru 7 IMO here, not only RAC 17.3 paragraph 6.

quote:


7.12.11 Place French Units onto Map (RAC 17.3 paragraph 6)

During this subphase, the Vichy France player gets to place any units from the Setup pool onto the map in Vichy Metropolitan France. The standard setup tray is used. Once the Vichy France player clicks on the End of Phase button on the main form, the game advances to the next subphase.

7.12.12 Remove French Units from Map (RAC 17.3 paragraph 7)

During this subphase the program goes through each of the countries controlled by Vichy France, other than Vichy Metropolitan France, and lets the Axis major power that declared Vichy France decide which of the land and air units in those countries should stay on the map. Half, rounding down, have to be removed. Those go into the Free French force pool. After every Vichy controlled country has been processed, the game advances to the next subphase.

Once again, this is not "Countries", but "Administrative Groups" that are processed by this rule.

quote:

7.12.13 Determine Vichy French and Free French Units (RAC 17.3 paragraphs 8 thru 11)

During this subphase all French units on the map in Vichy territory, in the production pool, repair pool, and construction pool, become Vichy French units.

Then the program removes half of the Free French units from the force pool (territorial units are not affected). Once the Free French force pool has been cut in half, the program displays the remaining force pool to the Free France player. Unless DeGaulle is already on the map and in an Allied controlled hex, that HQ unit is placed in the Free France force pool.

Once these housekeeping tasks are completed, the formation of Vichy France is complete and the game advances to the next phase (Liberation).

The program should keep the units removed from the force pool aside, to be ready to put half of them back in the Force pool when France is liberated.

Also, there lots are double commas ", ," in those texts.

Once again, huge effort from you to break down RAW 17 into small pieces.

(in reply to Shannon V. OKeets)
Post #: 239
RE: What kind of manual(s) should we ask for? - 1/11/2009 4:54:51 PM   
Froonp


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quote:

ORIGINAL: Shannon V. OKeets
7.13.2 Rebase Overrun Units Digression

Rebasing Overrun Units digressions happen frequently in the sequence of play. They occur during overruns and also what I think of as pseudo-overruns. The latter occur when an air or naval unit is in a hex, without a land unit present, and control of the hex changes to the other side. All of a sudden, the units are in enemy territory and have to be rebased by the owning player.

Rebasing an air unit is easy, though it is possible that no friendly hex is within range and the air unit is destroyed. That is why a rebase digression is always followed by a Scrap Units digression, just in case.

Rebasing naval units can be a lot more complex. Naval units can be intercepted and then they will have to “fight through” the enemy units. That means an entire naval combat sequence has to be executed. And naval combats can have multiple rounds. Naval combats can also cause naval units to abort, so there might be a Naval Combat Abort digression to execute as well.

That can spread out naval combats in all the sea areas it goes through. But maybe the "Naval Combat Abort digression" already says that.

quote:

7.13.3 Return to Base Digression

Return to Base digressions primarily occur during air-to-air and anti-aircraft combat, when a player has to abort one of his air units as the result of an irritating die roll by his opponent. The only other place they are used is when forming Vichy France and the French air and naval units at sea return to base. Abort results from naval combats are not included in this group, but instead are processed as a Naval Combat Abort digression.

Usually returning an air unit to base is not difficult, though it is possible that there might not be a friendly hex to which it can return. Therefore a Scrap Units digression is always executed after a return to base digression, so players can decide whether to scrap any destroyed units or not.

7.13.4 Scrap Units Digression

Scrap Units digressions are the most prevalent digressions in the game. Basically, every time a unit is destroyed the owner has the option of immediately scrapping it, or not.

Only dated units can be scrapped after destruction, see 13.6.9, 5th para, 3rd sentence. MIL or TERR, or Reserve units can never be scrapped. Partisans also can't be scrapped.

quote:

Because this comes up so often, players are apt to become annoyed at having to make this decision. Despite that, MWIF follows RAW diligently in its implementation of this rule, since decisions about scrapping units can have such a major impact on success and failure in the game.

IMO this is important to say that scrapped unit never go back in the game. Scrapping is irrevocable.

quote:

7.13.5 Naval Interception Digression

Naval Interception digressions are the second most common digression, or perhaps the most common. Virtually every time a naval unit enters a sea area which contains enemy units, a naval interception digression is executed by the program. That provides the enemy of the moving units the opportunity to intercept, or not.

Frequently a naval interception digression will evolve into a naval combat. Naval combats can produce aborting naval units, which, because they are moving, can also be intercepted. Though each naval combat is run through to conclusion before any aborted naval units are moved, it is still common for a queue of aborting naval units to build up. Those units are moved in the order that they entered the queue (first in, first out), though units aborting from the most recent combat abort before units from combats that were completed earlier. The naval unit(s) in the list which is(are) first to move is(are) always the ‘oldest’ aborting unit(s) from the most recent naval combat.

Naval units aborting from naval combat are processed using a Naval Combat Abort digression (see the section that follows). A Scrap Units digression is executed after each naval combat, so that is often the last task performed in a naval interception digression.

7.13.6 Naval Combat Abort Digression

Naval Combat Abort digressions only occur when processing the Naval Abort Queue. That queue is maintained by the program and has naval units added to it when either an abort result is received during a naval combat round or a voluntary abort by an entire side at the end of a naval combat round.

The units in the Naval Abort Queue are sometimes moved as individual units or a as group of naval units. A player is able to combine two or more naval units in the Naval Abort Queue if those units aborted from the same naval combat during the same round. That happens most often when an entire side voluntarily aborts at the end of a combat round. However, it can also occur if there was more than 1 naval unit aborted during a single combat round as a result of die rolls.

Note that if a combat result precipitated an abort and then the player decides to voluntarily abort at the end of the same round, the combat abort(s) is( are) merged into the voluntarily abort and the naval units are all considered equivalent a s far as moving them is concerned.

If the player decides to move a group of aborted naval units, then they may start in different sea box sections. However, the calculation of the movement points they have, as a group, is the determined by the unit with the fewest movements points.

This is not possible.
Units that start in different boxes can't move as a group.
If they start in different boxes, their movement can't be the same "naval move". See 11.4.1, part (c). So they are forced to move separately, and to be intercepted separately, and to choose their port separately. They can head for the same port, but they will execute 2 naval moves to do it.

quote:

For example, a naval unit with 6 MPs in the 4 section box would have 2 movement points available, while a convoy with 3 MPS in the 0 section box would have 3 movement points available. If those two units moved as a group, they would have 2 movements points available. They would also be required to be returning to the same port.

A naval combat abort digressions continues executing until there are no longer any units in the Naval Abort Queue.

7.13.7 Correct Overstacking Digression

A Correct Overstacking digression does just that. At numerous points in the sequence of play the program checks to make sure no overstacking has occurred. For instance, this is done after the weather has changed, and after a successful carpet bombing attack. If any hex is overstacked, the program determines which major power gets to select the unit(s) to destroy and displays the Over-Stacked Hex form (see section 8.7.2.34 for details on using that form) so the decision maker can choose which unit(s) to destroy.

Isn't this disgression also checked after each step or phase ? For example, if an HQ moves, and that it had an extra air unit stacked with it, then at the end of the land movement step, there is an air unit to destroy ? (this was judged this way in the FAQ, see Q2.3-1.

quote:

This digression is over once no overstacked hexes remain.

7.13.8 Collapsing Vichy France

A Collapsing Vichy France digression only occurs once per game, if that. Basically the process for collapsing Vichy France is the same as for conquering a country. The reason it is a digression, instead of part of the Conquest phase, is that it occurs during an Axis Land Movement phase. As soon as an Axis unit moves into Vichy France, the Collapsing Vichy France digression is executed. Once Vichy France is ‘conquered’, the digression is over and the game returns to the Axis land movement phase.

It can also occur during the rail movement phase, or during nearly any air mission (see FAQ Q17.4-4).

(in reply to Shannon V. OKeets)
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