Courtenay
Posts: 4003
Joined: 11/12/2008 Status: offline
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Interesting. Warspite's rules to omit are the ones that I would use! The one essential optional rule is motorized movement costs. The game really is designed for the use of that rule. Divisions add a lot to the game -- a lot of units, a lot of options, a fair amount of complexity. WiF with divisions and WiF without divisions are almost two different games. I always use them. Cruisers in Flames adds a lot of naval units. If you love navies, you will want to use this rule. If you hate them, you won't. In my opinion, the game is designed for the use of oil. The code works well enough. If you don't use oil, use Food in Flames. If you do use oil, don't use Food in Flames. Both optional rules help the Allies; use one or the other, but not both. My view is that Food in Flames is for games without oil, to give the Allies some balance for not using oil. Carrier planes is an important rule; I use it. If you use it, build lots of them; no one has enough at the start. O-chits are almost essential; I can't imagine not playing without them. If you did play without them, I can't imagine what the US would spend its late game production on. The Amphibious rules are important; without them, the attacking player can run wild with amphibious assaults, far beyond what was historically possible. If you use them, though, use the SCS assaults, otherwise the Japanese player will go insane, as he can't do nearly enough. Do not use construction engineers. Someone described this as "the most annoying" optional rule, and I completely agree. HQ movement is also a very annoying rule. Surprise ZOCs is a ridiculously unbalanced rule; it grossly favors the Axis. I will not play with it under any circumstances. I have never played with "In the Presence of the Enemy"; I think it would be a very annoying rule. Off city reinforcement should be used, as it eliminates some annoying problems that can occur. Fractional odds are good, in as much as you don't have artificial break points in combat when using them. 2d10 or 1d10 combat is a matter of taste. I prefer 2d10, others 1d10. If you do use 1d10, use Blitz combat. (If you don't, you can't.) Scrap units is part of the base game, and should be used. It prevents the annoyance of drawing really crappy units late in the game. There are a lot of optional rules that add a little flavor, with not too much effect on game play, like float planes. I like them; if you don't like chrome, then skip them. Twin engine fighters looks like chrome, but it is not; a lot of CW and German airpower is in twin engine FTR threes. Both sides are hit by this rule, and I think it is important. Most of the other air options are chrome, though. Saving Build points is a good rule; it means that you don't spend a bunch of time each turn trying to figure out how to use that last build point. Chinese attack weakness is a rule I have never seen the need for; the Chinese are so bad at attacking that they almost never do it anyway until quite late in the war.
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I thought I knew how to play this game....
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