Extraneous
Posts: 1810
Joined: 6/14/2008 Status: offline
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quote:
ORIGINAL: composer99 Extraneous: Was this a weather/impulse sequence that came up during a game you tried out on CWiF or tabletop WiF? The only impulse in September/October 1939 with fixed weather is the very first impulse, which as noted has a weather roll (so to speak) of '4', resulting in fine weather across the board. After the first Axis and Allied impulses, the second Axis impulse comes up and the Axis rolls (or a random number is generated) for weather, with all results from 1-10 available. On subsequent Axis impulses, the Axis rolls for weather, usually restricted to the 1-10 range of results unless a modifier applies. quote:
3.1 Sequence of play The sequence of play in a turn is: A. REINFORCEMENT STAGE B. LENDING RESOURCES STAGE C. INITIATIVE STAGE D. ACTION STAGE Repeat D1 through D3 until the action stage ends. D1 Determine weather quote:
8. Weather If you are taking the 1st impulse in each pair of impulses, roll a die to determine the weather for that pair. If the result from the last roll (even if it was from the previous turn) was asterisked, add 1, 2 or 3 to the roll, depending on the number of asterisks. Cross-reference the modified roll with the turn on the weather chart. This gives you the weather in each weather zone. Ten sided die + number of Asterisks (0 or 1 or 2 or 3) = modified roll D2 First side’s impulse Every major power on the first side performs these steps: D2.1 Declare war D2.2 Choose action Choose either: a pass, a naval, an air, a land or a combined action. D2.3 Perform actions The major powers that didn’t pass perform these steps in this order (their action choice will limit what they can do ~ see action limits table): (a) Port attacks (b) Naval air missions (c) Naval movement (d) Your naval combat (e) Opponent’s naval combat (f) Strategic bombardment (g) Carpet bombing (option 32) (h) Ground strike missions (i) Rail movement (j) Land movement (k) Air transport (l) Debark land units at sea (m) Invasions (n) Paradrops (o) Land combat (p) Air rebases (q) Reorganisation D2.4 End of action Roll to end the action stage. If it doesn’t end, advance the impulse marker the number of spaces shown on the weather chart for the current weather roll. If it ends, move on to stage E—the end of turn. quote:
12. Last impulse test After you have finished your impulse, roll a die. If every major power on your side (neutral and active) chose a pass action, subtract 2 from your die roll. You only subtract 1 if you are playing a 1 or 2 map game. If every major power on your side chose a pass action, except one, subtract 1 from your die roll to end impulses. This does not apply to 1 or 2-map games. If the modified die roll is less than or equal to the current impulse end number on the impulse track, impulses are over and you go on to the end-of-turn stage. If not, advance the impulse marker the number of spaces determined by current weather ~ see 8.2.8 Turn length (unless the impulse marker is already in the last box). quote:
8.2.8 Turn length The result on the weather chart will also give you a circled number. If your last impulse test die roll (see 12. Last impulse test) doesn’t end the turn’s impulses, advance the impulse marker that number of boxes on the impulse track. Your opponents now have their impulse. If they are the second side, they repeat stage D2.2 Choose action of the sequence of play (see 3.1 Sequence of play ), If they are the first side, they repeat stages D1 Determine weather & D2.2 Choose action of the sequence of play. If impulses end and your side had both the first and last impulse in the turn, move the initiative marker 1 space towards your opponent’s end of the initiative track. Example: The initiative marker is in the Axis ‘+1’ space. The Axis went first in the turn. After their 3rd impulse, they have to roll a 3 or less to end the action stage. They roll a ‘2’. You move the impulse marker to the ‘0’ space because the Axis has taken the first and last impulses in the turn. D3 Second side’s impulse If the action stage didn’t end, repeat the steps in D2.2 Choose action for the second side. If the action stage doesn’t end after the second side’s impulse, go back to D1 Determine weather. E. END OF TURN STAGE The rule should read... D2.4 End of action Roll to end the action stage. If it ends, move on to "E. END OF TURN STAGE" If it doesn’t end, use the circled number shown on the weather charts for the current weather roll to advance the impulse marker that number of spaces.
< Message edited by Extraneous -- 7/26/2011 1:26:19 AM >
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University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)
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