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

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terje439 -> RE: What kind of manual(s) should we ask for? (12/27/2008 3:00:07 AM)

Looks good to me, but guess someone not familiar with the terms would be a better judge.

Only thing that might be added is under the reserve pool - might add "if the player chooses to activate his reserves"?




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (12/27/2008 8:58:12 PM)

Today's installment of new text for the player's manual.
=======
7.0 Sequence of Play

The primary sequence of play consists of a series of phases, presented below in five groups: 7.1 Phases for Setting Up a New Game, 7.2 Beginning of Turn Phase, 7.3 Phases within an Impulse, 7.4 End of Turn Phases, and 7.5 End of Game Phase.

There are also numerous subphases for some of the more important phases: 7.6 Reinforcement Subphases, 7.7 Declaration of War Subphases, 7.8 Air Mission Subphases, 7.9 Air-to-air Combat Sub-subphases, 7.10 Naval Combat Subphases, 7.11 Land Combat Resolution Subphases, and 7.12 Vichy Declaration Subphases.

Lastly section 7.13 provides a description of the 7 types of digressions that may occur during game play. Altogether there are 63 phases, 72 subphases, 10 sub-subphases, and 7 digressions that constitute the full sequence of play for MWIF.

The current place in the sequence of play can be viewed during a game using the Sequence of Play form. See section 8.7.1.21 for a description of that form and how to display it.
===
...
===

7.2 Beginning of Turn Phases
7.2.1 Reinforcements (RAC 4.)

Every turn, except the first turn, starts with the arrival of reinforcements. All major powers go through the reinforcement phase simultaneously, following the subphase sequence described in section 7.7. In brief, that consists of 6 subphases: placement of annual additions in the force pool, scrapping of older units, swapping some units for replacement units, assignment of pilot to air units without pilots, placing reinforcements on the map, and the removal of on map air units to the air reserve.

Major powers are free to proceed through the 6 subphases at their own speed. Some major powers may be deciding about scrapping units while other major powers are placing units on the map, and yet other major powers have completed the reinforcement phase. Once all major powers have completed the reinforcement phase, the Lending phase begins.

7.2.2 Lending Resources & Build Points (RAC 5.)

All major powers have the ability to lend resources to their allies. Resources, including oil resources, and build points can be lent to any major power on their side, though there are some restrictions on what neutral major powers can lend. The use of the word ‘lend’ is a misnomer, since no quid-pro-quo is necessary. ‘Given’ is more descriptive than ‘lent’ for what actually occurs.

Any commitments to lend resources and build points during the lending phase must be fulfilled if at all possible. However, the resources and build points are not shipped from their point of origination to a destination in the receiving country until the Production phase, which is one of the end of turn phases. A lot can happen between the lending and production phases, but the source major power must fulfill any commitments it made, regardless of what has happened during the turn.

For more information on lending resources, see the description of the form that is used in section 8.7.2.24.

7.2.3 Initiative (RAC 6.)

Which side has the initiative during the turn is determined during this phase. The initiative allows the winning side to dictate which side is the phasing side for the first impulse in the turn. Since the Axis and Allied sides alternate being the phasing side, one will be the phasing side for the 1st, 3rd, 5th, etc. impulses while the other side will be the phasing side for the 2nd, 4th, 6th, etc. impulses.

The rules for which side has the initiative are somewhat complicated and are discussed in detail in RAC Section 6 and also in the sections of this document describing the forms that are used: 8.7.2.21 Initiative and 8.7.2.27 Move First Decision.

The initiative phase is over when one side has won the initiative and decided which side moves first (i.e., is the phasing side for the first impulse).

7.3 Phases within an Impulse

Each turn consists of a series of impulses, the actual number being determined randomly. The important thing to know is that there are 31 phases within each impulse. Indeed, most of the time spent playing MWIF is spent executing the phases that occur during an impulse.

7.3.1 Weather (RAC 8.)

Weather is determined randomly during this phase, but only for odd impulses (e.g., 1st, 3rd, 5th). The weather for an even impulse is the same as the weather for the immediately preceding impulse. This means that the weather phase is completely skipped for even numbered impulses, since nothing new happens.

For some scenarios, the weather for the first two impulses is predefined as part of the scenario setup instructions. For other scenarios, the weather for the first turn is randomly generated by the program. Whenever the weather is randomly generated, the weather from the previous impulse (even if it occurred in the previous turn) may bias the weather towards being more of the same.

Once the weather has been determined, all players are informed and typically the game advances to the Declaration of War phase. However, there is the possibility that the change in weather caused overstacking and/or units to be destroyed. For instance, during snow and blizzard conditions, swamp terrain is treated as if it were forest terrain. That means that an air unit could be placed in a swamp hex during a snow impulse. If the weather changes to rain in the next impulse, then any air unit in a swamp would be destroyed. In game terms this means that a digression from the sequence of play would occur, permitting the owner of the destroyed unit to decide whether or not to scrap it.

If two air units were in a ‘frozen’ swamp hex, with one based there as if the terrain were forest and the second based there using the HQ’s stacking bonus for air units, then only one of the air units would be destroyed if the weather changed to rain. Essentially this would be an overstacking situation, were only one air unit could be in the hex. A digression would take place, permitting the owner to decide which of the air units to destroy. And then another digression would occur for the owner of the destroyed unit to decide whether or not to scrap it.

After all digressions have been completed, the game advances to the Declaration of War phase. For more information on weather, see the description of the form that is used in section 8.7.2.58.

7.3.2 Declaration of War (RAC 9.)

The declaration of war phase consists of a series of subphases. The subphases are performed in strict order with no major power permitted to advance to the next subphase until all the major powers have completed the current subphase. This is markedly different from the reinforcements phase (see section 7.2.1) where at one point in time each major power could conceivably be executing a different subphase.

The decision makers within each subphase change depending upon circumstances, with sometimes multiple players from the same side making decisions simultaneously, while in other subphases a single major power makes all the decisions. Usually, both sides will get to make some decisions during the phase, though the primary decision makers are on the phasing side.

See section 7.7 for details on each of the declaration of war subphases. In brief, that consists of: DOW on Major Powers, DOW on Minor Countries, US Entry Effects, Neutrality Pact Creation & Renewal, Calling Out Reserves, Choosing Major Power for Attacked Minor Countries, Setting Up Attacked Minor Countries, Voluntarily Aligning Minor Countries, and Setting Up Aligned Minor Countries.

7.3.3 Choose Action (RAC 10.)

In the choose action phase each major power on the phasing side chooses which action type he wants to take for the current impulse. This action type remains in effect for the entire impulse, but has no lasting effect once the impulse is over. Nor do the choices made by other major powers impose any restrictions on what a major power chooses.

The action types are: Land, Naval, Air, Combined, and Pass. If a major power possesses an offensive chit, then he may use it at this time. For the benefits of using an offensive chit see sections 9.2.24 and 9.5.7 concerning this optional rule.

Every major power on a side must choose an action. Once they all have done so the game advances to the port attack phase. For more information on choosing an action, see the description of the form that is used in section 8.7.2.1.




Froonp -> RE: What kind of manual(s) should we ask for? (12/27/2008 10:19:49 PM)

quote:

ORIGINAL: Shannon V. OKeets
Every turn, except the first turn, starts with the arrival of reinforcements.

Why "except the first turn" ?
The first turn has a reinforcement step, as all other turns.
It just happen that there are no reinforcing units to put on the map, but the step is still here.
It allows for example to remove on map planes to put them back in the Air Reserve Pool.


Also, maybe the description of the destroyed aircrafts due to weather changing the soil conditions may be too long. Why not avoid it completely ?

quote:

In the choose action phase each major power on the phasing side chooses which action type he wants to take for the current impulse. This action type remains in effect for the entire impulse, but has no lasting effect once the impulse is over. Nor do the choices made by other major powers impose any restrictions on what a major power chooses.

Except for China, where the Communist Chinese count on Russian limits. So Russian choices impacts China.




brian brian -> RE: What kind of manual(s) should we ask for? (12/27/2008 10:21:47 PM)

I like this:

The use of the word ‘lend’ is a misnomer, since no quid-pro-quo is necessary.


but you could add "is necessary in the rules. Players can come to any agreements they like regarding resources and BP loans."




Froonp -> RE: What kind of manual(s) should we ask for? (12/27/2008 10:27:19 PM)

quote:

ORIGINAL: Shannon V. OKeets
7.1.1 Lend Lease

Maybe, to differenciate it better from Lend lease of resources & BP, you should change that header to "Lend Lease of Air Units", or include the "Foreign Aircraft" text in the title ?

quote:

7.1.2 Scrapping Units

Maybe add to this section that only dated units can be scraped. Reserve and MIL cannot for example.

quote:

All the “In Stack” units are “in your hand” and can be placed ibn the map by left clicking on a destination hex.

Maybe add that stacking limits are functional right now and that you must respect them. This may be the explanation why you can't setup a given set of units that are "in your hand" on the map. Maybe explain the player what to do in such a case (hitting the ESC key ?).




Froonp -> RE: What kind of manual(s) should we ask for? (12/27/2008 10:44:33 PM)

quote:

ORIGINAL: Shannon V. OKeets
Roughly speaking, historically ships were built in two stages, with the hull and superstructure built the first year and the armaments and personnel added in the second year. In game terms, the second year includes the training period/shake out cruise for new ships.

I thought that the WiF Zen for the 2 cycles rather was : 1st cycle : hull. 2nd cycle : superstructure, armaments and personnel. This explains better how BB hulls are converted to Carriers, for the Shinano conversions for example.

quote:

• Repair Pool - Naval units damaged during combat go into the repair pool. If a player wants to repair a naval unit, he spends the necessary build points and then gets to select which unit gets repaired. This is another exception where the unit being built is not randomly selected. Repaired naval units go into the production pool.

It may also be said that there are ships that are repaired randomly from the Repair pool, as an exception, these are the CX (if playing with the CoiF kit). The WiF Zen for that is that the German player don't know if he will come up with a powerful or a feeble CX when repairing one, as repairing a CX in reality is just transforming a freighter into a warship with disguisement.

quote:

• Air Reserve Pool - This pool contains air units that have been built, but not assigned pilots. If you do not choose the optional rule pilots, this pool will always be empty. However, when playing with pilots, air units and pilots are built separately. You could build 3 air units and 2 pilots. At the start of the reinforcement phase, you get to choose which air units receive pilots and are placed on the map. Any air units without pilots go into the air reserve pool and are available to receive pilots during the next reinforcement phase.

Two things may be added :
1) Rhe "Air Reserve Pool" is nicknamed the "Garage", or the "Hangar" by WiF players.
2) It may be explained that a WiF FE pilot is not only the pilot -- the man -- of the plane, it represents all the flying crews and also all the land personnel that makes the air units able to fly war missions.

quote:

• Conquered Pool - This pool contains units belonging to countries that have been conquered. They are kept separate since the might become available again if their home country is liberated.

Half of them only IIRC.
Are the French units removed from the game at Vichyfication also in this pool, or do that have a "Vichy Pool" ?

quote:

• Internment Pool - This pool contains air units that have been interned. This happens very rarely and these units can return to combat under special circumstances.

And under a new flag too.

quote:

• Scrapped Pool - This pool contains units of all types that the owner has voluntarily chosen to scrap. Scrapping units is a vital part of the game, since it enables you to remove obsolete (i.e., poor quality) units from your force pool, thereby improving the over quality of your force pool. The better the quality of the units in your force pool, the more likely you are to draw good units. If you do not scrap units, you may find yourself drawing a weak fighter built in 1937 instead of the spectacular new jet fighter from 1945.

Two things may be added here :
1) Scraping is irreversible.
2) Only date units can be scrapped.




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (12/28/2008 12:26:21 AM)


quote:

ORIGINAL: Froonp

quote:

ORIGINAL: Shannon V. OKeets
7.1.1 Lend Lease

Maybe, to differenciate it better from Lend lease of resources & BP, you should change that header to "Lend Lease of Air Units", or include the "Foreign Aircraft" text in the title ?

quote:

7.1.2 Scrapping Units

Maybe add to this section that only dated units can be scraped. Reserve and MIL cannot for example.

quote:

All the “In Stack” units are “in your hand” and can be placed ibn the map by left clicking on a destination hex.

Maybe add that stacking limits are functional right now and that you must respect them. This may be the explanation why you can't setup a given set of units that are "in your hand" on the map. Maybe explain the player what to do in such a case (hitting the ESC key ?).


I agree with your first suggestion here.

The other two are a little too detailed for this section. They will be covered in the sections about using the forms.




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (12/28/2008 12:31:05 AM)


quote:

ORIGINAL: Froonp

quote:

ORIGINAL: Shannon V. OKeets
Every turn, except the first turn, starts with the arrival of reinforcements.

Why "except the first turn" ?
The first turn has a reinforcement step, as all other turns.
It just happen that there are no reinforcing units to put on the map, but the step is still here.
It allows for example to remove on map planes to put them back in the Air Reserve Pool.


Also, maybe the description of the destroyed aircrafts due to weather changing the soil conditions may be too long. Why not avoid it completely ?

quote:

In the choose action phase each major power on the phasing side chooses which action type he wants to take for the current impulse. This action type remains in effect for the entire impulse, but has no lasting effect once the impulse is over. Nor do the choices made by other major powers impose any restrictions on what a major power chooses.

Except for China, where the Communist Chinese count on Russian limits. So Russian choices impacts China.


Of the 6 subphases within the reinforcement phase, only the removal of air units to the air reserve is possible during the first turn. The other subphases concern new units arriving - and there are none.

I intend to have the removal of air units to the reserve be possible by permitting players to place units into the air reserve directly from the set up tray (although I don't think I have implemented that code completely yet).

The result is that the reinfrocement stage can be omitted during the first turn.




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (12/28/2008 12:41:48 AM)


quote:

ORIGINAL: Froonp

quote:

ORIGINAL: Shannon V. OKeets
Roughly speaking, historically ships were built in two stages, with the hull and superstructure built the first year and the armaments and personnel added in the second year. In game terms, the second year includes the training period/shake out cruise for new ships.

I thought that the WiF Zen for the 2 cycles rather was : 1st cycle : hull. 2nd cycle : superstructure, armaments and personnel. This explains better how BB hulls are converted to Carriers, for the Shinano conversions for example.

quote:

• Repair Pool - Naval units damaged during combat go into the repair pool. If a player wants to repair a naval unit, he spends the necessary build points and then gets to select which unit gets repaired. This is another exception where the unit being built is not randomly selected. Repaired naval units go into the production pool.

It may also be said that there are ships that are repaired randomly from the Repair pool, as an exception, these are the CX (if playing with the CoiF kit). The WiF Zen for that is that the German player don't know if he will come up with a powerful or a feeble CX when repairing one, as repairing a CX in reality is just transforming a freighter into a warship with disguisement.

quote:

• Air Reserve Pool - This pool contains air units that have been built, but not assigned pilots. If you do not choose the optional rule pilots, this pool will always be empty. However, when playing with pilots, air units and pilots are built separately. You could build 3 air units and 2 pilots. At the start of the reinforcement phase, you get to choose which air units receive pilots and are placed on the map. Any air units without pilots go into the air reserve pool and are available to receive pilots during the next reinforcement phase.

Two things may be added :
1) Rhe "Air Reserve Pool" is nicknamed the "Garage", or the "Hangar" by WiF players.
2) It may be explained that a WiF FE pilot is not only the pilot -- the man -- of the plane, it represents all the flying crews and also all the land personnel that makes the air units able to fly war missions.

quote:

• Conquered Pool - This pool contains units belonging to countries that have been conquered. They are kept separate since the might become available again if their home country is liberated.

Half of them only IIRC.
Are the French units removed from the game at Vichyfication also in this pool, or do that have a "Vichy Pool" ?

quote:

• Internment Pool - This pool contains air units that have been interned. This happens very rarely and these units can return to combat under special circumstances.

And under a new flag too.

quote:

• Scrapped Pool - This pool contains units of all types that the owner has voluntarily chosen to scrap. Scrapping units is a vital part of the game, since it enables you to remove obsolete (i.e., poor quality) units from your force pool, thereby improving the over quality of your force pool. The better the quality of the units in your force pool, the more likely you are to draw good units. If you do not scrap units, you may find yourself drawing a weak fighter built in 1937 instead of the spectacular new jet fighter from 1945.

Two things may be added here :
1) Scraping is irreversible.
2) Only date units can be scrapped.


I'll fix my mistake about the 1st and 2nd years of construction. Thanks.

The rest of your comments in this post are accurate but more detailed than I want to cover in this section.

My original intent was to just give one or two sentences for each phase. It didn't work out that way.[:(] However, I am not trying to explain all the rules concerning each phase of the game in this section. That would just be a rewriting RAC. Instead, I want to hit the high points and in particular, I want to cover who makes the decisions.

Sometimes the program performs all the actions in a phase (e.g., weather, end of turn check, victory check, annual additions to the force pools, etc.). Sometimes it is the phasing side, sometimes the non-phasing side. At times it will be the team leader for a side (e.g., whether to reroll for initiative - oops, I have to edit that section). I want section 7 to make clear who the decision makers are for every phase, subphase, and digression.

The purpose of section 7 is to describe the game's flow: what happens, in what order, who decides, and what comes next. Sadly, the game is so complex that achieving this rather simple objective is going to take dozens of pages.




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (12/29/2008 3:25:30 AM)

Here are the new sections for the players manual for today.
==============
7.3.4 Port Attack (RAC 11.2)

A successful port attack destroys enemy naval units. All major powers on the phasing side can make port attacks, unless they choose a Pass action. All port attacks are voluntary. Port attacks can be made by: (1) land based air units that have air-to-sea factors and (2) carrier based air units that are at sea. If the optional rule Carrier Planes is not being used, then carriers at sea can also fly these missions.

In the latter case, 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.

Provided that there are bombers with air-to-sea factors conducting a port attack on a port, the phasing side may fly fighter escorts to protect the bombers. In the case of carrier air units (temporary or actual carrier air units), the owning major power will need 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.

Bombers may only fly this mission if there is a viable naval target in the port. Here ‘viable’ means an enemy unit. Escorts may only fly the mission if there is a bomber participating in the attack with which the fighter cooperates; that is, the major powers that own the bomber and the fighter must cooperate.

The subphases for flying a port attack mission are described in section 7.8. The performance of the air mission (See section 7.8.10) for a port attack is an air-to-sea naval combat by the bombers on the enemy naval units in the port. See section 8.7.2.30 for more details.

7.3.5 Naval Air (RAC 11.3)

During the naval air phase, all major powers on the phasing side that did not choose a Pass action can move air units into sea areas. These actions do not directly provoke combat but the presence of units in sea areas enable the owning major power to intercept enemy naval movement through the sea area. Also, during the Naval Combat by Non-Phasing Side phase, the non-phasing player can elect to attempt to initiate combat in sea areas where the phasing side moved air units in the Naval Air phase.

The phasing major powers move their air units in the sea areas simultaneously and the phase is done once they have all clicked on the End of Phase button in the main form.

7.3.6 Naval Movement (RAC 11.4)

During the naval movement phase, all major powers on the phasing side, that did not choose a Pass, Air, or Land action, can move naval units: (1) from ports into sea areas and (2) return naval units at sea to port. These actions may be intercepted by enemy units occupying the sea areas the naval units enter.

If the enemy major powers elect to attempt interceptions, then an interception digression takes place. No other naval moves are permitted until the digression is concluded. That may take a while since a successful naval interception can lead to an immediate naval combat. And as in all naval combats, some naval units may be forced to abort to a friendly port. Also, players have the option to voluntarily abort from a naval combat. Both the forced and voluntary “naval abort moves” can be intercepted and a queue is maintained by the program of all the naval moves and naval combats that have to be concluded before players can resume normal their naval moves in this phase.

Stopping the movement of naval units in a sea area, enables both sides to attempt naval combat in the sea area in the next two phases: Naval Combat by Phasing Side and Naval Combat by Non-Phasing Side.

Other than the interruptions due to naval interceptions, the phasing major powers move their naval units into and out of sea areas simultaneously and the phase is done once they have all clicked on the End of Phase button in the main form.

7.3.7 Naval Combat by Phasing Side (RAC 11.5)

During the Naval Combat by Phasing Side phase, all major powers on the phasing side, that did not take a Pass or Land action, can attempt to initiate naval combat in sea areas which contain units from major powers that are at war. Only one attempt can be by the phasing side in each sea area, but there is no restriction on the number of different sea areas in which attempts are made.

An attempt to initiate naval combat is made by the phasing side choosing a single sea area. Each attempt, and any resulting combat, is resolved completely before the next sea area is chosen by the phasing side. The phasing side does not have to attempt to initiate any combats, and can choose to stop whenever they want.

As in all naval combats, some naval units may be forced to abort to a friendly port. Also, players have the option to voluntarily abort from a naval combat. Both the forced and voluntary “naval abort moves” can be intercepted and a queue is maintained by the program of all the naval moves and naval combats that have to be concluded before the phasing side can attempt to initiate another naval combat in this phase.

The phase is done once the players on the phasing side decide to not attempt to initiate any more naval combats.

7.3.8 Naval Combat by Non-Phasing Side (RAC 11.6)

During the Naval Combat by Non-Phasing Side phase, all major powers on the non-phasing side, can attempt to initiate naval combat in sea areas which enemy units had entered (and stopped) in either the Naval Air phase or the Naval Movement phase of this impulse. However, they may not choose a sea area where the phasing side attempted to initiate a naval combat in the immediately preceding Naval Combat by Phasing Side phase.

The process for this phase is the same as for the previous phase, except the non-phasing side chooses the sea areas. The non-phasing side does not have to initiate combat in any sea areas. The phase is done once the players on the non- phasing side decide to not attempt to initiate any more naval combats.

7.3.9 Strategic Bombing (RAC 11.7)

A successful strategic bombing mission destroys enemy factories, oil resources, or build points. All major powers on the phasing side can fly strategic bombing missions, unless they choose a Pass action. All strategic bombing missions are voluntary. Strategic bombing missions can be made by: (1) land based air units that have strategic bombing factors and (2) carrier based air units that are at sea. If the optional rule Carrier Planes is not being used, then carriers at sea can also fly these missions.

In the latter case, 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.

Provided that there are bombers with strategic bombing factors attacking a hex, the phasing side may fly fighter escorts to protect the bombers. In the case of carrier air units (temporary or actual carrier air units), the owning major power will need 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.

Bombers may only fly this mission if there is a viable strategic target in the hex. Here ‘viable’ means an enemy factory, oil resource, synthetic oil plant, saved oil point, or saved build point. Escorts may only fly the mission if there is a bomber participating in the attack with which the fighter cooperates; that is, the major powers that own the bomber and the fighter must cooperate.

The subphases for flying a strategic bombing mission are described in section 7.8. The performance of the air mission (See section 7.8.10) for strategic bombing is a die roll using the strategic bombing table. See section 8.7.2.3 for more details.

7.3.10 Carpet Bombing (RAC 11.8)

A successful carpet bombing mission destroys enemy land or air units. All major powers on the phasing side can fly carpet bombing missions (if that optional rule has been chosen), unless they choose a Pass action. All carpet bombing missions are voluntary. Carpet bombing missions can be made by: (1) land based air units that have strategic bombing factors and (2) carrier based air units that are at sea. If the optional rule Carrier Planes is not being used, then carriers at sea can also fly these missions.

In the latter case, 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.

Provided that there are bombers with strategic bombing factors attacking a hex, the phasing side may fly fighter escorts to protect the bombers. In the case of carrier air units (temporary or actual carrier air units), the owning major power will need 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.

Bombers may only fly this mission if there is an enemy unit in the hex. Escorts may only fly the mission if there is a bomber participating in the attack with which the fighter cooperates; that is, the major powers that own the bomber and the fighter must cooperate.

The subphases for flying a carpet bombing mission are described in section 7.8. The performance of the air mission (See section 7.8.10) for carpet bombing is a die roll using the strategic bombing table. See section 8.7.2.3 for more details.

7.3.11 Ground Strike (RAC 11.9)

A successful ground strike disorganizes enemy land or air units. All major powers on the phasing side can fly ground strike missions, unless they choose a Pass action. All ground strike missions are voluntary. Ground strike missions can be made by: (1) land based air units that have tactical bombing factors and (2) carrier based air units that are at sea. If the optional rule Carrier Planes is not being used, then carriers at sea can also fly these missions.

In the latter case, 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.

Provided that there are bombers with tactical bombing factors attacking a hex, the phasing side may fly fighter escorts to protect the bombers. In the case of carrier air units (temporary or actual carrier air units), the owning major power will need 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.

Bombers may only fly this mission if there is an enemy unit in the hex. Escorts may only fly the mission if there is a bomber participating in the attack with which the fighter cooperates; that is, the major powers that own the bomber and the fighter must cooperate.

The subphases for flying a ground strike mission are described in section 7.8. The performance of the air mission (See section 7.8.10) for a ground strike is a die roll against the bomber’s tactical factors. See section 8.7.2.3 for more details.




Froonp -> RE: What kind of manual(s) should we ask for? (12/29/2008 9:12:48 AM)

quote:

ORIGINAL: Shannon V. OKeets
7.3.6 Naval Movement (RAC 11.4)

Maybe add that this is during this step that all loading for naval transport is done.


quote:

7.3.8 Naval Combat by Non-Phasing Side (RAC 11.6)

During the Naval Combat by Non-Phasing Side phase, all major powers on the non-phasing side, can attempt to initiate naval combat in sea areas which enemy units had entered (and stopped) in either the Naval Air phase or the Naval Movement phase of this impulse.

Also it is possible for the non phasing side to attempt initiate naval combat in sea areas which enemy units had moved within the sea areas.

quote:

7.3.9 Strategic Bombing (RAC 11.7)

A successful strategic bombing mission destroys enemy factories, oil resources, or build points.

This is not exact.
A successful strategic bombing mission destroys enemy production points, and can also destroy factories (if all production points have been destroyed), build points (if all factories have been destroyed), or oil resources (if all build points have been destroyed).

Also, is it necessary to repeat in each paragraph how carrier work (with or without CVP) ? Wouldn't it be better to have a separate chapter for that, that is refered to each time ?

Maybe also, why not add a chart like the one in 14.2 that say what planes are eligible for what mission, and remove that from each paragraph, just leaving the description that explains what that mission does.




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (12/29/2008 5:00:43 PM)


quote:

ORIGINAL: Froonp

quote:

ORIGINAL: Shannon V. OKeets
7.3.6 Naval Movement (RAC 11.4)

Maybe add that this is during this step that all loading for naval transport is done.


quote:

7.3.8 Naval Combat by Non-Phasing Side (RAC 11.6)

During the Naval Combat by Non-Phasing Side phase, all major powers on the non-phasing side, can attempt to initiate naval combat in sea areas which enemy units had entered (and stopped) in either the Naval Air phase or the Naval Movement phase of this impulse.

Also it is possible for the non phasing side to attempt initiate naval combat in sea areas which enemy units had moved within the sea areas.

quote:

7.3.9 Strategic Bombing (RAC 11.7)

A successful strategic bombing mission destroys enemy factories, oil resources, or build points.

This is not exact.
A successful strategic bombing mission destroys enemy production points, and can also destroy factories (if all production points have been destroyed), build points (if all factories have been destroyed), or oil resources (if all build points have been destroyed).

Also, is it necessary to repeat in each paragraph how carrier work (with or without CVP) ? Wouldn't it be better to have a separate chapter for that, that is refered to each time ?

Maybe also, why not add a chart like the one in 14.2 that say what planes are eligible for what mission, and remove that from each paragraph, just leaving the description that explains what that mission does.

1 - Yes. Thanks for pointing out my omission.

2 - Too much detail.

3 - I'll add production points to the list and insert 'saved' in front of build points.

4 - Probably. When I write the section on air subphases, I'll review this. If possible, I'll include it in the air subphase section and delete it from all the air mission phases. I don't want separate 'chapters' though. My goal is to enable the player to read right through the sequence of play to gain a quick understanding of what happens when. I see this being a reference for the new player when he gets to a phase (e.g., air transport) and doesn't remember what that phase is all about. Stating what units are eligible to move (without a lot of detail) is part of my purpose here.

5 - No charts for section 7. No pictures either. Charts are for the appendices. Screen shots of all the forms will be in section 8 - hence the numerous references to section 8 in section 7.




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (12/29/2008 6:04:12 PM)

Today's installment of new text for the player's manual.
===
7.3.12 Rail Movement (RAC 11.10)

During the rail movement phase, players on the phasing side that did not choose a Pass or Naval action can move their land and air units along rail lines. Each unit that moves by rail counts as a rail move. But if the distance the unit travels is move than 60 hexes, it counts as 2 rail moves. Moving a factory counts as an additional rail move: 2 rail moves for a short distance and 3 rail moves if it goes farther than 60 hexes.

The number of available rail moves is between 1 and 4, depending on nationality (i.e., major power) and action type chosen. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.13 Land Movement (RAC 11.11)

During the land movement phase, players on the phasing side that chose a Land or Combined action can move their land units. Each land unit that moves counts as a land move. The number of available land moves during a combined action is limited depending on nationality (i.e., major power). If a major power has chosen a Land action, he can make as many land moves as he likes.

Overruns may occur during land movement. Sometimes that forces enemy air and naval units to rebase, which is handled as a digression. If a digression takes place, no other land moves are permitted until the digression is concluded. As for many digressions, a naval move may be involved, which means a naval interception digression may occur, followed by a naval combat. Basically, all land movement pauses while enemy players move their overrun units and the consequences of those moves run their course.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.14 Air Transport (RAC 11.12)

A successful air transport places a land unit in a friendly controlled hex. All air transport missions are voluntary. All major powers on the phasing side can fly air transport missions, unless they chose a Pass action. Air transport missions can be made by air transport units that transport a land to the destination hex.

Provided that there is an air transport with a land unit flying to a destination hex, the phasing side may fly fighter escorts to protect the air transport.

This mission may only be flown to hexes controlled by a friendly country. Escorts may only fly the mission if there is an air transport or land participating in the mission with which the fighter cooperates; that is, the major powers that own the air transport (or land unit) and the fighter must cooperate.

The subphases for flying an air transport mission are described in section 7.8. The performance of the air mission (See section 7.8.10) for an air transport is the land unit is placed in the destination hex. No special form is used for this air mission.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form, or all air units that flew missions during the phase have returned to base.

7.3.15 Unload Land Units (RAC 11.13)

During the unload land units phase, players on the phasing side that did not choose a Pass or Air action may debark land units that are at sea into friendly controlled coastal hexes. Each unit that debarks counts as a land move, though the unit stops immediately in the coastal hex and can move no farther.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.16 Invasion (RAC 11.14)

During the invasion phase, players on the phasing side that chose a Land or Combined action may invade enemy controlled hexes using land units that are at sea (i.e., being transported by naval units). Each land unit that invades counts as a land move. In addition, invading a hex means that the invading major power must conduct a land attack on the hex. See section 7.3.18 for more about land combat declaration.

There are many detailed rules concerning invasions. See RAC 11.14 for a complete explanation. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.17 Paradrop (RAC 11.15)

A successful paradrop places an attacking land unit in an enemy controlled hex. All paradrop missions are voluntary. All major powers on the phasing side can fly paradrops, unless they chose a Pass action. Paradrops can be made by air transport units that transport a paradrop unit to the target hex.

Provided that there is an air transport with a paradrop unit attacking a hex, the phasing side may fly fighter escorts to protect the air transport.

This mission may only be flown against hexes controlled by an enemy. Escorts may only fly the mission if there is an air transport or paradrop unit participating in the attack with which the fighter cooperates; that is, the major powers that own the air transport (or paradrop unit) and the fighter must cooperate.

The subphases for flying a paradrop mission are described in section 7.8. The performance of the air mission (See section 7.8.10) for a paradrop is a land attack against the enemy controlled hex. Each land unit that paradrops counts as a land move. In addition, paradropping into a hex means that the paradropping major power must conduct a land attack on the hex. See section 7.3.18 for more about land combat declaration.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form, or all air units that flew missions during the phase have returned to base.





Froonp -> RE: What kind of manual(s) should we ask for? (12/29/2008 6:23:51 PM)

quote:

ORIGINAL: Shannon V. OKeets
7.3.13 Land Movement (RAC 11.11)

During the land movement phase, players on the phasing side that chose a Land or Combined action can move their land units. Each land unit that moves counts as a land move. The number of available land moves during a combined action is limited depending on nationality (i.e., major power). If a major power has chosen a Land action, he can make as many land moves as he likes.

Overruns may occur during land movement. Sometimes that forces enemy air and naval units to rebase, which is handled as a digression. If a digression takes place, no other land moves are permitted until the digression is concluded. As for many digressions, a naval move may be involved, which means a naval interception digression may occur, followed by a naval combat. Basically, all land movement pauses while enemy players move their overrun units and the consequences of those moves run their course.

Maybe the "overrun" term should be explained as a land move into an enemy occupied hex ?




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (12/29/2008 7:14:48 PM)


quote:

ORIGINAL: Froonp

quote:

ORIGINAL: Shannon V. OKeets
7.3.13 Land Movement (RAC 11.11)

During the land movement phase, players on the phasing side that chose a Land or Combined action can move their land units. Each land unit that moves counts as a land move. The number of available land moves during a combined action is limited depending on nationality (i.e., major power). If a major power has chosen a Land action, he can make as many land moves as he likes.

Overruns may occur during land movement. Sometimes that forces enemy air and naval units to rebase, which is handled as a digression. If a digression takes place, no other land moves are permitted until the digression is concluded. As for many digressions, a naval move may be involved, which means a naval interception digression may occur, followed by a naval combat. Basically, all land movement pauses while enemy players move their overrun units and the consequences of those moves run their course.

Maybe the "overrun" term should be explained as a land move into an enemy occupied hex ?


"Enemy units might be overrun during land movement." Does that fix it?




Froonp -> RE: What kind of manual(s) should we ask for? (12/30/2008 10:12:16 AM)

Yes, it's OK.




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (12/31/2008 12:59:01 AM)

Today's installment of new text for the Player's Manual.
============
7.3.18 Land Combat Declaration (RAC 11.16.1)

This phase is devoted solely to the phasing side declaring land combat attacks, that will be resolved later (see section 7.3.26). Some land attacks will have already been committed to during the invasion and paradrop phase, so what occurs here is adding units to those attacks or declaring new attacks. In order to declare land attacks a major power must have taken either a Land or Combined action. If the latter, then the number of land attacks permitted is restricted to between 1 and 3 depending on major power.

To ‘announce’ a land attack, simply pick up a land unit that is next to an enemy unit and move your unit into the enemy unit’s hex. You can add more units to the attack by simply moving more units into the hex. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.19 Notional Units (RAC 11.14)

If an invasion or paradrop has been made, then the non-phasing side gets to decide whether or not to include their notional unit in the combat. The program simply goes through all the invasions and paradrops and asks each defending major power to decide Yes or No. When all the decisions concerning notional units have been made, the game advance to the next phase.

7.3.20 Emergency HQ Supply (RAC 2.4.3)

This is a optional rule and if it was not selected, the phase is skipped.

This is not so much a phase as it is a reminder. Players can declare that an HQ is providing emergency supply at any time. However, it is most often used by a defender just before combat.

The circumstances have to be “just so” for declaring emergency HQ supply, so the program checks to see if there are any units out of supply where an HQ could provide emergency supply. If there is no reason to invoke emergency supply, this phase is bypassed. If the non-phasing side has a situation where they might want to declare emergency HQ supply, then the program lets them do so.

This phase is done once all major powers on the non-phasing side have clicked on the End of Phase button in the main form.

7.3.21 Shore Bombardment by Non-Phasing Side (RAC 11.16.2)

This is a optional rule and if it was not selected, the phase is skipped.

If land combats have been declared, the program checks to see if there are any non-phasing major powers which could provide defensive shore bombardment support to attacked hexes. If so, then they are given the opportunity to do so. This phase is done once all major powers on the non-phasing side have clicked on the End of Phase button in the main form.

7.3.22 Shore Bombardment by Phasing Side (RAC 11.16.2)

If land combats have been declared, the program checks to see if there are any phasing major powers which could provide offensive shore bombardment support to attacked hexes. If so, then they are given the opportunity to do so. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.23 HQ Support by Non-Phasing Side (RAC 11.16.3)

This is a optional rule and if it was not selected, the phase is skipped.

If land combats have been declared, the program checks to see if there are any non-phasing major powers which could declare HQ support to attacked hexes. If so, then they are given the opportunity to do so. This phase is done once all major powers on the non-phasing side have clicked on the End of Phase button in the main form.

7.3.24 HQ Support by Phasing Side (RAC 11.16.3)

This is a optional rule and if it was not selected, the phase is skipped.

If land combats have been declared, the program checks to see if there are any phasing major powers which could declare HQ support to attacked hexes. If so, then they are given the opportunity to do so. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.25 Ground Support (RAC 11.16.4)

A successful ground support mission adds attack factors to a land attack. All ground support missions are voluntary. All major powers on both sides can fly ground support missions, except for major powers on the phasing side which chose a Pass action. Ground support missions can be made by: (1) land based air units that have tactical bombing factors and (2) carrier based air units that are at sea. If the optional rule Carrier Planes is not being used, then carriers at sea can also fly these missions.

In the latter case, 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.

Provided that there are bombers with tactical bombing factors attacking a hex, the phasing side may fly fighter escorts to protect the bombers. In the case of carrier air units (temporary or actual carrier air units), the owning major power will need 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.

Bombers may only fly this mission if there is a land attack being made against the target hex. Escorts may only fly the mission if there is a bomber participating in the attack with which the fighter cooperates; that is, the major powers that own the bomber and the fighter must cooperate.

The subphases for flying a ground support mission are described in section 7.8. The performance of the air mission (See section 7.8.10) for ground support simply adds the bombers tactical factors to the land attack. See section 8.7.2.3 for more details.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form, or all air units that flew missions during the phase have returned to base.

7.3.26 Land Combat Resolution (RAC 11.16.5 & 11.16.6)

If land attacks have been declared, then the phasing side gets to choose in what order they are resolved. Each land attack is resolved completely before selecting the next one. All the land attacks that have been declared have to be resolved, unless the resolution of earlier attacks results in no in-supply land units remaining to make the attack. If any unit remains capable of making a declared attack, then that attack is resolved, regardless of how the odds may have changed.

See section 7.11 for the Land Combat Resolution subphases. The phase is done once all land attacks have been resolved.





Froonp -> RE: What kind of manual(s) should we ask for? (12/31/2008 7:00:59 AM)

quote:

ORIGINAL: Shannon V. OKeets

Today's installment of new text for the Player's Manual.
============
7.3.18 Land Combat Declaration (RAC 11.16.1)

This phase is devoted solely to the phasing side declaring land combat attacks, that will be resolved later (see section 7.3.26). Some land attacks will have already been committed to during the invasion and paradrop phase, so what occurs here is adding units to those attacks or declaring new attacks. In order to declare land attacks a major power must have taken either a Land or Combined action. If the latter, then the number of land attacks permitted is restricted to between 1 and 3 depending on major power.

To ‘announce’ a land attack, simply pick up a land unit that is next to an enemy unit and move your unit into the enemy unit’s hex. You can add more units to the attack by simply moving more units into the hex. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.19 Notional Units (RAC 11.14)

If an invasion or paradrop has been made, then the non-phasing side gets to decide whether or not to include their notional unit in the combat. The program simply goes through all the invasions and paradrops and asks each defending major power to decide Yes or No. When all the decisions concerning notional units have been made, the game advance to the next phase.

I think that 7.3.18 and 7.3.19 need to be reversed. The reason is that if the Notional for an invasion or paradrop is declined (the defender decide that there is no notional fighting force), and the notional unit was the only possible defending unit, then there is no land combat at all in this hex. So you can't add units to this combat as you describe in 7.3.18. So it seems to me that the hexes where there are land combats that will take place should be defined before the Land Combat Declaration so there is a need to know whether the notionals have been declined or not before assigning land units to land combats.




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (12/31/2008 8:28:22 AM)


quote:

ORIGINAL: Froonp

quote:

ORIGINAL: Shannon V. OKeets

Today's installment of new text for the Player's Manual.
============
7.3.18 Land Combat Declaration (RAC 11.16.1)

This phase is devoted solely to the phasing side declaring land combat attacks, that will be resolved later (see section 7.3.26). Some land attacks will have already been committed to during the invasion and paradrop phase, so what occurs here is adding units to those attacks or declaring new attacks. In order to declare land attacks a major power must have taken either a Land or Combined action. If the latter, then the number of land attacks permitted is restricted to between 1 and 3 depending on major power.

To ‘announce’ a land attack, simply pick up a land unit that is next to an enemy unit and move your unit into the enemy unit’s hex. You can add more units to the attack by simply moving more units into the hex. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.19 Notional Units (RAC 11.14)

If an invasion or paradrop has been made, then the non-phasing side gets to decide whether or not to include their notional unit in the combat. The program simply goes through all the invasions and paradrops and asks each defending major power to decide Yes or No. When all the decisions concerning notional units have been made, the game advance to the next phase.

I think that 7.3.18 and 7.3.19 need to be reversed. The reason is that if the Notional for an invasion or paradrop is declined (the defender decide that there is no notional fighting force), and the notional unit was the only possible defending unit, then there is no land combat at all in this hex. So you can't add units to this combat as you describe in 7.3.18. So it seems to me that the hexes where there are land combats that will take place should be defined before the Land Combat Declaration so there is a need to know whether the notionals have been declined or not before assigning land units to land combats.

I'll investigate (read through the rules on this again). It doesn't matter to me, I just want to get it right.




Orm -> RE: What kind of manual(s) should we ask for? (12/31/2008 10:27:29 AM)


quote:

ORIGINAL: Froonp

I think that 7.3.18 and 7.3.19 need to be reversed. The reason is that if the Notional for an invasion or paradrop is declined (the defender decide that there is no notional fighting force), and the notional unit was the only possible defending unit, then there is no land combat at all in this hex. So you can't add units to this combat as you describe in 7.3.18. So it seems to me that the hexes where there are land combats that will take place should be defined before the Land Combat Declaration so there is a need to know whether the notionals have been declined or not before assigning land units to land combats.


Steve got the order right. The attacker needs to commit units to attack the invaded hex before he knows if it will even be a combat or not.

Cut from:
11.14 Invasions
At the end of the attack declaration step (see 11.16), you can state
that your notional unit is to be ignored [you might do this to prevent
breakthroughs by units attacking in conjunction with an invasion]. If
you do (and there are no other friendly land units in the hex), there is no
attack, and the attacker occupies the hex as if debarking onto a friendly
hex (see 11.13).

-Orm




Froonp -> RE: What kind of manual(s) should we ask for? (12/31/2008 11:13:12 AM)

quote:

ORIGINAL: Orm


quote:

ORIGINAL: Froonp

I think that 7.3.18 and 7.3.19 need to be reversed. The reason is that if the Notional for an invasion or paradrop is declined (the defender decide that there is no notional fighting force), and the notional unit was the only possible defending unit, then there is no land combat at all in this hex. So you can't add units to this combat as you describe in 7.3.18. So it seems to me that the hexes where there are land combats that will take place should be defined before the Land Combat Declaration so there is a need to know whether the notionals have been declined or not before assigning land units to land combats.


Steve got the order right. The attacker needs to commit units to attack the invaded hex before he knows if it will even be a combat or not.

Cut from:
11.14 Invasions
At the end of the attack declaration step (see 11.16), you can state
that your notional unit is to be ignored [you might do this to prevent
breakthroughs by units attacking in conjunction with an invasion]. If
you do (and there are no other friendly land units in the hex), there is no
attack, and the attacker occupies the hex as if debarking onto a friendly
hex (see 11.13).

-Orm

You're right indeed, thanks for pointing this out.
My error must come from a bad habit in our gaming group. We'll correct that as well, thanks !




Orm -> RE: What kind of manual(s) should we ask for? (12/31/2008 12:49:17 PM)

quote:

ORIGINAL: Froonp

You're right indeed, thanks for pointing this out.
My error must come from a bad habit in our gaming group. We'll correct that as well, thanks !


I have a feeling that all gaming groups has some bad habbits. Thanks to the hard work in creating MWIF I am sure that most of the bad habbits will disappear. Those that survive into MWIF will become everyones habbit and cannot then be bad. [:D]


-Orm




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (12/31/2008 6:38:52 PM)


quote:

ORIGINAL: Froonp

quote:

ORIGINAL: Orm


quote:

ORIGINAL: Froonp

I think that 7.3.18 and 7.3.19 need to be reversed. The reason is that if the Notional for an invasion or paradrop is declined (the defender decide that there is no notional fighting force), and the notional unit was the only possible defending unit, then there is no land combat at all in this hex. So you can't add units to this combat as you describe in 7.3.18. So it seems to me that the hexes where there are land combats that will take place should be defined before the Land Combat Declaration so there is a need to know whether the notionals have been declined or not before assigning land units to land combats.


Steve got the order right. The attacker needs to commit units to attack the invaded hex before he knows if it will even be a combat or not.

Cut from:
11.14 Invasions
At the end of the attack declaration step (see 11.16), you can state
that your notional unit is to be ignored [you might do this to prevent
breakthroughs by units attacking in conjunction with an invasion]. If
you do (and there are no other friendly land units in the hex), there is no
attack, and the attacker occupies the hex as if debarking onto a friendly
hex (see 11.13).

-Orm

You're right indeed, thanks for pointing this out.
My error must come from a bad habit in our gaming group. We'll correct that as well, thanks !

I'll add some information to this effect to the text for that section.




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (12/31/2008 11:24:16 PM)

Here is today's installment of new text for the Player's manual.
==
7.3.27 Air Unit Rebase (RAC 11.17)

In this phase, major powers on the phasing side may rebase their air units. The number that can be rebased is limited depending on major power to between 1 to 3 if a Naval action was taken, 1 to 4 if a Land action was taken, and 2 to 7 if a Combined action was taken. No aircraft can be rebased if a Pass action was taken, and an unlimited number when an Air action was taken.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.28 Reorganization by Air Transports (RAC 11.18.1)

In this phase major powers on the phasing side may fly air transport units to hexes occupied by disorganized units and ‘expend’ the air transport unit to reorganize a disorganized unit on the ground. When the air transport returns to base, it becomes disorganized. Basically, the ability of the air transport to perform a mission later in the turn is exchanged for the ability of another unit (typically a land unit) to do something useful before the turn is over.

Air transport missions follow the same subphase sequence as other air missions (see section 7.8 for details). This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.29 Reorganization by HQs (RAC 11.18.2)

In this phase major powers on the phasing side can use HQs to reorganize disorganized units. There are restrictions on which unit can be reorganized (see RAC 11.18.2 for details). The ability of the HQ to move later in the turn is exchanged for the ability of other units to do something useful before the turn is over.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.30 Reorganization by Naval Transports (RAC 11.18.3)

In this phase major powers on the phasing side can use Naval Transports that are at sea to reorganize disorganized units. The ability of the naval transport to do something useful later in the turn is exchanged for the ability of another unit to do something useful before the turn is over.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.31 End of Turn Check (RAC 12)

This phase occurs at the end of each impulse and is performed by the program, without involvement of any of the players. The program generates a random number and if when added to the impulse number, the sum is high enough, the turn is over. In that case, play continues with the End of Turn phases (see section 7.4).

If the sum is low enough, then another impulse is started, beginning with either the weather phase (odd numbered turns) or the declaration of war phase (even numbered impulses). If a new impulse does start, the phasing and non-phasing sides switch.

7.4 End of Turn Phases
7.4.1 Partisans (RAC 13.1)


This is a optional rule and if it was not selected, the phase is skipped.

The partisan phase starts with the program generating a random number for each country where partisans are eligible to appear (see section 13.1 of RAC for details on when partisans are eligible to appear). The probability of partisans appearing in each country is a constant determined by a value in the country data file, which is read in when the program loads. Those probabilities do not change during the game. The result is a list of countries where partisans may appear.

For each country that passed the first test, a second random number is generated (specifically for that country) and compared against the country’s “partisan number” (determined by another value in the country data file). Additions and subtractions to the randomly generated number are made based on the number of partisans already in the country and the number of garrison points in the country. The comparison of the modified random number to the country’s partisan number determines how many partisans appear this turn. It may be zero or it may be between 1 and 3 new units.

Newly arrived partisans are placed on the map by their controlling major power. The program figures out who controls the partisans, following the rules in section 13.1 of RAC. The placement of partisans on the map may cause units to be overrun. If any units are overrun, a digression is performed to rebase or scrap those units. As usual, rebasing naval units may be intercepted with the possibility of a naval combat occurring.

Once all partisans have been placed on the board and any digressions completed, this phase is over.

7.4.2 Neutrality Pact Markers (RAC 13.2)

In this phase, major powers that have existing neutrality pacts get to draw and place entry markers. The side that had the initiative in the turn goes first. See sections 8.7.2.35 and 8.7.2.36 for a discussion of the forms that are used and the process for placing the markers on the map.

Once all major powers have drawn and placed their neutrality pact markers the phase is over.

7.4.3 US Entry (RAC 13.3)

If the US is still neutral with one of the Axis major powers, then during this phase the US gets to draw entry markers (randomly generated by the program). Note that other US entry markers may have already been drawn during the turn, as a result of actions taken by the Axis major powers. Sometimes a US entry marker must go into the Japanese US Entry Pool, sometimes into the German/Italian US Entry Pool, and sometimes the US player gets to choose into which of the pools to place the marker.

Once the new entry marker(s) has(have) been placed, the US player has the ability to select a US Entry Option. There are many options available and there are restrictions on which can be chosen when. See section 13.3.2 of RAC for details. There are also numerous consequences the occur from choosing a US entry option, which can affect the number of markers in the two US entry pools and the two US tension pools. The movement of markers between pools is handled by the program, with the selection of which marker gets moved done randomly.

When the US player selects some US entry options (e.g., US occupies Greenland/Iceland), units may be forced to rebase, which can result in a digression being executed.

Once the US has chosen its entry option(s) for the turn, and any resultant digression processed, the phase is over.





Mike Dubost -> RE: What kind of manual(s) should we ask for? (1/1/2009 1:40:31 AM)


quote:

ORIGINAL: Shannon V. OKeets

Today's installment of new text for the Player's Manual.
============
7.3.18 Land Combat Declaration (RAC 11.16.1)

This phase is devoted solely to the phasing side declaring land combat attacks, that will be resolved later (see section 7.3.26). Some land attacks will have already been committed to during the invasion and paradrop phase, so what occurs here is adding units to those attacks or declaring new attacks. In order to declare land attacks a major power must have taken either a Land or Combined action. If the latter, then the number of land attacks permitted is restricted to between 1 and 3 depending on major power.

To ‘announce’ a land attack, simply pick up a land unit that is next to an enemy unit and move your unit into the enemy unit’s hex. You can add more units to the attack by simply moving more units into the hex. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.



I would advise revising the second paragraph to add a sentence after the first sentence so that it would read "...unit's hex. Note, this does not require movement points.". My rationale is that some current games such as WW2: Road to Victory have sort of a combined combat and movement phase, and other games have diferent strengths in the attack depending upon how far the unit has moved. To most experienced players, this is obvious, but I have found when writing SOPs (Standard Operating Procedures) that it is useful to think about possible "rookie mistakes".




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/1/2009 2:00:57 AM)


quote:

ORIGINAL: Mike Dubost


quote:

ORIGINAL: Shannon V. OKeets

Today's installment of new text for the Player's Manual.
============
7.3.18 Land Combat Declaration (RAC 11.16.1)

This phase is devoted solely to the phasing side declaring land combat attacks, that will be resolved later (see section 7.3.26). Some land attacks will have already been committed to during the invasion and paradrop phase, so what occurs here is adding units to those attacks or declaring new attacks. In order to declare land attacks a major power must have taken either a Land or Combined action. If the latter, then the number of land attacks permitted is restricted to between 1 and 3 depending on major power.

To ‘announce’ a land attack, simply pick up a land unit that is next to an enemy unit and move your unit into the enemy unit’s hex. You can add more units to the attack by simply moving more units into the hex. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.



I would advise revising the second paragraph to add a sentence after the first sentence so that it would read "...unit's hex. Note, this does not require movement points.". My rationale is that some current games such as WW2: Road to Victory have sort of a combined combat and movement phase, and other games have diferent strengths in the attack depending upon how far the unit has moved. To most experienced players, this is obvious, but I have found when writing SOPs (Standard Operating Procedures) that it is useful to think about possible "rookie mistakes".


Thanks, I will.

I am trying not to go into too much detail for these sections. For instance, there is all the stuff about enemy ZOCs and overrun specifics that I have omitted.




Mike Dubost -> RE: What kind of manual(s) should we ask for? (1/1/2009 2:27:04 AM)


quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: Mike Dubost


quote:

ORIGINAL: Shannon V. OKeets

Today's installment of new text for the Player's Manual.
============
7.3.18 Land Combat Declaration (RAC 11.16.1)

This phase is devoted solely to the phasing side declaring land combat attacks, that will be resolved later (see section 7.3.26). Some land attacks will have already been committed to during the invasion and paradrop phase, so what occurs here is adding units to those attacks or declaring new attacks. In order to declare land attacks a major power must have taken either a Land or Combined action. If the latter, then the number of land attacks permitted is restricted to between 1 and 3 depending on major power.

To ‘announce’ a land attack, simply pick up a land unit that is next to an enemy unit and move your unit into the enemy unit’s hex. You can add more units to the attack by simply moving more units into the hex. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.



I would advise revising the second paragraph to add a sentence after the first sentence so that it would read "...unit's hex. Note, this does not require movement points.". My rationale is that some current games such as WW2: Road to Victory have sort of a combined combat and movement phase, and other games have diferent strengths in the attack depending upon how far the unit has moved. To most experienced players, this is obvious, but I have found when writing SOPs (Standard Operating Procedures) that it is useful to think about possible "rookie mistakes".


Thanks, I will.

I am trying not to go into too much detail for these sections. For instance, there is all the stuff about enemy ZOCs and overrun specifics that I have omitted.



Thanks. I do understand that it is not easy to convey sufficient information without getting bogged down in details.




Froonp -> RE: What kind of manual(s) should we ask for? (1/1/2009 8:10:27 PM)

quote:

ORIGINAL: Shannon V. OKeets

Here is today's installment of new text for the Player's manual.
==
7.3.27 Air Unit Rebase (RAC 11.17)

In this phase, major powers on the phasing side may rebase their air units. The number that can be rebased is limited depending on major power to between 1 to 3 if a Naval action was taken, 1 to 4 if a Land action was taken, and 2 to 7 if a Combined action was taken. No aircraft can be rebased if a Pass action was taken, and an unlimited number when an Air action was taken.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

Maybe this could be written here that unlike all other air missions, the Air Unit Rebase air mission have the air unit stay organized at the end of the mission.

quote:

7.3.28 Reorganization by Air Transports (RAC 11.18.1)

In this phase major powers on the phasing side may fly air transport units to hexes occupied by disorganized units and ‘expend’ the air transport unit to reorganize a disorganized unit on the ground. When the air transport returns to base, it becomes disorganized. Basically, the ability of the air transport to perform a mission later in the turn is exchanged for the ability of another unit (typically a land unit) to do something useful before the turn is over.

Air transport missions follow the same subphase sequence as other air missions (see section 7.8 for details). This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.29 Reorganization by HQs (RAC 11.18.2)

In this phase major powers on the phasing side can use HQs to reorganize disorganized units. There are restrictions on which unit can be reorganized (see RAC 11.18.2 for details). The ability of the HQ to move later in the turn is exchanged for the ability of other units to do something useful before the turn is over.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.30 Reorganization by Naval Transports (RAC 11.18.3)

In this phase major powers on the phasing side can use Naval Transports that are at sea to reorganize disorganized units. The ability of the naval transport to do something useful later in the turn is exchanged for the ability of another unit to do something useful before the turn is over.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

Maybe this would be good to say that the Naval Transports, and HQ need to be organized themselves to do that ? Or is it obvious ?

quote:

7.3.31 End of Turn Check (RAC 12)

This phase occurs at the end of each impulse and is performed by the program, without involvement of any of the players. The program generates a random number and if when added to the impulse number, the sum is high enough, the turn is over. In that case, play continues with the End of Turn phases (see section 7.4).

If the sum is low enough, then another impulse is started, beginning with either the weather phase (odd numbered turns) or the declaration of war phase (even numbered impulses). If a new impulse does start, the phasing and non-phasing sides switch.

This is looking different than RAW.
Impulse number / Number to roll on d10, or lower, to end the impulse :
1 / NA
2 / NA
3 / NA
4 / NA
5 / -1
6 / 0
7 / 1
8 / 2
9 / 3
10 / 4
11 / 5
12 / 6
13 / 7
14+ / 8

So, what is the precise formulae in MWiF to end the impulse ?

quote:

7.4.3 US Entry (RAC 13.3)

If the US is still neutral with one of the Axis major powers, then during this phase the US gets to draw entry markers (randomly generated by the program). Note that other US entry markers may have already been drawn during the turn, as a result of actions taken by the Axis major powers. Sometimes a US entry marker must go into the Japanese US Entry Pool, sometimes into the German/Italian US Entry Pool, and sometimes the US player gets to choose into which of the pools to place the marker.

Once the new entry marker(s) has(have) been placed, the US player has the ability to select a US Entry Option. There are many options available and there are restrictions on which can be chosen when. See section 13.3.2 of RAC for details. There are also numerous consequences the occur from choosing a US entry option, which can affect the number of markers in the two US entry pools and the two US tension pools. The movement of markers between pools is handled by the program, with the selection of which marker gets moved done randomly.

When the US player selects some US entry options (e.g., US occupies Greenland/Iceland), units may be forced to rebase, which can result in a digression being executed.

Once the US has chosen its entry option(s) for the turn, and any resultant digression processed, the phase is over.

Maybe add that US Entry in MWiF is what decide when the USA will be able to voluntarily enter war, and that it simulates their isolationism ?




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/2/2009 12:02:28 AM)

Today's installment of new text for the Player's Manual.
===
7.4.4 Production Planning (RAC 13.6.1 & 13.6.2)

The production planning phase is executed simultaneously by all major powers. Its purpose is to let each major power review the factories, resources, and convoys available for producing production points in the Production phase that follows later (see section 7.4.13). Planning for production is important at this juncture in the turn since in the next few phases players are going to make decisions about which units stay at sea and which return to friendly ports. If you need the convoys for shipping resources to factories, then you not only need the convoys to stay at sea, but you also need to worry about whether you want to keep some friendly escorts in the sea area to defend them at the start of the next turn.

All of the planning is done using the Resource-Production form (see section 8.7.2.44 for details on using that form). This phase is over once all major powers have closed the Resource-Production form.

7.4.5 Stay at Sea by Last Impulse’s Phasing Side (RAC 13.4)

The major powers belonging to the side that was the phasing side in the last impulse of the turn chooses which of its naval units it wants to stay at sea. Most naval units are eligible to remain at sea between turns, though few do.

No air units can remain at sea between turns, nor can naval units that: belong to a neutral major power, are a naval transport that is carrying cargo, or are in the zero section box of a sea area. However, convoys and ASW units may remain at sea indefinitely, even though they always occupy the zero section box when at sea.

This phase is over once all major powers on the last impulse’s phasing side have clicked on the End of Phase button in the main form.

7.4.6 Stay at Sea by Last Impulse’s Non-Phasing Side (RAC 13.4)

This phase is identical to the previous phase except it is for major powers belonging to the last impulse’s non-phasing side.

7.4.7 Return to Base by Last Impulse’s Phasing Side (RAC 13.4)

The major powers belonging to the side that was the phasing side in the last impulse of the turn move all of their air units to a friendly land hex, and those naval units that are not staying at sea to a friendly port. See RAC section 13.4 for more details.

This phase is over once all major powers on the last impulse’s phasing side have clicked on the End of Phase button in the main form. Note that the End of Phase button is disabled until all the requisite units have been returned to base.

7.4.8 Return to Base by Last Impulse’s Non-Phasing Side (RAC 13.4)

This phase is identical to the previous phase except it is for major powers belonging to the last impulse’s non-phasing side.

7.4.9 Use Oil for Reorganization (RAC 13.5.1)

This is a optional rule and if it was not selected, the phase is skipped.

This phase is executed by all the major powers simultaneously. In it, each major power denotes which of its units are going to expend oil for the purpose of reorganizing. See RAC 13.5.1 for the detailed rules concerning this and section 8.7.2.54 herein for a description of the form and the process used to accomplish this task.

Units which do not require oil to be reorganized, are reorganized automatically in the next phase. Those that do require oil to reorganize will only be reorganized in the next phase if the unit’s owner expends oil points in the current phase.

This phase is over once all major powers have closed the Use Oil form.

7.4.10 End of Turn Reorganization (RAC 13.5)

All units on the map are eligible to be reorganized in this phase. The processing is done automatically by the program. If the optional rule for using oil is active, then the program reorganizes units depending on what decisions each major power made in the immediately preceding phase. If the optional oil rule is not being used then all disorganized units become organized. There is one exception to this, which is that if the optional rule for reorganizing isolated units is in use, then isolated units are not reorganized. Once the program has completed reorganizing all the eligible units, the game advances to the next phase.





Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/2/2009 12:09:41 AM)


quote:

ORIGINAL: Froonp

quote:

ORIGINAL: Shannon V. OKeets

Here is today's installment of new text for the Player's manual.
==
7.3.27 Air Unit Rebase (RAC 11.17)

In this phase, major powers on the phasing side may rebase their air units. The number that can be rebased is limited depending on major power to between 1 to 3 if a Naval action was taken, 1 to 4 if a Land action was taken, and 2 to 7 if a Combined action was taken. No aircraft can be rebased if a Pass action was taken, and an unlimited number when an Air action was taken.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

Maybe this could be written here that unlike all other air missions, the Air Unit Rebase air mission have the air unit stay organized at the end of the mission.

quote:

7.3.28 Reorganization by Air Transports (RAC 11.18.1)

In this phase major powers on the phasing side may fly air transport units to hexes occupied by disorganized units and ‘expend’ the air transport unit to reorganize a disorganized unit on the ground. When the air transport returns to base, it becomes disorganized. Basically, the ability of the air transport to perform a mission later in the turn is exchanged for the ability of another unit (typically a land unit) to do something useful before the turn is over.

Air transport missions follow the same subphase sequence as other air missions (see section 7.8 for details). This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.29 Reorganization by HQs (RAC 11.18.2)

In this phase major powers on the phasing side can use HQs to reorganize disorganized units. There are restrictions on which unit can be reorganized (see RAC 11.18.2 for details). The ability of the HQ to move later in the turn is exchanged for the ability of other units to do something useful before the turn is over.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.30 Reorganization by Naval Transports (RAC 11.18.3)

In this phase major powers on the phasing side can use Naval Transports that are at sea to reorganize disorganized units. The ability of the naval transport to do something useful later in the turn is exchanged for the ability of another unit to do something useful before the turn is over.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

Maybe this would be good to say that the Naval Transports, and HQ need to be organized themselves to do that ? Or is it obvious ?

quote:

7.3.31 End of Turn Check (RAC 12)

This phase occurs at the end of each impulse and is performed by the program, without involvement of any of the players. The program generates a random number and if when added to the impulse number, the sum is high enough, the turn is over. In that case, play continues with the End of Turn phases (see section 7.4).

If the sum is low enough, then another impulse is started, beginning with either the weather phase (odd numbered turns) or the declaration of war phase (even numbered impulses). If a new impulse does start, the phasing and non-phasing sides switch.

This is looking different than RAW.
Impulse number / Number to roll on d10, or lower, to end the impulse :
1 / NA
2 / NA
3 / NA
4 / NA
5 / -1
6 / 0
7 / 1
8 / 2
9 / 3
10 / 4
11 / 5
12 / 6
13 / 7
14+ / 8

So, what is the precise formulae in MWiF to end the impulse ?

quote:

7.4.3 US Entry (RAC 13.3)

If the US is still neutral with one of the Axis major powers, then during this phase the US gets to draw entry markers (randomly generated by the program). Note that other US entry markers may have already been drawn during the turn, as a result of actions taken by the Axis major powers. Sometimes a US entry marker must go into the Japanese US Entry Pool, sometimes into the German/Italian US Entry Pool, and sometimes the US player gets to choose into which of the pools to place the marker.

Once the new entry marker(s) has(have) been placed, the US player has the ability to select a US Entry Option. There are many options available and there are restrictions on which can be chosen when. See section 13.3.2 of RAC for details. There are also numerous consequences the occur from choosing a US entry option, which can affect the number of markers in the two US entry pools and the two US tension pools. The movement of markers between pools is handled by the program, with the selection of which marker gets moved done randomly.

When the US player selects some US entry options (e.g., US occupies Greenland/Iceland), units may be forced to rebase, which can result in a digression being executed.

Once the US has chosen its entry option(s) for the turn, and any resultant digression processed, the phase is over.

Maybe add that US Entry in MWiF is what decide when the USA will be able to voluntarily enter war, and that it simulates their isolationism ?

My reply to your comments:
1 - Yes, a good addition.

2 - No, as you said it should be obvious.

3 - MWIF follows RAW precisely - I have reviewed the code line by line and CWIF did this perfectly. I was a little loose in my description of the process here, but I didn't want to confuse things with an elaborate step by step description of the procedure. I'm going to leave this as is.

4 - That is just one of the 30+ things that the US gets to do. It is arguably the most important, but I am comfortable with not drawing attention to it at this point in the documentation. It is better suited for the subsection in Important Decisions: 3.4.11 International Relationships.




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