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

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Froonp -> RE: What kind of manual(s) should we ask for? (1/2/2009 12:59:48 AM)

quote:

ORIGINAL: Shannon V. OKeets
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.

Steve, this is wrong. Air units at sea in Naval Air Missions can stay at sea, as ships. Remember that "staying at sea" is an abstraction, much like the naval air missions are. That a naval air unit stays at sea does not mean that its airplanes are flying all the time without landing, it just means that the operations at sea for that air unit are maintained for an extended period of time, and its efficiency lowers (it goes 1 box lower).




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/2/2009 4:00:24 AM)

quote:

ORIGINAL: Froonp

quote:

ORIGINAL: Shannon V. OKeets
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.

Steve, this is wrong. Air units at sea in Naval Air Missions can stay at sea, as ships. Remember that "staying at sea" is an abstraction, much like the naval air missions are. That a naval air unit stays at sea does not mean that its airplanes are flying all the time without landing, it just means that the operations at sea for that air unit are maintained for an extended period of time, and its efficiency lowers (it goes 1 box lower).


Ok. Thanks. I'll check what the (CWIF) code is doing.

EDIT: The program does this correctly, it only checks that the unit is not being transported (e.g., carrier air units aboard carriers). Other than that, air and naval units are treated equally.




composer99 -> RE: What kind of manual(s) should we ask for? (1/2/2009 3:23:00 PM)


quote:

ORIGINAL: Shannon V. OKeets

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.



Incidentally, HQ support is announced as described above, but resolved after the ground support step, per RAW 11.16.3: "Resolve HQ support after ground support missions have been flown and any air-to-air combats fought."




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/2/2009 6:09:46 PM)


quote:

ORIGINAL: composer99


quote:

ORIGINAL: Shannon V. OKeets

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.



Incidentally, HQ support is announced as described above, but resolved after the ground support step, per RAW 11.16.3: "Resolve HQ support after ground support missions have been flown and any air-to-air combats fought."

Excellent point.[&o] I will add this.




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/2/2009 6:19:24 PM)


quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: composer99


quote:

ORIGINAL: Shannon V. OKeets

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.



Incidentally, HQ support is announced as described above, but resolved after the ground support step, per RAW 11.16.3: "Resolve HQ support after ground support missions have been flown and any air-to-air combats fought."

Excellent point.[&o] I will add this.

Here 'tis.
===
7.3.23 HQ Support by Non-Phasing Side (RAC 11.16.3)

This is a optional rule and if it has not been 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.

When playing with the optional rule 2D10 Land Combat Results Table, HQ support does not required a die roll. However, when that optional rule has not been chosen, the determination of whether HQ support occurs is not made until the conclusion of the ground support phase. That is, you will not know whether HQs are successful in providing support until after all the decisions regarding ground support have been made and resolved.

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.




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/2/2009 10:35:50 PM)

Here is today's installment of new text for the Player's Manual.
===
7.4.11 Break Down Units (RAC 22.4.1)

This phase only occurs if the optional rule Divisions is in use, otherwise, the phase is skipped.

Major powers on both sides can break down their corps/army sized units into divisions during this phase. See RAC section 22.4.1 and sections 9.2.1 and 9.3.8 in this document for details on which units can be broken down and what divisions replace them. Section 8.7.2.8 in this document explains how to use the form to break down units.

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.

7.4.12 Naval Repair (RAC 13.6.5)

This phase only occurs when playing the Guadalcanal scenario. That scenario has no production phase per se, but it permits each of the 3 major powers in the game to repair one naval unit per turn. Each of the major powers is asked to select a naval unit to repair (from its repair pool). Once all major powers have done so, the game advances to the next phase.

7.4.13 Production (RAC 13.6.3 thru 13.6.9)

The production phase is skipped when playing the Guadalcanal scenario.

During this phase all major powers receive build points as per the rules on converting resources, that arrived at factories this turn, into production points. Production points are then converted into build points. The details of how this is done is described in RAC 13.6.3 through 13.6.9. Players can call up the Resource-Production form (see section 8.7.2.44 for an explanation of that form and how to use it) to get an overview of their resources, factories, saved oil points, and saved build points.

All the major powers, including Vichy France, execute this phase separately, but simultaneously. The program handles all the calculations and record keeping. In particular it keeps track of gearing limits for each major power and displays them with other relevant information for deciding which units to produce in the Production form (see section 8.7.2.39 for a description of how to use build points to produce units). Production decisions are not permanent until the player closes the Production form. Up until then, you may undo production decisions using the Production Undo form (see section 8.7.2.40). Once the production form is closed for a major power, there is no going back if you change your mind.

After all major powers have closed the Production form, the phase is over and the game advances to the next phase.

7.4.14 Reform Units (RAC 22.4.1)

This phase only occurs if the optional rule Divisions is in use, otherwise, the phase is skipped.

Major powers on both sides can reform their divisions into corps/army sized units during this phase. See RAC section 22.4.1 and sections 9.2.1 and 9.3.8 in this document for details on which units can be reformed and what corps/army units replace them. Section 8.7.2.41 in this document explains how to use the form to reform units.

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.

7.4.15 Intelligence (RAC 22.1)

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

During this phase all major powers that are at war with another major power simultaneously execute intelligence operations (an abstract concept in WIF). The number of intelligence operations each major power has at its disposal is determined by the program: 1 for free, plus 1 for each build point spent by the major power on intelligence operations in the immediately preceding Production phase.

Each of the major powers has to ‘execute’ all their intelligence operations during this phase. This expenditure is simply the decision to use them for: (1) die rolls, or (2) multiples (see section 22.1 for details). After all the major powers have made those decisions, the program generates random numbers, comparable to rolling dice, and determines which side had the highest die roll. The Allied side always wins ties. The program then awards intelligence points to the winning side. The losing side gains no intelligence points.

Intelligence points can be spent at any time during a turn on intelligence actions. See RAC section 22.1 and section 9.8.9 in this document for an explanation of available intelligence actions how much each one costs, in terms of intelligence points. Intelligence points can be saved from turn to turn (N.B.: intelligence operations can not).

Note that spending intelligence point does not occur during this phase. The phase is over once the program determines which side has won and awarded that side additional intelligence points.





Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/3/2009 8:20:25 PM)

Today's installment of new text for the Player's Manual. This finishes the documentation for the phases in the sequence of play. next up are the subphases.
===
7.4.16 Ukraine (RAC 19.12)

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

The major power that controls Kiev has the option to cut the Ukraine out of the USSR and transform it into an aligned minor country, (provided that hasn’t already been done). If the Axis does this, the Ukraine becomes aligned to the Axis side, otherwise it becomes aligned to the USSR. In either case this only happens if the major power controlling Kiev possesses an offensive chit and is willing to spend it to create the Ukraine. Additionally, the Axis can only create the Ukraine if Germany is willing to destroy several SS corps units (see RAC 19.12 for details).

If the Ukraine is created, several changes occur as to who controls what territory in the Ukraine and partisan units in the Ukraine may be destroyed. All of these tasks are performed by the program without the players having to make any decisions. This phase is over once: (1) the controlling major power declines to create the Ukraine or (2) the program finishes performing the tasks necessary for creating the Ukraine.

7.4.17 Conquest (RAC 13.7.1)

During this phase, the program checks each country in the game to see if it has just been conquered. If it finds one, it immediately determines whether the conquest is Complete or Incomplete. It then performs the various tasks related to conquest, which differ slightly depending on whether the conquest was complete or incomplete (see RAC 13.7.1 for details).

Conquest usually causes control of the conquered country’s hexes to change, which may result in units having to perform forced rebases - this is equivalent to them being overrun. Should that happen, a digression takes place, permitting the owning player(s) to rebase their units. As always, rebasing naval units might be intercepted and naval combat may occur. Units unable to rebase may be destroyed, in which case a scrap digression occurs.

Once conquering a country has concluded, the program goes back to the list of countries in the game and resumes searching for additional conquered countries. After all countries have been checked by the program, the game advances to the next phase.

7.4.18 Support Minor Countries (RAC 13.7.2)

During this phase the program checks all minor countries to see if they are being supported by the Allies. For this to occur, the Axis must be at war with the minor country, the Allies currently have 4 or more corps/armies in the minor country, and the minor country hasn’t been ‘supported’ previously during the game.

If the program finds a supported minor country, then the US entry action #21 occurs (see RAC 13.3.3 for details). After all minor countries have been checked, the game advances to the next phase.

7.4.19 Mutual Peace (RAC 13.7.3)

The program first checks to see any of any of the three compulsory peace agreements might occur for wars between: USSR-Finland, USSR-Rumania, and USSR-Japan. If the requisite conditions have been met (see RAC 19.6.1, 19.6.2, and 13.7.3 respectively for details), then the major power which has the ability to mandate peace is asked if that is what they desire. Note that the compulsory peace between the USSR-Japan is an optional rule and is only checked if that rule has been selected.

If the deciding player enforces peace, then the program: (1) effects changes to which country controls what hexes, (2) changes the state of relations between the countries to ‘neutral’, and (2) performs any required relocation of units. Relocating units is different from rebasing them. Relocated units are ‘teleported’ to the nearest friendly hex where they can legally stack, without regard to the normal rules for moving units. Relocating units is performed as a digression and the owning player(s) of the unit(s) get to choose in which hex each unit is placed. However, the choice of hexes is restricted to the ‘nearest’ hex, so there really is no choice unless 2 or more hexes are equidistant.

After the three compulsory peace agreements have been checked, and any mandated peace agreements effected, the program asks all warring countries if they want to agree to mutual peace. For China to come to peace, both China and the USSR (which controls the Communist Chinese) must agree. If both warring sides agreeing to peace are major powers, then a neutrality pact is put into place. Other details of the peace can include changing which side controls what territory and the establishment of unbreakable trade agreements of a fixed duration.

Should a mutual agreement to come to peace be reached, the program effects the requisite changes, which may result in units being relocated as described earlier in this section.

Once all mutual peace agreements have been declined or implemented, the game advances to the next phase.

7.4.20 Vichy Declaration (RAC 17.1)

If an Axis major power controls Paris and France is not conquered, the Axis major power is asked if it wants to install a Vichy Government (see RAC 17.1 for more restrictions on when Vichy France can be declared). Should Vichy be declared, a lot of detailed consequences happen. The program performs these as a series of subphases to this phase (see section 7.12 in this document for subphase details).

The game advances to the next phase if Vichy is not declared or after all the Vichy subphases have been concluded.

7.4.21 Liberation (RAC 13.7.5)

During this phase, the program checks each country in the game to see if it has just been liberated. If it finds one, it immediately performs the various tasks related to liberation (see RAC 13.7.5 for details).

Liberation usually causes control of the liberated country’s hexes to change, which may result in units having to perform forced rebases - this is equivalent to them being overrun. Should that happen, a digression takes place, permitting the owning player(s) to rebase their units. As always, rebasing naval units might be intercepted and naval combat may occur. Units unable to rebase may be destroyed, in which case a scrap digression occurs.

Once liberating a country has concluded, the program goes back to the list of countries in the game and resumes searching for additional liberated countries. After all countries have been checked by the program, the game advances to the next phase.

7.4.22 Surrender (RAC 13.7.6)

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

The program checks every major power home country that is at war to see if the requisite conditions have been met for the country to surrender. If any is found, the major power is asked if it wants to surrender. If the player decides to surrender, it is treated as if it were a conquest (see RAC 13.7.6 for more details and section 7.4.17 in this document for how complete conquest is effected).

After all major power home countries have been checked and surrender either declined or implemented, the game advances to the next phase.

7.4.23 Factory Destruction (RAC 22.2)

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

The program checks to see if there are any blue factories whose hexes are occupied by an enemy land unit. If that condition is found, then players that controls those land unit are given the opportunity to destroy those factories.

If no factories are eligible to be destroyed, the program advances to the next phase. Otherwise the phase ends once every player who is eligible to destroy factories has clicked on the End of Phase button in the main form.

7.4.24 Victory Check (RAC 13.8)

The program checks whether the conditions for automatic victory have been met (see RAC 13.8 for details). If so, or if the last run of the game has just concluded, the game advance to the End of Game Phase. If automatic victory has not occurred and there are more turns in the game, the program advances the turn one bi-month (e.g., from Jan/Feb to Mar/Apr), sets the impulse number to 1, and proceeds to the Reinforcements phase (see section 7.2.1).

7.5 End of Game Phase (RAC 13.8 & RAW 30.)

Final victory is determined by examining all the victory hexes in the game, and any scenario-specific victory conditions (see RAC 13.8 and RAW 30 for details). The program then displays the victory form for the players to review (see section 8.7.2.57 in this document for a description of the form).




Froonp -> RE: What kind of manual(s) should we ask for? (1/4/2009 6:47:25 PM)

quote:

ORIGINAL: Shannon V. OKeets
7.4.18 Support Minor Countries (RAC 13.7.2)

During this phase the program checks all minor countries to see if they are being supported by the Allies. For this to occur, the Axis must be at war with the minor country, the Allies currently have 4 or more corps/armies in the minor country, and the minor country hasn’t been ‘supported’ previously during the game.

If the program finds a supported minor country, then the US entry action #21 occurs (see RAC 13.3.3 for details). After all minor countries have been checked, the game advances to the next phase.

Also, it must still be unconquered.

quote:

7.4.19 Mutual Peace (RAC 13.7.3)

The program first checks to see any of any of the three compulsory peace agreements might occur for wars between: USSR-Finland, USSR-Rumania, and USSR-Japan. If the requisite conditions have been met (see RAC 19.6.1, 19.6.2, and 13.7.3 respectively for details), then the major power which has the ability to mandate peace is asked if that is what they desire. Note that the compulsory peace between the USSR-Japan is an optional rule and is only checked if that rule has been selected.

If the deciding player enforces peace, then the program: (1) effects changes to which country controls what hexes, (2) changes the state of relations between the countries to ‘neutral’, and (2) performs any required relocation of units. Relocating units is different from rebasing them. Relocated units are ‘teleported’ to the nearest friendly hex where they can legally stack, without regard to the normal rules for moving units. Relocating units is performed as a digression and the owning player(s) of the unit(s) get to choose in which hex each unit is placed. However, the choice of hexes is restricted to the ‘nearest’ hex, so there really is no choice unless 2 or more hexes are equidistant.

After the three compulsory peace agreements have been checked, and any mandated peace agreements effected, the program asks all warring countries if they want to agree to mutual peace. For China to come to peace, both China and the USSR (which controls the Communist Chinese) must agree.

I would not say that.
For China, 13.7.3 says that "Both the nationalist and communist Chinese must agree before China can come to peace."
Generaly the Communist China is controlled by the player that is controlling USSR, but that does mean that USSR has something to decide here. It is the same for Nationalist China, that is generaly controlled by the USA player, but you don't say that the USA have to agree to the peace.

quote:

7.4.21 Liberation (RAC 13.7.5)

During this phase, the program checks each country in the game to see if it has just been liberated. If it finds one, it immediately performs the various tasks related to liberation (see RAC 13.7.5 for details).

The program should check each country in the game to see if it can be liberated, and ask the Major Power that can liberate it if he wants to liberate the Minor Country. Liberation is not mandatory. It has consequences, that can be unwanted. The main effect is that the force pool of units of the liberated Minor Country is added to the liberator's force pool.

quote:

7.4.22 Surrender (RAC 13.7.6)

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

It is not an optional rule. This is a regular mandatory rule.

quote:

7.4.23 Factory Destruction (RAC 22.2)

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

The program checks to see if there are any blue factories whose hexes are occupied by an enemy land unit. If that condition is found, then players that controls those land unit are given the opportunity to destroy those factories.

Only in supply land units can destroy factories, but maybe that's too much detail.




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/4/2009 9:14:40 PM)


quote:

ORIGINAL: Froonp

quote:

ORIGINAL: Shannon V. OKeets
7.4.18 Support Minor Countries (RAC 13.7.2)

During this phase the program checks all minor countries to see if they are being supported by the Allies. For this to occur, the Axis must be at war with the minor country, the Allies currently have 4 or more corps/armies in the minor country, and the minor country hasn’t been ‘supported’ previously during the game.

If the program finds a supported minor country, then the US entry action #21 occurs (see RAC 13.3.3 for details). After all minor countries have been checked, the game advances to the next phase.

Also, it must still be unconquered.

quote:

7.4.19 Mutual Peace (RAC 13.7.3)

The program first checks to see any of any of the three compulsory peace agreements might occur for wars between: USSR-Finland, USSR-Rumania, and USSR-Japan. If the requisite conditions have been met (see RAC 19.6.1, 19.6.2, and 13.7.3 respectively for details), then the major power which has the ability to mandate peace is asked if that is what they desire. Note that the compulsory peace between the USSR-Japan is an optional rule and is only checked if that rule has been selected.

If the deciding player enforces peace, then the program: (1) effects changes to which country controls what hexes, (2) changes the state of relations between the countries to ‘neutral’, and (2) performs any required relocation of units. Relocating units is different from rebasing them. Relocated units are ‘teleported’ to the nearest friendly hex where they can legally stack, without regard to the normal rules for moving units. Relocating units is performed as a digression and the owning player(s) of the unit(s) get to choose in which hex each unit is placed. However, the choice of hexes is restricted to the ‘nearest’ hex, so there really is no choice unless 2 or more hexes are equidistant.

After the three compulsory peace agreements have been checked, and any mandated peace agreements effected, the program asks all warring countries if they want to agree to mutual peace. For China to come to peace, both China and the USSR (which controls the Communist Chinese) must agree.

I would not say that.
For China, 13.7.3 says that "Both the nationalist and communist Chinese must agree before China can come to peace."
Generaly the Communist China is controlled by the player that is controlling USSR, but that does mean that USSR has something to decide here. It is the same for Nationalist China, that is generaly controlled by the USA player, but you don't say that the USA have to agree to the peace.

quote:

7.4.21 Liberation (RAC 13.7.5)

During this phase, the program checks each country in the game to see if it has just been liberated. If it finds one, it immediately performs the various tasks related to liberation (see RAC 13.7.5 for details).

The program should check each country in the game to see if it can be liberated, and ask the Major Power that can liberate it if he wants to liberate the Minor Country. Liberation is not mandatory. It has consequences, that can be unwanted. The main effect is that the force pool of units of the liberated Minor Country is added to the liberator's force pool.

quote:

7.4.22 Surrender (RAC 13.7.6)

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

It is not an optional rule. This is a regular mandatory rule.

quote:

7.4.23 Factory Destruction (RAC 22.2)

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

The program checks to see if there are any blue factories whose hexes are occupied by an enemy land unit. If that condition is found, then players that controls those land unit are given the opportunity to destroy those factories.

Only in supply land units can destroy factories, but maybe that's too much detail.


In reply to your comments.

1 - If the country were conquered, it would be neutral, not at war with the conquering country.

2 - Yes, I'll reword this.

3 - My bad; I'll fix.

4 - Really? I'll check my list.

5 - Yes, too much detail.




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/4/2009 9:15:50 PM)

Today's installment of new text for the Player's manual.
=======
7.6 Reinforcement Subphases

The subphases in the reinforcement phase are executed by all major powers at their own speed. See section 7.2.1 for complete description of the process. After all major powers have completed the last subphase, the reinforcement phase is over and the game advances to the next phase.

7.6.1 Annual Additions (RAC 4.1.1 & 4.1.2)

During Jan/Feb turns (only), all units in the future force pool that become available for production in the new year are moved into the force pool. This subphase is performed by the program with no decisions required by the players. Players can review the units in their force pools using the Unit Pools form (see section 8.7.1.26 for details).

7.6.2 Scrapping Units (RAC 4.1.3)

All major powers are permitted to scrap units during this phase. See section 8.7.2.47 for details concerning the process and the form used. Once a major power closes the Scrap Units form, the game advances to the next subphase for that major power.

7.6.3 Replacements (RAC 4.1.4)

There are a few naval units that may be replaced in the game. If any replacements units are available for a major power, then the replacement form is shown during this subphase and the major power decides whether or not to replace an existing naval unit with a new one. See RAC section 4.1.4 and section 8.7.2.32 in this document for a description of what units are eligible to be replaced and the process for replacing them.

This subphase is over for that major power if there are no available replacement units (almost always the case) or the player has made his decisions concerning those that are available.

7.6.4 Assigning Pilots to Air Units in the Air Reserve (RAC 14.6.1)

Pilots is a optional rule and if it has not been selected, this subphase is skipped.

Each major power gets to assign pilots to: (1) air units newly arriving as reinforcements and (2) air units in the air reserve pool. The Air Reserve form is used for this task (see section 8.7.2.5 for details of the process). Once a major power closes that form, the game advances to the next subphase for that major power.

7.6.5 Placing Units on Map (RAC 4.2)

All units arriving as reinforcements during this turn, including those air units that were assigned pilots in the preceding phase, are displayed in the setup tray (see section 8.7.2.50 for details on using that form). Each major power places its units from the setup tray onto the map, more or less simultaneously. Once a major power has emptied the setup tray and clicked the End of Phase button on the main form, the game advances to the next subphase for that major power.

7.6.6 Moving Air Units from Map to the Air Reserve (RAC 14.6.1)

Pilots is a optional rule and if it has not been selected, this subphase is skipped.

Each major power may remove a piloted air unit from the map, if it is in a home city. The air unit goes into the air reserve pool and the major power gains a pilot. The pilot may not be used until a following turn. Once a major power has clicked the End of Phase button on the main form, the reinforcement phase is over for that major power.




Taxman66 -> RE: What kind of manual(s) should we ask for? (1/5/2009 12:58:37 AM)

Shannon,

In regards to #1, a minor country can be conquered and still be 'at war' ala the Netherlands, Belgium, etc... 




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/5/2009 1:31:17 AM)


quote:

ORIGINAL: Taxman66

Shannon,

In regards to #1, a minor country can be conquered and still be 'at war' ala the Netherlands, Belgium, etc... 

You're right. Thanks.

I have to read through the (CWIF) code on this again. As I recall (having read this a couple of days ago), in the code the potential need to rebase overrun units is a function of the country becoming neutral. If it doesn't, then the overrun units aren't overrun. The might cause a bug to occur under some circumstances.




Anendrue -> RE: What kind of manual(s) should we ask for? (1/5/2009 4:21:53 PM)

We appreciate the updates Steve. Looks like RAC will be a delight to read similiar to RAW. I sure hope my brain can keep the two seperate where it needs to be. Perhaps a small summary document of rules differences between the two would help expierenced players?




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/5/2009 5:22:30 PM)


quote:

ORIGINAL: abj9562

We appreciate the updates Steve. Looks like RAC will be a delight to read similiar to RAW. I sure hope my brain can keep the two seperate where it needs to be. Perhaps a small summary document of rules differences between the two would help expierenced players?

Yse, that is a section in the Player's Manual:
===
2.2 Differences between Matrix Games World in Flames and the Board Game World in Flames
2.2.1 Rules as Coded (RAC)
2.2.2 World in Flames Add-ons from Australian Design Group
2.2.3 Optional Rules
===
Deviations from RAW are labeled as such and highlighted using a different color in RAC.

Section 2.2 as shown above will be a quick summary of those differences.




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/5/2009 5:35:29 PM)

Today's installment of new text for the Player's Manual.
===
7.7 Declaration of War Subphases

The declaration of war (DOW) subphases are executed by the program in a strict order, as listed below. The game does not advance to a new DOW subphase until the current one has been completed by all players. Once the last DOW subphase is finished, the game advances to the next phase.

7.7.1 DOW on Major Powers (RAC 9.2 & 9.3)

If all major powers are at war with all the major powers on the other side, this subphase is skipped.

During this subphase, major powers on the phasing side can declare war on other major powers (see section 8.7.2.15 for details on using the form for this subphase). There are elaborate rules that govern when the USA can declare war on the Axis major powers (see RAC 9.2 and 9.3 for details). Note that none of the consequences of these declarations of war occur during this subphase. Instead, the consequences are implemented in later subphases of the DOW phase.

Once all major powers on the phasing side have closed the DOW on major powers form, this subphase is over and the game advances to the next subphase.

7.7.2 DOW on Minor Countries (RAC 9.2, 9.3, 9.10, & 13.3.2)

During this subphase, major powers on the phasing side can declare war on minor countries (see section 8.7.2.16 for details on using the form for this subphase). Note that none of the consequences of these declarations of war occur during this subphase. Instead, the consequences are implemented in later subphases of the DOW phase.

This subphase is also when major powers can take certain special actions:
• USSR claims the Finnish borderlands.
• USSR claims Bessarabia.
• USA occupies Greenland/Iceland.
• USA occupies Northern Ireland.
• Japan closes the Burma Road using political pressure.
• A major power (usually CW) adds interned units to its force pool.
• The CW adds Polish units to its force pool.

These special actions are only displayed when the current major power is capable of implementing them. Towards the end of the game, and for most major powers, the special actions list is always empty.

Once all major powers on the phasing side have closed the DOW on minor powers form, this subphase is over and the game advances to the next subphase.

7.7.3 US Entry Effects (RAC 9.4)

During this subphase the US Entry effects of declarations of war made in the previous two subphases are implemented. To do this, the program generates random numbers, comparable to rolling dice. Depending on the outcomes of the die rolls, the USA may have new entry markers to add it its entry pools, or possibly some will be removed (done randomly and automatically by the program). If either event occurs, the changed entry pools are displayed for review by the USA player (only).

If no US entry events have happened, or after the USA reviews the changes, the subphase is over and the game advances to the next subphase.

7.7.4 Neutrality Pact Creation & Renewal (RAC 9.5)

During this subphase major powers on the phasing side may create new neutrality pacts, or renew existing ones for an additional year. In either case, the major power on the opposing side which is also part of the neutrality pact must agree to the neutrality pact creation/renewal. See section 8.7.1.13 for a description of the process and the form used.

Once all major powers on the phasing side have closed the Neutrality Pact form, the subphase is over and the game advances to the next subphase.

7.7.5 Calling Out Reserves (RAC 9.6)

If a major power on the phasing side declared war on a major power on the non-phasing side, then both major powers have the option to immediately call out their reserve units. If one of them decides to call out its reserves, a form is displayed, showing all the reserve units that may be called out. The owner gets to decide which ones are placed on the map, which may be none, all, or some (see section 8.7.2.43 for a description of the Call Out Reserves form).

If reserve units have been called out, then the setup tray is displayed and the owner gets to place his units on the map. They have to arrive in cities in their home country and are always disorganized as soon as they are placed on the map. Some of the units have to be placed in specific cities (e.g., the Kiev reserve unit has to be placed in Kiev).

Once all major powers have indicated that they are finished placing reserve units by clicking on the End of Phase button on the main form, the subphase is over and the game advances to the next subphase.

7.7.6 Choosing Major Power for Attacked Minor Countries (RAC 9.7)

If during the second subphase of this phase, a major power declared war on a minor country, then the attacked minor country has to be aligned to a major power on the other side. Each of the eligible major powers that can align the minor are asked, in the order that their capitals are closest to the capital of the attacked minor country. The first major power that accepts aligning the minor does so. If none of the major powers is willing to align the minor, then the minor country immediately surrenders (see section 7.4.22 for a description of the process of surrendering).

Once all attacked minor countries have been aligned, or surrendered, the subphase is over and the game advances to the next subphase.

7.7.7 Setting Up Attacked Minor Countries (RAC 9.7)

Major powers that aligned attacked minor countries in the previous subphase now place the units belonging to the minor country on the map. The setup tray is used for this task and the units can be placed in any hex in the minor country’s home country.

Once all the units belonging to attacked minor countries have been placed on the map and the controlling major power(s) has(have) indicated they are done by clicking on the End of Phase button on the main form, the subphase is over and the game advances to the next subphase.

7.7.8 Voluntarily Aligning Minor Countries (RAC 9.8)

During this subphase, major powers on the phasing side may be able to align specific minor countries. Which minor countries can be aligned by each major power is unique and defined in the rules. However, only one minor country can be aligned by each major power in a turn. The program displays the Align Minor Countries form when there is one or more minor countries that can be aligned by the current major power (see section 8.7.2.14 for details on that form).

Once all major powers on the phasing side close the Align Minor Countries form, the subphase is over and the game advances to the next subphase.

7.7.9 Setting Up Aligned Minor Countries (RAC 9.8)

Major powers that aligned minor countries in the previous subphase now place the units belonging to the minor country on the map. The setup tray is used for this task and the units can be placed in any hex in the minor country’s home country.

Once all the units belonging to aligned minor countries have been placed on the map and the controlling major power(s) has(have) indicated they are done by clicking on the End of Phase button on the main form, the subphase is over and the game advances to the next subphase.




composer99 -> RE: What kind of manual(s) should we ask for? (1/5/2009 6:16:49 PM)


quote:

ORIGINAL: Shannon V. OKeets

Today's installment of new text for the Player's Manual.
===
7.7.5 Calling Out Reserves (RAC 9.6)

If a major power on the phasing side declared war on a major power on the non-phasing side, then both major powers have the option to immediately call out their reserve units. If one of them decides to call out its reserves, a form is displayed, showing all the reserve units that may be called out. The owner gets to decide which ones are placed on the map, which may be none, all, or some (see section 8.7.2.43 for a description of the Call Out Reserves form).

If reserve units have been called out, then the setup tray is displayed and the owner gets to place his units on the map. They have to arrive in cities in their home country and are always disorganized as soon as they are placed on the map. Some of the units have to be placed in specific cities (e.g., the Kiev reserve unit has to be placed in Kiev).

Once all major powers have indicated that they are finished placing reserve units by clicking on the End of Phase button on the main form, the subphase is over and the game advances to the next subphase.

7.7.8 Voluntarily Aligning Minor Countries (RAC 9.8)

During this subphase, major powers on the phasing side may be able to align specific minor countries. Which minor countries can be aligned by each major power is unique and defined in the rules. However, only one minor country can be aligned by each major power in a turn. The program displays the Align Minor Countries form when there is one or more minor countries that can be aligned by the current major power (see section 8.7.2.14 for details on that form).

Once all major powers on the phasing side close the Align Minor Countries form, the subphase is over and the game advances to the next subphase.


In 7.7.5, would it be worth mentioning that any power that does not immediately call out all its reserves may call out any remaining reserves during a later impulse, or would that be too much information for a primer (probably too much, now that I think about it).

In 7.7.8, I assume you mean 'impulse' when you say 'turn' for how often a major power can align eligible minor countries.




Froonp -> RE: What kind of manual(s) should we ask for? (1/5/2009 6:59:49 PM)

quote:

ORIGINAL: Shannon V. OKeets
7.7.5 Calling Out Reserves (RAC 9.6)

If a major power on the phasing side declared war on a major power on the non-phasing side, then both major powers have the option to immediately call out their reserve units. If one of them decides to call out its reserves, a form is displayed, showing all the reserve units that may be called out. The owner gets to decide which ones are placed on the map, which may be none, all, or some (see section 8.7.2.43 for a description of the Call Out Reserves form).

This form should also appear during each DoW phase when a Major Power that is at war with another Major Power still have uncalled reserves, so that he can call them.

quote:

7.7.6 Choosing Major Power for Attacked Minor Countries (RAC 9.7)

If during the second subphase of this phase, a major power declared war on a minor country, then the attacked minor country has to be aligned to a major power on the other side. Each of the eligible major powers that can align the minor are asked, in the order that their capitals are closest to the capital of the attacked minor country.

Only active Major Powers can align Minor Countries. Active Major Powers, are Major Powers that are at war with another Major Power. There is an exception for Poland that can be aligned by the CW during the 1st impulse of the game.




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/5/2009 7:37:11 PM)

quote:

ORIGINAL: Froonp

quote:

ORIGINAL: Shannon V. OKeets
7.7.5 Calling Out Reserves (RAC 9.6)

If a major power on the phasing side declared war on a major power on the non-phasing side, then both major powers have the option to immediately call out their reserve units. If one of them decides to call out its reserves, a form is displayed, showing all the reserve units that may be called out. The owner gets to decide which ones are placed on the map, which may be none, all, or some (see section 8.7.2.43 for a description of the Call Out Reserves form).

This form should also appear during each DoW phase when a Major Power that is at war with another Major Power still have uncalled reserves, so that he can call them.

quote:

7.7.6 Choosing Major Power for Attacked Minor Countries (RAC 9.7)

If during the second subphase of this phase, a major power declared war on a minor country, then the attacked minor country has to be aligned to a major power on the other side. Each of the eligible major powers that can align the minor are asked, in the order that their capitals are closest to the capital of the attacked minor country.

Only active Major Powers can align Minor Countries. Active Major Powers, are Major Powers that are at war with another Major Power. There is an exception for Poland that can be aligned by the CW during the 1st impulse of the game.


Comment #1: You're right of course. The code wasn't doing that so I added an additional check during this subphase and now major powers which: are at war with another major power, and still have reserves, are also asked if they want to place their remaining reserve units on the map.

Comment #2: that is covered by the word 'eligible'.




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/5/2009 7:39:08 PM)


quote:

ORIGINAL: composer99


quote:

ORIGINAL: Shannon V. OKeets

Today's installment of new text for the Player's Manual.
===
7.7.5 Calling Out Reserves (RAC 9.6)

If a major power on the phasing side declared war on a major power on the non-phasing side, then both major powers have the option to immediately call out their reserve units. If one of them decides to call out its reserves, a form is displayed, showing all the reserve units that may be called out. The owner gets to decide which ones are placed on the map, which may be none, all, or some (see section 8.7.2.43 for a description of the Call Out Reserves form).

If reserve units have been called out, then the setup tray is displayed and the owner gets to place his units on the map. They have to arrive in cities in their home country and are always disorganized as soon as they are placed on the map. Some of the units have to be placed in specific cities (e.g., the Kiev reserve unit has to be placed in Kiev).

Once all major powers have indicated that they are finished placing reserve units by clicking on the End of Phase button on the main form, the subphase is over and the game advances to the next subphase.

7.7.8 Voluntarily Aligning Minor Countries (RAC 9.8)

During this subphase, major powers on the phasing side may be able to align specific minor countries. Which minor countries can be aligned by each major power is unique and defined in the rules. However, only one minor country can be aligned by each major power in a turn. The program displays the Align Minor Countries form when there is one or more minor countries that can be aligned by the current major power (see section 8.7.2.14 for details on that form).

Once all major powers on the phasing side close the Align Minor Countries form, the subphase is over and the game advances to the next subphase.


In 7.7.5, would it be worth mentioning that any power that does not immediately call out all its reserves may call out any remaining reserves during a later impulse, or would that be too much information for a primer (probably too much, now that I think about it).

In 7.7.8, I assume you mean 'impulse' when you say 'turn' for how often a major power can align eligible minor countries.

I'll fix both of those. Thanks.




Orm -> RE: What kind of manual(s) should we ask for? (1/5/2009 10:54:53 PM)


quote:

ORIGINAL: Shannon V. OKeets

7.7.6 Choosing Major Power for Attacked Minor Countries (RAC 9.7)

If during the second subphase of this phase, a major power declared war on a minor country, then the attacked minor country has to be aligned to a major power on the other side. Each of the eligible major powers that can align the minor are asked, in the order that their capitals are closest to the capital of the attacked minor country. The first major power that accepts aligning the minor does so. If none of the major powers is willing to align the minor, then the minor country immediately surrenders (see section 7.4.22 for a description of the process of surrendering).

Once all attacked minor countries have been aligned, or surrendered, the subphase is over and the game advances to the next subphase.




It might be nice to add a note here that says that "Poland may only align with the Commonwealth." to lessen the confusion to new players why they cant align Poland to another country.

-Orm




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/5/2009 11:41:39 PM)


quote:

ORIGINAL: Orm


quote:

ORIGINAL: Shannon V. OKeets

7.7.6 Choosing Major Power for Attacked Minor Countries (RAC 9.7)

If during the second subphase of this phase, a major power declared war on a minor country, then the attacked minor country has to be aligned to a major power on the other side. Each of the eligible major powers that can align the minor are asked, in the order that their capitals are closest to the capital of the attacked minor country. The first major power that accepts aligning the minor does so. If none of the major powers is willing to align the minor, then the minor country immediately surrenders (see section 7.4.22 for a description of the process of surrendering).

Once all attacked minor countries have been aligned, or surrendered, the subphase is over and the game advances to the next subphase.




It might be nice to add a note here that says that "Poland may only align with the Commonwealth." to lessen the confusion to new players why they cant align Poland to another country.

-Orm

I'll add a reference to RAC 9.7 for a definiation of 'eligible'.




brian brian -> RE: What kind of manual(s) should we ask for? (1/6/2009 12:48:23 AM)

re: asking a player if they wish to destroy a captured blue factory

Could this have a check-box to make this automatic? i.e. if you have an in-supply unit on a captured enemy blue factory, this happens automatically? It is a simpler way to play the game, presuming that this always gets done.



re: China

There has been some talk of re-aligning the countries to have Russia control all of the Chinese, and giving the French to the US. This is how it is currently played at WiFCon. I strongly disagree with this; China is easily the most absurd part of World in Flames already and completely unifying strategic decision making on the Asian map is just another gimme for the Allies who don't need any help in the game. The goal is to reduce inter-Allied tension late in the game when the Nationalists and the Communists begin to compete for the Asian objective hexes. Subsidiary to this is the desire to not have players feel like their expensive vacation was ruined by the actions of a player on their team. (There are a few other small tweaks to the rules that go on at WiFCon with a similar goal.) I feel that these are not a good idea, as inter-Allied tension is a natural part of the game. And you can't get around Allies fighting no matter how many rules you try to tweak - last year's WiFCon included a memorable USSR<>UK row over landing in Kiel too early and thus giving the Germans a big production boost for little strategic gain.

But there has been talk that Harry approved this basic change in the alignment of the Allied Powers among three players on that side. I don't know if he just gave out one of his stock replies - 'sure, play it how you like' or if it has been an official rule change?



Also I think there is a specific new rule that China can not align minor countries.


A handy section in the Player's Manual could cover the few small differences between RAC and RAW, such as the new system of naval combat aborts, and most importantly, a discussion of the handling of divisions in MWiF. This would be well appreciated by long-time players of the game who don't need to read a long manual to find these small items.

Another such change is Japan closing the Burma Road - this is currently allowed at any time. Obviously this needs to be dialed-in a little bit more for MWiF and placed somewhere in the sequence of play.

Oh, and telling the players during the DoW discussion that this is when the US can occupy Greenland/Iceland/Northern Ireland should include a brief caveat that this can only be done if the appropriate US Entry option has been selected in a prior turn US Entry phase.




composer99 -> RE: What kind of manual(s) should we ask for? (1/6/2009 2:42:38 AM)

Since this seems to be the actual thread where elements of the player's manual are being posted, I am posting my contribution (section 3.4.10) here. Sorry if the formatting is a bit off.

3.4.10 Production
 
Production is one of the most interesting facets of gameplay in MWiF. Production strategy is at least as important as military strategy: without a successful production strategy, your major power will find itself running out of key units at key times, the consequences of which range from your offense running out of steam through outright defeat.
 
The Production Plan
At any stage of production, you should have a production plan, a more-or-less structured notion of what you are going to build and when. Your production plan is influenced by:

  • Your strategic plan, which should drive your production priorities. Your production plan must enable you to accomplish your objectives.

  • Your opponents’ activities. Early on, the Allies are mostly reacting to the actions and plans of the Axis, and their production should reflect this requirement. Later, the tables are turned.

  • The major power you are building for. Each major power has its own unique characteristics and requires certain unique production elements. The CW and US, for example, usually need many sealift units to ferry their troops around.

 Qualities of a Strong Production Plan
A strong production plan, one that assists a major power in achieving its objectives, has several qualities: focus, flexibility, redundancy, and discipline. They must also account for timing and shortfalls. Certain powers and certain situations call for the possession of a greater degree of these qualities than others.
 
Focus
Your production plan must be focused on fulfilling the requirements of your strategic plan. You must avoid the temptation to “get a little of everything” unless that is all you need to do.
 
Example: A German production strategy for Barbarossa requires cheap land units, blitz units, engineers and HQs, and must eschew excessive investment in the navy, higher-cost air units, and the like.
 
Flexibility
It is also important to be flexible. Remember that “no plan survives contact with the enemy” – changing tactical and strategic conditions will punish a static production plan. You will want to be able to react to unexpected opportunities or dangers, both at the tactical and strategic level, as they arise.
 
Example: If the Axis are not defending their home country factories, the Allies should build bombers to launch more aggressive strategic air raids.
 
Example: While preparing for the war against the CW and US, Japan must keep aware of the potential to attack a weak USSR or to defend against a Soviet invasion.
 
Redundancy
Luck can lay waste to the best-laid plans. Your production plan must enable you to bounce back rapidly from a sudden reverse. In addition, your production in the present should anticipate future losses.
 
Example: A bad surprise split may see otherwise inferior enemy naval forces sink or damage 1-2 AMPH as you are getting ready to invade. If you built redundancy in, you will have some uncommitted spare AMPH and land units to bring in next impulse.
 
Example: If using divisions, build your PARA and MOT divisions and keep them together. Any PARA corps lost due to bad luck in the air combat can be quickly reformed during the next production step. Don’t forget to build extra air transports and rebuild the divisions.
 
Example: Germany and the USSR must maintain high rates of infantry production while at war with one another to make up for their turn-to-turn losses.
 
Example: The Commonwealth should start building spare convoys before it begins losing them in large numbers after the fall of France.
 
Discipline
Certain units are easy to overlook. When preparing your production plan, be aware that both ‘workhorse’ units (convoys especially) and ‘chrome’ units (artillery and offensive chits in particular) have their place and build them at the appropriate time.
 
Making the effort to properly lend to your allies is often very difficult. The USSR, Free France, China and Italy are all likely to require constant flows of lending from their allies to survive and/or thrive. Overlooking this aspect of production will weaken your side overall.
 
Example: Keeping Italy propped up and building SUB units, even in the midst of a Barbarossa campaign, can serve Germany well by keeping the Western Allies busy fighting U-boats and naval air instead of landing in Italy or France.
 
Timing
The trickiest element of the production plan is timing. Units take anywhere from one to twelve turns to build. For powers such as the US, there is often a further 1-2 turn delay before they are shipped to their destined theatre of activity. A strong production plan will take these into account.
 
Example: If the CW wishes to take part in a strategic invasion of Italy by July/August 1942, it will require some combination of sealift, paratroopers, marines, regular army, and long-range fighters and bombers arriving on the map by May/June so that they can be deployed to the Mediterranean in time.
 
Shortfalls
Frequently, you will not always be producing up to potential: seizure of your territory, sinking of your convoys, or bombing of your factories will reduce your production. You must prioritize carefully in the event of production shortfalls.






brian brian -> RE: What kind of manual(s) should we ask for? (1/6/2009 2:48:39 AM)

There are some pretty good player's notes written by the designer of the game that could be of use....




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/6/2009 3:23:53 AM)


quote:

ORIGINAL: brian brian

re: asking a player if they wish to destroy a captured blue factory

Could this have a check-box to make this automatic? i.e. if you have an in-supply unit on a captured enemy blue factory, this happens automatically? It is a simpler way to play the game, presuming that this always gets done.



re: China

There has been some talk of re-aligning the countries to have Russia control all of the Chinese, and giving the French to the US. This is how it is currently played at WiFCon. I strongly disagree with this; China is easily the most absurd part of World in Flames already and completely unifying strategic decision making on the Asian map is just another gimme for the Allies who don't need any help in the game. The goal is to reduce inter-Allied tension late in the game when the Nationalists and the Communists begin to compete for the Asian objective hexes. Subsidiary to this is the desire to not have players feel like their expensive vacation was ruined by the actions of a player on their team. (There are a few other small tweaks to the rules that go on at WiFCon with a similar goal.) I feel that these are not a good idea, as inter-Allied tension is a natural part of the game. And you can't get around Allies fighting no matter how many rules you try to tweak - last year's WiFCon included a memorable USSR<>UK row over landing in Kiel too early and thus giving the Germans a big production boost for little strategic gain.

But there has been talk that Harry approved this basic change in the alignment of the Allied Powers among three players on that side. I don't know if he just gave out one of his stock replies - 'sure, play it how you like' or if it has been an official rule change?



Also I think there is a specific new rule that China can not align minor countries.


A handy section in the Player's Manual could cover the few small differences between RAC and RAW, such as the new system of naval combat aborts, and most importantly, a discussion of the handling of divisions in MWiF. This would be well appreciated by long-time players of the game who don't need to read a long manual to find these small items.

Another such change is Japan closing the Burma Road - this is currently allowed at any time. Obviously this needs to be dialed-in a little bit more for MWiF and placed somewhere in the sequence of play.

Oh, and telling the players during the DoW discussion that this is when the US can occupy Greenland/Iceland/Northern Ireland should include a brief caveat that this can only be done if the appropriate US Entry option has been selected in a prior turn US Entry phase.

Destroying factories doesn't justify a new form, because it is so rare. A simple yes/no query seems sufficient.

MWIF isn't going to modify control of China - it simply follows RAW.

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

Differences between RAW and RAC is something I've paid attention to, but I haven't been obsessed with keeping track of every change. The Player's Manual section 2.2 is devoted exclusively to that topic.

Unlimited divisions is an optional rule. If players do not choose that rule, then MWIF will follow RAW for the most part (I dislike just throwing corps that have been broken down into divisions back into the force pool, hence the separate pool in MWIF for broken down divisions [pun intended]).

Each optional rule has its own detailed write-up; and I was careful to make those write-ups as clear and easy to understand as possible.

I think I have the change for when closure of the Burma Road can be made, clearly explained in RAC.

You're right about Greenland/Iceland. I'll add some text to that effect.




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/6/2009 3:32:12 AM)


quote:

ORIGINAL: composer99

Since this seems to be the actual thread where elements of the player's manual are being posted, I am posting my contribution (section 3.4.10) here. Sorry if the formatting is a bit off.

3.4.10 Production
 
Production is one of the most interesting facets of gameplay in MWiF. Production strategy is at least as important as military strategy: without a successful production strategy, your major power will find itself running out of key units at key times, the consequences of which range from your offense running out of steam through outright defeat.
 
The Production Plan
At any stage of production, you should have a production plan, a more-or-less structured notion of what you are going to build and when. Your production plan is influenced by:

  • Your strategic plan, which should drive your production priorities. Your production plan must enable you to accomplish your objectives.

  • Your opponents’ activities. Early on, the Allies are mostly reacting to the actions and plans of the Axis, and their production should reflect this requirement. Later, the tables are turned.

  • The major power you are building for. Each major power has its own unique characteristics and requires certain unique production elements. The CW and US, for example, usually need many sealift units to ferry their troops around.

 Qualities of a Strong Production Plan
A strong production plan, one that assists a major power in achieving its objectives, has several qualities: focus, flexibility, redundancy, and discipline. They must also account for timing and shortfalls. Certain powers and certain situations call for the possession of a greater degree of these qualities than others.
 
Focus
Your production plan must be focused on fulfilling the requirements of your strategic plan. You must avoid the temptation to “get a little of everything” unless that is all you need to do.
 
Example: A German production strategy for Barbarossa requires cheap land units, blitz units, engineers and HQs, and must eschew excessive investment in the navy, higher-cost air units, and the like.
 
Flexibility
It is also important to be flexible. Remember that “no plan survives contact with the enemy” – changing tactical and strategic conditions will punish a static production plan. You will want to be able to react to unexpected opportunities or dangers, both at the tactical and strategic level, as they arise.
 
Example: If the Axis are not defending their home country factories, the Allies should build bombers to launch more aggressive strategic air raids.
 
Example: While preparing for the war against the CW and US, Japan must keep aware of the potential to attack a weak USSR or to defend against a Soviet invasion.
 
Redundancy
Luck can lay waste to the best-laid plans. Your production plan must enable you to bounce back rapidly from a sudden reverse. In addition, your production in the present should anticipate future losses.
 
Example: A bad surprise split may see otherwise inferior enemy naval forces sink or damage 1-2 AMPH as you are getting ready to invade. If you built redundancy in, you will have some uncommitted spare AMPH and land units to bring in next impulse.
 
Example: If using divisions, build your PARA and MOT divisions and keep them together. Any PARA corps lost due to bad luck in the air combat can be quickly reformed during the next production step. Don’t forget to build extra air transports and rebuild the divisions.
 
Example: Germany and the USSR must maintain high rates of infantry production while at war with one another to make up for their turn-to-turn losses.
 
Example: The Commonwealth should start building spare convoys before it begins losing them in large numbers after the fall of France.
 
Discipline
Certain units are easy to overlook. When preparing your production plan, be aware that both ‘workhorse’ units (convoys especially) and ‘chrome’ units (artillery and offensive chits in particular) have their place and build them at the appropriate time.
 
Making the effort to properly lend to your allies is often very difficult. The USSR, Free France, China and Italy are all likely to require constant flows of lending from their allies to survive and/or thrive. Overlooking this aspect of production will weaken your side overall.
 
Example: Keeping Italy propped up and building SUB units, even in the midst of a Barbarossa campaign, can serve Germany well by keeping the Western Allies busy fighting U-boats and naval air instead of landing in Italy or France.
 
Timing
The trickiest element of the production plan is timing. Units take anywhere from one to twelve turns to build. For powers such as the US, there is often a further 1-2 turn delay before they are shipped to their destined theatre of activity. A strong production plan will take these into account.
 
Example: If the CW wishes to take part in a strategic invasion of Italy by July/August 1942, it will require some combination of sealift, paratroopers, marines, regular army, and long-range fighters and bombers arriving on the map by May/June so that they can be deployed to the Mediterranean in time.
 
Shortfalls
Frequently, you will not always be producing up to potential: seizure of your territory, sinking of your convoys, or bombing of your factories will reduce your production. You must prioritize carefully in the event of production shortfalls.




Thanks.




Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/6/2009 3:34:59 AM)


quote:

ORIGINAL: brian brian

There are some pretty good player's notes written by the designer of the game that could be of use....

Those will be available in the final released version of MWIF in the form of the standard ADG PDF files. And the MWIF Player's Manual will point new players to that material.

However, I intend for section 3.4 to have a different focus from the ADG material - which gives advice to each major power for each scenario. I want 3.4 to basically say to new players: "Don't make these common beginner mistakes!".




brian brian -> RE: What kind of manual(s) should we ask for? (1/6/2009 5:10:20 AM)

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




paulderynck -> RE: What kind of manual(s) should we ask for? (1/6/2009 6:29:07 AM)


quote:

ORIGINAL: brian brian

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

I agree completely here. It is not a rare event, it should be standard good play to do it whenever and wherever you can. The last thing you need as the Axis is a bunch of FREX French factories starting up production the turn after France is liberated. Another case is China. It was recently clarified that none of the Japanese controlled blue factories at game start in China are destroyed. As the Japanese it should be standard play to destroy them anytime you have an in-supply unit present in them.

Keep in mind though that you cannot destroy them unless there is an enemy unit in the country (but this does include partisans).





Shannon V. OKeets -> RE: What kind of manual(s) should we ask for? (1/6/2009 6:37:28 AM)


quote:

ORIGINAL: brian brian

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

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

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




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