Greyshaft
Posts: 2252
Joined: 10/27/2003 From: Sydney, Australia Status: offline
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Here is a first pass at identifying test cases for sections 1 and 2 of the rules. I have attached the zipped Word doc. It is named as a .txt file so you need to: * download the file * rename it to a .zip file * unzip the file * read the resulting Word document Note that these are not the actual Test case documents... that would take the form of a Table with the following fields: * Test ID (unique Test Case ID) * Test Section (what section of the game is being tested * Test Parameters (how should the game be configured for this test - what options should be set?) * Test Instructions ( eg "Click on a German HQ sitting on a Rail Hex then attempt to move it by rail") * Expected Result ("Unit moves by Rail") * Actual Result (Pass/Fail) Each of these possible test cases would need an owner who accepts the responsibility for testing that MWiF works as planned in that area. This doesn't mean that every test is run after every release of code, but rather that the tester is the resident guru on that portion of the game and accepts a leading role in testing for any bugs in that area. Table of Contents 1. Introduction 3 1.1 Rules 3 1.2 Scale 3 1.3 Markers 3 2. General concepts 3 2.1 Terrain 3 2.2 Zones of control 4 2.3 Stacking 5 2.4 Supply 5 2.5 Control 7 2.6 Fractions 8 2.7 Dice 8 2.8 Range 8 1. Introduction 1.1 Rules 1.2 Scale 1.3 Markers Confirm that it is not possible to add more markers than the game limit for: · entry markers (see 13.3), · forts (AfA/MiF option 5), · synth oil plants (AfA option 14) and · Task Force markers (SiF Option 21). 2. General concepts 2.1 Terrain · In all cases check that units movement allowance is properly decremented as it moves. · Check for unit disruption where appropriate. 2.1.1 Hexes & hex-dots Move units to check adjacency for hexes that: · share a common hexside; · are on either side of the join between the eastern European map and the Asian map and share the same number. They are actually connected via the hexside on the Asian map bearing the same number as the hex on the east European map. · AsA option 1: The same applies if you are using the Scandinavian map (letters differentiate the hexes/ hexsides). · AfA option 1: The above is also true for the northern border of the African map. However, the eastern edge of the African map has a hex for hex correspondence with the Asian map (i.e. the hexes with the same letter are in fact the same hex, see below). Any map-edge hex-dot on the Africa map connects to any other in the same sea-area on the American, Asian or Pacific maps. · are off-map hexes connected to each other by a rail line or a grey communication line (exception: the Perm to E0148 rail); or · are situated that one is an off-map hex and the other is either an on-map edge hex connected to it by a rail line or a grey communication line or an on-map hex, on the map’s edge, which is adjacent to a connected on-map hex. Check units movement is properly affected by · Moving Land units into sea hexdots / impassable hexsides · Moving naval units into non-sea hexes / through enemy controlled straits / into off-map boxes. 2.1.2 Sea areas Check adjacency for naval units moving through the following territory: · Two sea areas are adjacent if they share a common sea area border or if they are directly connected by a blue communication line. Some sea areas on the west European and Pacific maps contain statements that they are connected to one or more sea areas on the USA minimap. The connected sea areas are also adjacent. · The Mozambique Channel and the Azanian Sea (both on the Asian map) are connected. Treat hexdot ‘O’ as being connected to the hexdot south of hex ‘U’ by a blue communication line. · The Red Sea is the only sea area that is on 2 maps. The sea-box is only on the east European map but the hex-dot on the Asian map is still part of the same sea area. The hex-dot on the Asian map is adjacent to the large hex-dot at the eastern end of the sea area on the east European map. 2.1.3 Off-map areas · Grey communication lines – Check operation : Only land and aircraft units can move along grey communication lines. Some grey communication lines are shown as railways. You can move along these lines normally as well as by rail. · Blue communication lines - Check operation : Only aircraft and naval units (and their cargoes) can move along blue communication lines. o A naval unit moves along blue communication line from sea area to sea area. o An aircraft unit moves along a blue communication line from any adjacent hex-dot in the first sea area to an adjacent hex-dot in the second sea area (see 14.1.2). If it’s not clear which hex-dots are adjacent to a blue communication line, the nearest ones always are. 2.1.4 The American minimap 2.2 Zones of control Confirm that zone of control affects : o supply (see 2.4), o garrison values (see 9.5), o railroad movement (see 11.10), o land movement (see 11.11), o notional units (see 11.14), o retreat after combat (see 11.16.5), o reorganisation (see 11.18.2), o the transport of resources and build points (see 13.6.1), o breaking down (see 22.4.1), and o the placement of : o off-city reinforcements (see 4.2), o partisans (13.1), o fortifications (22.4.9) and o synthetic oil plants (22.4.11). Confirm units ZOC is affected by whether it is a : o Partisan o A unit that invaded (see 11.14) or o paradropped (see 11.15) o Divisions or artillery (only ever have ZOCs into their own hex.) o Supply units (have no ZOCs.) Confirm that ZOCs don’t extend: o into, or out of, off-map hexes; or o into the notional hexes represented by hex-dots; or o across alpine hexsides; or o across all-sea hexsides; or o across lake (except when frozen), or straits, hexsides; or o into a hex controlled by a major power or minor country, on the other side that the unit is not at war with; or o Option 20: (Surprised ZoCs) from a surprised unit. Confirm that ZOCs work in accordance with Option 4: (Pacific & Asian ZoCs) You need either an HQ or 2 other (non-PART) corps or army units in a hex to exert a ZOC into an adjacent hex on the Asian or Pacific map (AfA/AiF/AsA Option 1: or African, American or Scandinavian map). 2.3 Stacking 2.3.1 Limits Confirm that units that can’t co-operate (see 18.1) o can’t stack together in the same hex. o can stack together in the same sea-box. Attempt to violate the stacking limits at the end of every step and after each retreat and advance after combat (see 11.16.5). If overstacking happens inadvertently then confirm: o the owner must destroy enough of the overstacked units to comply with the stacking limits and o must destroy face-up units before face-down units. Land unit limits Confirm that : o only 2 land units can stack in a hex. o stacking limits are doubled in an off-map hex. o AsA/MiF/PoliF options 2, 3 & 6: You can stack 3 land units in a hex if the 3rd unit is a division, artillery or supply. You can stack 5 land units in an off-map hex if the 5th unit is a division, artillery or supply. o AfA/MiF option 5: Up to 2 fortification markers can occupy a hex in addition to any other units. o Units invading (see 11.14) and paradropping (see 11.15) have a stacking limit in addition to the defending units’ limit. This limit is applied to the combined number of invading and paradropping units. o There is no limit to how many land units being naval transported (see 11.4.5) can stack in a sea-box. Aircraft unit limits Confirm that the stacking limits for aircraft units not flying a mission are: o Minor port hex - 2 o Major port or city hex - 3 o Mountain, desert mountain or swamp hex - 0 o Any other hex - 1 o Hex with HQ +1 o If several limits apply (e.g. a city in a mountain hex), the highest of them applies. o Aircraft stacking limits are doubled in an off-map hex. The HQ increase for aircraft units applies after doubling. o MiF option 7: (ENG divisions) Each ENG (even face-down) increases the aircraft stacking limit of a hex by 1 (e.g. you could stack 2 aircraft in a swamp occupied by 2 ENG units). In off-map hexes, this increase applies after doubling. o Option 8: (Flying boats) Flying boats can only stack in a coastal hex (even if the coast is only on a lake) and that you can only ever stack 1 flying boat in a hex in addition to any other aircraft there. o Flying boats can fly missions into, or rail move through, non-coastal hexes. o Engineers (MiF option 7) do not effect stacking limits for flying boats. o ATR flying boats (e.g. the BV-222) can only air transport units to or from, or air supply units in, coastal hexes. Naval unit limits Confirm that the stacking limits for naval units are: o Up to 2 naval units can stack together in a friendly controlled minor port. o Every 5 convoy points is 1 naval unit. o SiF option 9: Up to 4 naval units can stack together in a minor port. Every 2 convoy points (or any spare point) is a naval unit. o There is no limit to the number of naval units that can occupy a friendly controlled major port (exception: see 18.2, foreign troop commitments) or a sea-box. o Both sides’ naval units can occupy the same sea-box, even in the same section. o Stacking limits for land, aircraft and naval units are independent. So, you can have any number of naval units, up to 4 aircraft units and an HQ stacked with another land unit in a major port city. 2.4 Supply 2.4.1 When to check supply Confirm that supply is checked : o before a unit it moves, flies, sails or reorganises. o immediately before you resolve an overrun (both sides), o during combat declaration (attacking units) and o at the moment of combat (both sides). o Units at sea are always in supply. 2.4.2 Tracing supply Create supply path combinations to confirm that supply can be traced from: o any friendly city in the unit’s unconquered home country; or o for a Commonwealth unit, any friendly city in another unconquered Commonwealth home country; or o any friendly city in an unconquered home country of a major power the unit co-operates with (see 18.1). o MiF option 6: An HQ is a primary supply source for the rest of the turn if you expend a face-up supply unit it is stacked with (see 22.4.10). Confirm that: o A city controlled by the communist Chinese is not friendly to the nationalist Chinese (and vice versa), even though both are (nominally) on the same side. o If the unit can’t trace a supply path directly to a primary supply source, it can trace it via one or more secondary supply sources instead. Confirm that A secondary supply source for a unit is: o an HQ the unit co-operates with (see 18.1); or o the capital city of a minor country controlled by the unit’s major power; or o the capital city of a major power, or a minor country, conquered by the unit’s major power, or by a major power the unit co-operates with. Create supply path combinations to prove that: o A secondary supply source of the tracing unit must be able to trace a supply path either to a primary supply source or via another secondary supply source. That other secondary source must also be able to trace a supply path either to a primary source or via another secondary source, and so on. There can be any number of secondary supply sources in this chain but it must end up at a primary supply source of the unit tracing the path. o A city can only be a supply source for a unit if it has not been controlled by the other side at any time in the turn. o A supply source can supply any number of units. o A supply path, basic or railway, can be up to 4 hexes. o Each Asian or Pacific (AfA/AiF/AsA Option 1: or African, American or Scandinavian) map hex you trace into counts as 2 hexes. o Each off-map hex counts as 4 hexes, so you can only trace a basic supply path into an adjacent hex during clear weather. o Each desert, or desert mountain, hex your supply path enters counts as 1 extra hex (i.e. counts as 2 on the European maps, 3 on the Asian and Pacific maps and 5 in off-map hexes). o This maximum distance varies according to weather o A hex a railway supply path enters, by moving along a railway or road, does not count against the 4 hex limit. o hex it enters across a straits hexside also does not count against the limit, so long as the hexes on either side of the straits are railway hexes. Overseas supply paths Confirm that: o Any part of a basic or railway supply path can be traced overseas. o You may only trace supply overseas once for each unit attempting to trace supply, regardless of how many secondary supply sources are used between the tracing unit and the primary supply source. o The sea portion of a supply path does not count against the maximum number of hexes permitted in the path. o The port hex you trace the overseas supply path into does count against your 4 hex limit. However, it always counts as only 1 hex, regardless of what map it is on or what terrain it contains. o To trace a basic supply path overseas, the unit must be in a coastal hex or trace the path via a port. o To trace a railway path overseas, the secondary source must be in a coastal hex or trace the path via a port. o SiF option 11: (limited overseas supply) You can only trace a supply path overseas if each sea area you trace it through contains a friendly convoy, TRS or AMPH. o From the coastal hex or port, you trace the supply path via any number of consecutive sea areas to a friendly controlled port which is a supply source itself or from which you can continue the supply path overland to a supply source. o You cannot trace a supply path into a sea area that contains: o an enemy CV, SCS or aircraft unit with an air-to-sea factor unless; o it also contains a surface naval unit, or aircraft unit with an air-to-sea factor, (SiF option 11: convoy, TRS, or AMPH only) controlled by any major power or minor country at war with that enemy unit. o You can’t trace a supply path between sea areas if one of your SCS couldn’t move between them (see 11.4.4). o You cannot trace an overseas supply path either out of, or into, an iced-in port (see 8.2.10) if the weather in that hex is snow or blizzard. Limits on supply paths Confirm that you can’t trace any supply path: o into an enemy ZOC (unless the hex contains a friendly land unit); or o into a hex controlled by another major power unless it agrees; or o into a hex controlled by a neutral country (exception: Vichy territory ~ see 17.4 and Sweden ~ see 19.7); or o across an alpine hexside; or o across a lake hexside (except when frozen); or o across an all sea hexside that isn’t a straits hexside (except as an overseas supply path); or o for any Soviet unit, into a hex controlled by any other Allied major power (and vice versa) unless the USSR is at war with Germany. o Option 12: (limited access across straits) A unit can’t trace supply across a straits hexside, if the presence of enemy units would prevent you tracing an overseas supply path into that sea area. 2.4.3 Out of supply Land units Confirm that a land unit that is out of supply: o can’t attack; o is marked as “face-down” if you move it (even by naval transport or air transport); o defends with 1 combat factor if it is a face-down division (see 22.4.1) or non-white print unit, 3 if it is a face-down white print unit (face-up units defend with their normal strength); and o option 13: can’t provide HQ support (see 11.16.3). o still has their normal movement allowance and o still exert a ZOC. Aircraft units Confirm that aircraft units that are out of supply can only fly rebase missions. Naval units Confirm that a naval unit that is out of supply o subtracts 1 from its movement allowance (not range) and o is marked “face-down” (or “CP used” if it is a convoy point) when you finish its move (even at sea). o Option 13: (emergency HQ supply) can operate as if they were in supply this impulse if they can trace a basic supply path to a face-up HQ they may co-operate with. You can only do this with as many units as the HQ’s reorganisation value. o An HQ may not provide emergency HQ supply during the impulse(s) it is surprised. 2.5 Control Entities Confirm the borders of home countries and territories. Move units across borders to confirm that the hexes are flagged correctly for political control. Repeat this test after every political event which affects the borders of a country. Changing control Confirm that political control of a hex changes when: o an enemy land unit (except for partisans ~ see 13.1, and supply units ~ see 22.4.10) enters it (the major power entering with the most factors if more than one); or o an island, territory, minor country or major power is conquered (see 13.7.1) or liberated (see 13.7.5); or o France is declared Vichy (see 17.); or o a communist Chinese-controlled city entered by a nationalist Chinese land unit or vice versa; or o during the liberation step when you return control to the original owner (see 13.7.5, reversion). Units in hexes that change control Confirm that any naval and aircraft units in a hex which passes to enemy control react as if they had been overrun (see 11.11.6). 2.6 Fractions Confirm that the game treats fractions in the following manner: o round to the nearest whole number, rounding halves up. o Rounding a negative number up moves you closer to zero. For example, if the fraction is -1.5, it rounds to -1. o Rounds off a number immediately before: o calculating an odds ratio; or o looking the number up in a table; or o comparing it to a dice roll or to a fixed value; or o spending oil (see 13.5.1) or build points. 2.7 Dice 2.8 Range Confirm that when counting the distance from one hex to another, you count the final hex but not the starting hex. For example, it is 4 hexes from Berlin to Nuremberg.
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/Greyshaft
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