Manipulating US Entry (Full Version)

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Red Prince -> Manipulating US Entry (7/19/2011 9:51:22 AM)

Recently, we have been making an effort to clean up the Players Manual. We've been fixing errors and improving clarity. The text below is the introduction to a good-sized section (a very useful section, I think) that offers some advice to players who have little or no experience with the board game.

With the complexity of WiF, we can't try to have the manual act as a strategy guide, too, or the finished product might run to thousands of pages! [:)] It has been suggested that a place in this section be given to strategies that directly impact US Entry. I'd like to ask you what you consider to be the "do's" and "don'ts" on the topic, both as the USA when picking, placing and moving chits, and as the Axis and/or Allies when taking actions that might effect US Entry.

Remember, as it says in the paragraphs below, this is aimed at getting new players started. I don't object to anyone telling about advanced or experimental tactics they like to use, but please try to include a few basic tactics, too.

Thanks for your input. It will help a lot. [&o]

3.4 Important Decisions

The sole purpose of this section is to help new players avoid making common mistakes, especially in the
early turns, that result in a game being irretrievably lost. This advice comes from several experienced players and
should be taken seriously, but without relying on it blindly. As an MWIF game progresses, through its many twists
and turns, you are likely to encounter situations where following some of these suggestions would be counterproductive.

If you want to play WIF well, then you must play it well at the strategic, operational, and tactical levels. The
advice in this section spans all three. Strategic advice is in section 3.4.9 covering production. Tactical advice is in
sections 3.4.4, 3.4.5, 3.4.6, and 3.4.7, on using HQs and armor, and engaging in combat in the air, on land, and at sea.
The greatest amount of advice concerns operational considerations, in sections 3.4.1, 3.4.2, 3.4.3, and 3.4.8. Those
sections provide an insight into the thinking of experienced players on choosing which action type to take for each
major power, when to commit air units during a turn, how to deploy your naval units, and deciding when and which
units to reorganize during a turn.

To maximize your benefits from these sections, you should try to “see things” the way experienced players
do. Pay attention to their vocabulary (e.g., sea-lift, air superiority, reorganization points). Indeed, if a word strikes
you as unusual, it has probably fallen into common usage among WIF players because it describes something
important, that happens frequently during games. Lastly, there has been a lot written about how to play WIF. To
explore farther, you might want to start with the player notes in RAW Section 24 for each major power in each
scenario.




marcbarker -> RE: Manipulating US Entry (7/19/2011 10:18:22 AM)

As never having played this game but several others. The concept from one game to the next is winning and enjoy the game. Please don't get lost in the details so much where you lose the fun of the game. It is one thing to tell someone how to play the game and another on how they actually play it. Lay out the mechanics of game play by all means and top level strategy but leave the actual stragum up to the player to devlope their oen style, their own Patton syndrome. I will now take comments of the air

Marc




Shannon V. OKeets -> RE: Manipulating US Entry (7/19/2011 7:19:10 PM)


quote:

ORIGINAL: barker

As never having played this game but several others. The concept from one game to the next is winning and enjoy the game. Please don't get lost in the details so much where you lose the fun of the game. It is one thing to tell someone how to play the game and another on how they actually play it. Lay out the mechanics of game play by all means and top level strategy but leave the actual stragum up to the player to devlope their oen style, their own Patton syndrome. I will now take comments of the air

Marc

The US Entry rules are quite diverse, with decisions made by all players affecting when the US enters the war. For new players, it is a brand new concept (personally, I haven't seen anything comparable in other war games). Like several other elements of WIF, understanding US Entry therefore presents a fairly steep learning curve for new players.

The general response from new players at first reading about US Entry is: Huh?[&:] What's this all about?[&:] How paranoid should I be as the Axis about the US entering the war in 1940?[&:] How paranoid should I be as the Allied player about the US not entering the war until 1944?[&:] I need to make decisions right at the start of the game about US Entry (before any units have been placed on the map) and I don't have a clue what to do![:(]

The intent of creating a new section on US Entry in the Players Manual is to provide some guidance. Since a comprehensive analysis of how to handle US Entry decisions when playing the game would require ~100 pages and provoke many angry discussions about who is right and who is wrong, providing a page of advice isn't going to "drain the enjoyment" of this aspect of the game from anyone.




Joseignacio -> RE: Manipulating US Entry (7/19/2011 9:47:19 PM)

True, although I am a "veteran" this is one of my weak points, it makes me have doubts all the time...




Ur_Vile_WEdge -> RE: Manipulating US Entry (7/19/2011 10:19:58 PM)


quote:

ORIGINAL: Joseignacio

True, although I am a "veteran" this is one of my weak points, it makes me have doubts all the time...



I have the opposite problem. I have no doubts, even when I probably should have, and generally only plan around U.S. entry to the level of, "wait, if I do this, I'll go into negative chits and we can't get a DoW. No attack Persia on the second turn". I really ought to have a mind for it.


One thing I will say though; the DoW itself isn't as important as you might think. The U.S's real power is in its production. Those gear-ups are all important, and I'm worried (as the axis) if the U.S. starts getting those early and lending Bps to everyone; sometimes more than when they start building up a green flood.




composer99 -> RE: Manipulating US Entry (7/19/2011 10:39:55 PM)

A lot of US entry discussion has gone on in the US AIO thread (the sticky thread with the AI links is sooo helpful!).

For the US player's perspective, I would boil it down to three basic principles:
(1) The US player needs to know how to correctly manipulate the US entry and tension pools to achieve the desired result (joining the war)
(2) The US player needs to know how to manage the other Allies with regards to their aggressive actions
(3) The US player needs to know how to manipulate the Axis powers (particularly Japan) with regards to their aggressive actions

From the perspective of other players, the following are the basic things they should know:
(1) For the Axis, what the worrisome signs to look for are that a US DoW might be imminent, and whether or not to pre-emptively DoW the US
(2) For the Allies, how to manage their aggressive behaviour to balance accomplishing important local/theatre objectives with the delays imposed on US entry

So, a treatment on US entry as a bare-bones basic guide would use three sections:
(1) Extending the mechanics explained in RAC to advise new players (e.g. how many chits to allocate to which Entry pool at the start of the game, when to pick options or back off, that sort of thing)
(2) US/Allied advice with regards to US entry and overall Allied strategy
(3) US/Axis advice with regards to US entry and its effect on Axis behaviour




Red Prince -> RE: Manipulating US Entry (7/19/2011 11:05:17 PM)


quote:

ORIGINAL: composer99

A lot of US entry discussion has gone on in the US AIO thread (the sticky thread with the AI links is sooo helpful!).

For the US player's perspective, I would boil it down to three basic principles:
(1) The US player needs to know how to correctly manipulate the US entry and tension pools to achieve the desired result (joining the war)
(2) The US player needs to know how to manage the other Allies with regards to their aggressive actions
(3) The US player needs to know how to manipulate the Axis powers (particularly Japan) with regards to their aggressive actions

From the perspective of other players, the following are the basic things they should know:
(1) For the Axis, what the worrisome signs to look for are that a US DoW might be imminent, and whether or not to pre-emptively DoW the US
(2) For the Allies, how to manage their aggressive behaviour to balance accomplishing important local/theatre objectives with the delays imposed on US entry

So, a treatment on US entry as a bare-bones basic guide would use three sections:
(1) Extending the mechanics explained in RAC to advise new players (e.g. how many chits to allocate to which Entry pool at the start of the game, when to pick options or back off, that sort of thing)
(2) US/Allied advice with regards to US entry and overall Allied strategy
(3) US/Axis advice with regards to US entry and its effect on Axis behaviour

This is a good start, but what I'm actually hoping for is multiple perspectives on the specifics. For example, a lot of people (and the scenarios booklet) suggest that both initial chits shouls go in the Ge/It Entry Pool. Do people agree with this? Do they have other ideas? And why?

So, while I agree with the structure you've laid out for what needs to be topmost on the mind of the various players, I want to hear what the players should actually be thinking about. How do you "correctly manipulate" entry? How do you "manage the allies"? How do you "manipulate Japan"? And how do others do it? Etc.

There are several reasons I'd like to hear people's opinions. I haven't played the board game, and while I understand the theory, I'm lacking in long-term experience. I'd like a number of perspectives before I attempt to consolidate them into a single-page summation for new players. I'll also admit that I'm a bit lazy/busy. I would prefer not having to search the AI thread just for entry discussions.

Don't worry about saying too much or too little. Just tell it as you see it. Thanks.

-Aaron




composer99 -> RE: Manipulating US Entry (7/20/2011 3:00:48 AM)

OK, I'll take a stab at a few points. There are references to RAC below which I have left undefined because I don't know the section numbering.

Also, being a longtime WiF:FE over-the-board player, I have continued to refer to entry markers as chits since I cannot at this time recall the terminology used for MWiF.



Entry Chit Distribution
Initial Entry Chit Allocation
At the start of the Global War scenario, the US player has three (3) entry chits to distribute between the entry pools (in all other scenarios the US takes part in, entry chit distribution is either fixed or the US is in the war). It is customary to allocate 2 or 3 of these to the European (Germany/Italy) entry pool, on account of the high Allied activity early in the war in Europe. As the US player, you know that Germany must declare war on Poland to open the game, and the Commonwealth (CW) and France must declare war on Germany. Typically, these actions will cancel each other's chit draws out. What tips the balance is that, barring misfortune or poor play on the part of the German player, the USSR is usually obliged to occupy East Poland on the first turn as well, which results in a chit loss 70% of the time.

Other common entry-related activities in the European theatre on the first turn of the game are a German invasion of Denmark, Axis aggression in the Balkans, Italy going to war against the CW & France (or vice-versa), USSR occupation of the Baltic states, USSR land claims vs. Rumania and/or Finland (although if Germany accepts a claim there is no US entry effect), Allied aggression in the Middle East, and even (in the case of very aggressive Axis play or prolonged good weather) Axis aggression in the Low Countries (Netherlands Belgium). Since the chit losses for aggressive Allied (and especially USSR) behaviour are more significant than chit gains for aggressive Axis behaviour, having more chits allocated to the European entry pool means that the US can cope with the higher activity in this theatre during this early period.

By contrast, unless the Allies have planned an early aggression against Japan, all of the entry actions affecting the Japan pool are aggressive actions by Japan, and this activity in the early game is relatively slow-paced. An initial allotment of 0-1 chits in the Japan entry pool means the US will usually have 1-2 chits in the pool by the time the first US entry phase rolls around.

US Entry Phase Chit Allocation
While chits generated by other powers' US entry actions are allocated according to the rules, during the US entry phase, you as the US player select one or more chits and allocates them to either a specified entry pool (for example, once Japan declares war on the Commonwealth, you draw one extra chit per turn which is automatically allocated to the Japan entry pool) or to a pool of your choice.

When you have discretion to choose the pool to which a drawn chit shall be allocated, you will either want to bolster the pool with fewer chits or lower entry value, or you will want to bolster a pool pertaining to a key option you wish to pass (for example, option #30 (Lend-Lease to USSR) or option #36 (Commonwealth reinforces Pacific).



When to Play Options
As a general rule, the two most important US entry options are option #22 (Gear Up) and option #34 (War Appropriations), which improve US production. As you will recall, both options are generic options, meaning you must have entry totals for both the Europe and the Japan pools equal to the entry option number, and tension totals in both pools equal to one-half the entry option number.

Gear Up (US Entry Option #22)
Given how entry and tension are calculated in each pool (see RAC X.XX), the simplest means of meeting the requirements for option #22 is to have chits whose individual values sum up to 11 in each entry pool and 5.5 in each tension pool (since chits have whole number values only, this typically means a split of 5-6 in chit values).

War Appropriations (US Entry Option #34)
Given how entry and tension are calculated in each pool (see RAC X.XX), the simplest means of meeting the requirements for option #34 is to have chits whose individual values sum up to 17 in each entry pool and 8.5 in each tension pool (since chits have whole number values only, this typically means a split of 8-9 in chit values). You must also, ocourse, have chosen option #22 in a previous turn.

Choosing Options
The general pattern you will want to adhere to is to choose options with the intent of generating tension until you have enough tension to meet your tension requirements for whichever of the above option you are working towards, and then build up entry until you can pick the option. So, given the ability to pick any two options, you will usually want to pick the one with the highest chance of generating tension.

If you pick an option against a particular major power group (Germany/Italy or Japan) and do not generate tension, you can pick a second option against that major power group. It might be useful, knowing this, to choose in advance two options you will be eligible to pick, and when the US entry phase comes around, pick the higher-entry option first. This ensures if you generate tension, you will still be able to select the lower-entry option if you get a poor chit draw in a subsequent turn.

Finally, one of the most interesting entry options is option #26 (Relocate fleet to Pearl Harbour). Not only does this allow you to base naval combat units in Pearl Harbour, but as long as your fleet based there meets the requirements outlined in RAC X.XX you can adjust the probability of generating tension when picking US entry options which are Japan-specific. Given the typically lower tension probabilities of the lower-entry Japan-specific options, it is not unheard of for US players to build up entry to relocate the fleet before picking many Japan-specific options, although it is hardly obligatory given the discretion the US has in choosing tension when picking generic options.



Other Players & US Entry
While only the US player is eligible to view the US entry and tension chits at all times, other players may view such chits as the US player cares to reveal when playing US entry options (subject to the requirement that the revealed chits show the US player meets the required entry or tension values). The US player can also communicate real or deceptive signals about his or her entry values, and must keep entry values (and size of chit pools) in mind when discussing strategy with the other Allies. There is no rule against the US player announcing entry or tension values to any other player, [personal opinion ahead] although it is not common behaviour.

Allied Powers & US Entry
In some respects, the other Allies must take US entry into account when planning their overall strategies and specific acts of aggression following from them to a greater extent than the Axis powers. This is largely because the other Allies want the US in the war sooner rather than later, or at the very least they want lent resources & build points from the US (the more, the better). Where the other Allies intend to engage in aggressive behaviour, they and the US player should agree on when it will occur so the US can be prepared. For example, if the other Allies intend to engage in an aggressive anti-Japan campaign early on, the US would make an exception to the typical initial chit distribution and bulk up the Japan entry pool (although this, along with Allied set-up, tends to telegraph the Allies' intent).

The stiffer penalty for Allied aggression, and the knock-on effects of delayed US gear ups and entry into the war, means that the Allies should be able to justify aggressive acts beyond reasonable doubt: if the USSR wants to make a land claim, they should arrange it such that denial of the claim is very unappealing; if the Allies want to knock over a minor country such as Portugal or Persia, they should be arrange for it to be done swiftly before Axis intervention can gum up the works; if the CW wants to declare war on Italy, the benefits of the surprise impulse and getting the jump on the Italians should outweigh by a substantial margin the costs of being declared war on; and so on and so forth. This is not to say that the Allies should never engage in aggressive behaviour, for often there is much to be gained.

Axis Powers and US Entry
The Axis should generally not allow US entry considerations to affect their strategies and behaviour too much. If the spectre of US entry into the war is too great a deterrent against Axis aggression, the Axis may find they have not expanded their economies & defensive perimeters or weakened the other Allies sufficiently early on in the game, leaving them in a much weaker position once the US does join the war and the other Allies have built up their forces.

However, the Axis cannot simply ignore US entry. Just as delays in US gear ups or entry into the war impose significant penalties on US production, unusual acceleration of US gear ups or entry increases the overall Allied production advantage. If the US enters the war too quickly, even if the Axis have made significant gains up until that point, they may find themsevles unable to consolidate their position and be crushed by the landslide of American military power.

Assuming the US player does not provide any hints through communication, the Axis must go by US entry option plays to divine American intentions and entry values, and respond to key option plays to scale their aggressive behaviour up or down as required. The Japanese player, for example, must usually begin preparations for the wider Pacific War no later than once the US player passes option #26 (Fleet to Pearl), and (particularly when playing with an oil rule) must be ready to begin the Pacific War shortly after option #36 (Oil Embargo) is passed. The Axis as a whole must be ready to either declare war on the US or expect (attempted) declarations of war once the US player has passed option #34 (War Appropriations). Timing will depend on the Axis players' temperaments and the US player's tolerance of risk (namely, the risk of failing at an attempt declare war).




Kham -> RE: Manipulating US Entry (7/20/2011 3:17:34 AM)

Rules of Thumb from my experience

As the allies: do not ever get into a position where a German refusal of Bessarabia can mean the US never goes to war with Germany. Given the wide array of early German gambits that means 3 chits in the european pool from start. You could get away with two i guess but Eastern Poland is hardly optional and there are no sure chits the other way and you also need to take the CW/French DOW on Germany into account.

Early game axis: do not ignore that the 1939 chit average is significantly higher than the 1940 pool. Only make declarations of war when it required by your early strategy.

The allies have the advantage of knowing the pool so if it has a low average now may be the time for the USSR to DOW Persia

The axis needs to pay attention to options the allies are picking; especially the oil embargos and fleet relocation to pearl habour. Get those troops out of China in time (or build those extra land units).

If the allies are tension short it can be a good gamble to overshoot the entry. The possibilities for adding entry are many (declare war on everyone but the US).

If China is lost, surrender unless Japan is at war with another allied major power. Don't let the Japanese sit there at the last factory just waiting for the real war to deliver the knock-out. I am not sure how the new map affect China's chances but unless the last city is chung-king I think the Chinese have a production of zero. And Chung King is a clear terrain hex. The move practically forces Japan to declare war on somebody whether they are in the position to do so or not.

Do not let US Entry concerns lead to major mistakes. If that DOW on Italy needs to happen, it needs to happen. In particular if Italy declared war on only the French and are getting the Germans involved and eating up French colonies. Yeah it is a US Entry hit but make them pay as the CW. Sinking those Italian TRSs is very, very good. There are circumstances where a USSR DOW on Japan is mandatory as well.

Just my thoughts





paulderynck -> RE: Manipulating US Entry (7/20/2011 5:56:13 AM)


quote:

ORIGINAL: composer99

OK, I'll take a stab at a few points. There are references to RAC below which I have left undefined because I don't know the section numbering.

Also, being a longtime WiF:FE over-the-board player, I have continued to refer to entry markers as chits since I cannot at this time recall the terminology used for MWiF.



Entry Chit Distribution
Initial Entry Chit Allocation
At the start of the Global War scenario, the US player has three (3) entry chits to distribute between the entry pools (in all other scenarios the US takes part in, entry chit distribution is either fixed or the US is in the war). It is customary to allocate 2 or 3 of these to the European (Germany/Italy) entry pool, on account of the high Allied activity early in the war in Europe. As the US player, you know that Germany must declare war on Poland to open the game, and the Commonwealth (CW) and France must declare war on Germany. Typically, these actions will cancel each other's chit draws out. What tips the balance is that, barring misfortune or poor play on the part of the German player, the USSR is usually obliged to occupy East Poland on the first turn as well, which results in a chit loss 70% of the time.

Other common entry-related activities in the European theatre on the first turn of the game are a German invasion of Denmark, Axis aggression in the Balkans, Italy going to war against the CW & France (or vice-versa), USSR occupation of the Baltic states, USSR land claims vs. Rumania and/or Finland (although if Germany accepts a claim there is no US entry effect), Allied aggression in the Middle East, and even (in the case of very aggressive Axis play or prolonged good weather) Axis aggression in the Low Countries (Netherlands Belgium). Since the chit losses for aggressive Allied (and especially USSR) behaviour are more significant than chit gains for aggressive Axis behaviour, having more chits allocated to the European entry pool means that the US can cope with the higher activity in this theatre during this early period.

By contrast, unless the Allies have planned an early aggression against Japan, all of the entry actions affecting the Japan pool are aggressive actions by Japan, and this activity in the early game is relatively slow-paced. An initial allotment of 0-1 chits in the Japan entry pool means the US will usually have 1-2 chits in the pool by the time the first US entry phase rolls around.

US Entry Phase Chit Allocation
While chits generated by other powers' US entry actions are allocated according to the rules, during the US entry phase, you as the US player select one or more chits and allocates them to either a specified entry pool (for example, once Japan declares war on the Commonwealth, you draw one extra chit per turn which is automatically allocated to the Japan entry pool) or to a pool of your choice.

When you have discretion to choose the pool to which a drawn chit shall be allocated, you will either want to bolster the pool with fewer chits or lower entry value, or you will want to bolster a pool pertaining to a key option you wish to pass (for example, option #30 (Lend-Lease to USSR) or option #36 (Commonwealth reinforces Pacific).



When to Play Options
As a general rule, the two most important US entry options are option #22 (Gear Up) and option #34 (War Appropriations), which improve US production. As you will recall, both options are generic options, meaning you must have entry totals for both the Europe and the Japan pools equal to the entry option number, and tension totals in both pools equal to one-half the entry option number.

Gear Up (US Entry Option #22)
Given how entry and tension are calculated in each pool (see RAC X.XX), the simplest means of meeting the requirements for option #22 is to have chits whose individual values sum up to 11 in each entry pool and 5.5 in each tension pool (since chits have whole number values only, this typically means a split of 5-6 in chit values).

War Appropriations (US Entry Option #34)
Given how entry and tension are calculated in each pool (see RAC X.XX), the simplest means of meeting the requirements for option #34 is to have chits whose individual values sum up to 17 in each entry pool and 8.5 in each tension pool (since chits have whole number values only, this typically means a split of 8-9 in chit values). You must also, ocourse, have chosen option #22 in a previous turn.

Choosing Options
The general pattern you will want to adhere to is to choose options with the intent of generating tension until you have enough tension to meet your tension requirements for whichever of the above option you are working towards, and then build up entry until you can pick the option. So, given the ability to pick any two options, you will usually want to pick the one with the highest chance of generating tension.

If you pick an option against a particular major power group (Germany/Italy or Japan) and do not generate tension, you can pick a second option against that major power group. It might be useful, knowing this, to choose in advance two options you will be eligible to pick, and when the US entry phase comes around, pick the higher-entry option first. This ensures if you generate tension, you will still be able to select the lower-entry option if you get a poor chit draw in a subsequent turn.

Finally, one of the most interesting entry options is option #26 (Relocate fleet to Pearl Harbour). Not only does this allow you to base naval combat units in Pearl Harbour, but as long as your fleet based there meets the requirements outlined in RAC X.XX you can adjust the probability of generating tension when picking US entry options which are Japan-specific. Given the typically lower tension probabilities of the lower-entry Japan-specific options, it is not unheard of for US players to build up entry to relocate the fleet before picking many Japan-specific options, although it is hardly obligatory given the discretion the US has in choosing tension when picking generic options.



Other Players & US Entry
While only the US player is eligible to view the US entry and tension chits at all times, other players may view such chits as the US player cares to reveal when playing US entry options (subject to the requirement that the revealed chits show the US player meets the required entry or tension values). The US player can also communicate real or deceptive signals about his or her entry values, and must keep entry values (and size of chit pools) in mind when discussing strategy with the other Allies. There is no rule against the US player announcing entry or tension values to any other player, [personal opinion ahead] although it is not common behaviour.

Allied Powers & US Entry
In some respects, the other Allies must take US entry into account when planning their overall strategies and specific acts of aggression following from them to a greater extent than the Axis powers. This is largely because the other Allies want the US in the war sooner rather than later, or at the very least they want lent resources & build points from the US (the more, the better). Where the other Allies intend to engage in aggressive behaviour, they and the US player should agree on when it will occur so the US can be prepared. For example, if the other Allies intend to engage in an aggressive anti-Japan campaign early on, the US would make an exception to the typical initial chit distribution and bulk up the Japan entry pool (although this, along with Allied set-up, tends to telegraph the Allies' intent).

The stiffer penalty for Allied aggression, and the knock-on effects of delayed US gear ups and entry into the war, means that the Allies should be able to justify aggressive acts beyond reasonable doubt: if the USSR wants to make a land claim, they should arrange it such that denial of the claim is very unappealing; if the Allies want to knock over a minor country such as Portugal or Persia, they should be arrange for it to be done swiftly before Axis intervention can gum up the works; if the CW wants to declare war on Italy, the benefits of the surprise impulse and getting the jump on the Italians should outweigh by a substantial margin the costs of being declared war on; and so on and so forth. This is not to say that the Allies should never engage in aggressive behaviour, for often there is much to be gained.

Axis Powers and US Entry
The Axis should generally not allow US entry considerations to affect their strategies and behaviour too much. If the spectre of US entry into the war is too great a deterrent against Axis aggression, the Axis may find they have not expanded their economies & defensive perimeters or weakened the other Allies sufficiently early on in the game, leaving them in a much weaker position once the US does join the war and the other Allies have built up their forces.

However, the Axis cannot simply ignore US entry. Just as delays in US gear ups or entry into the war impose significant penalties on US production, unusual acceleration of US gear ups or entry increases the overall Allied production advantage. If the US enters the war too quickly, even if the Axis have made significant gains up until that point, they may find themsevles unable to consolidate their position and be crushed by the landslide of American military power.

Assuming the US player does not provide any hints through communication, the Axis must go by US entry option plays to divine American intentions and entry values, and respond to key option plays to scale their aggressive behaviour up or down as required. The Japanese player, for example, must usually begin preparations for the wider Pacific War no later than once the US player passes option #26 (Fleet to Pearl), and (particularly when playing with an oil rule) must be ready to begin the Pacific War shortly after option #36 (Oil Embargo) is passed. The Axis as a whole must be ready to either declare war on the US or expect (attempted) declarations of war once the US player has passed option #34 (War Appropriations). Timing will depend on the Axis players' temperaments and the US player's tolerance of risk (namely, the risk of failing at an attempt declare war).

Good job! This can pretty well be imported into the manual. However the Oil Embargo is option 31, not 36.




Red Prince -> RE: Manipulating US Entry (7/20/2011 10:33:40 AM)


quote:

ORIGINAL: composer99

OK, I'll take a stab at a few points. There are references to RAC below which I have left undefined because I don't know the section numbering.

Also, being a longtime WiF:FE over-the-board player, I have continued to refer to entry markers as chits since I cannot at this time recall the terminology used for MWiF.



Entry Chit Distribution
Initial Entry Chit Allocation
At the start of the Global War scenario, the US player has three (3) entry chits to distribute between the entry pools (in all other scenarios the US takes part in, entry chit distribution is either fixed or the US is in the war). It is customary to allocate 2 or 3 of these to the European (Germany/Italy) entry pool, on account of the high Allied activity early in the war in Europe. As the US player, you know that Germany must declare war on Poland to open the game, and the Commonwealth (CW) and France must declare war on Germany. Typically, these actions will cancel each other's chit draws out. What tips the balance is that, barring misfortune or poor play on the part of the German player, the USSR is usually obliged to occupy East Poland on the first turn as well, which results in a chit loss 70% of the time.

Other common entry-related activities in the European theatre on the first turn of the game are a German invasion of Denmark, Axis aggression in the Balkans, Italy going to war against the CW & France (or vice-versa), USSR occupation of the Baltic states, USSR land claims vs. Rumania and/or Finland (although if Germany accepts a claim there is no US entry effect), Allied aggression in the Middle East, and even (in the case of very aggressive Axis play or prolonged good weather) Axis aggression in the Low Countries (Netherlands Belgium). Since the chit losses for aggressive Allied (and especially USSR) behaviour are more significant than chit gains for aggressive Axis behaviour, having more chits allocated to the European entry pool means that the US can cope with the higher activity in this theatre during this early period.

By contrast, unless the Allies have planned an early aggression against Japan, all of the entry actions affecting the Japan pool are aggressive actions by Japan, and this activity in the early game is relatively slow-paced. An initial allotment of 0-1 chits in the Japan entry pool means the US will usually have 1-2 chits in the pool by the time the first US entry phase rolls around.

US Entry Phase Chit Allocation
While chits generated by other powers' US entry actions are allocated according to the rules, during the US entry phase, you as the US player select one or more chits and allocates them to either a specified entry pool (for example, once Japan declares war on the Commonwealth, you draw one extra chit per turn which is automatically allocated to the Japan entry pool) or to a pool of your choice.

When you have discretion to choose the pool to which a drawn chit shall be allocated, you will either want to bolster the pool with fewer chits or lower entry value, or you will want to bolster a pool pertaining to a key option you wish to pass (for example, option #30 (Lend-Lease to USSR) or option #36 (Commonwealth reinforces Pacific).



When to Play Options
As a general rule, the two most important US entry options are option #22 (Gear Up) and option #34 (War Appropriations), which improve US production. As you will recall, both options are generic options, meaning you must have entry totals for both the Europe and the Japan pools equal to the entry option number, and tension totals in both pools equal to one-half the entry option number.

Gear Up (US Entry Option #22)
Given how entry and tension are calculated in each pool (see RAC X.XX), the simplest means of meeting the requirements for option #22 is to have chits whose individual values sum up to 11 in each entry pool and 5.5 in each tension pool (since chits have whole number values only, this typically means a split of 5-6 in chit values).

War Appropriations (US Entry Option #34)
Given how entry and tension are calculated in each pool (see RAC X.XX), the simplest means of meeting the requirements for option #34 is to have chits whose individual values sum up to 17 in each entry pool and 8.5 in each tension pool (since chits have whole number values only, this typically means a split of 8-9 in chit values). You must also, ocourse, have chosen option #22 in a previous turn.

Choosing Options
The general pattern you will want to adhere to is to choose options with the intent of generating tension until you have enough tension to meet your tension requirements for whichever of the above option you are working towards, and then build up entry until you can pick the option. So, given the ability to pick any two options, you will usually want to pick the one with the highest chance of generating tension.

If you pick an option against a particular major power group (Germany/Italy or Japan) and do not generate tension, you can pick a second option against that major power group. It might be useful, knowing this, to choose in advance two options you will be eligible to pick, and when the US entry phase comes around, pick the higher-entry option first. This ensures if you generate tension, you will still be able to select the lower-entry option if you get a poor chit draw in a subsequent turn.

Finally, one of the most interesting entry options is option #26 (Relocate fleet to Pearl Harbour). Not only does this allow you to base naval combat units in Pearl Harbour, but as long as your fleet based there meets the requirements outlined in RAC X.XX you can adjust the probability of generating tension when picking US entry options which are Japan-specific. Given the typically lower tension probabilities of the lower-entry Japan-specific options, it is not unheard of for US players to build up entry to relocate the fleet before picking many Japan-specific options, although it is hardly obligatory given the discretion the US has in choosing tension when picking generic options.



Other Players & US Entry
While only the US player is eligible to view the US entry and tension chits at all times, other players may view such chits as the US player cares to reveal when playing US entry options (subject to the requirement that the revealed chits show the US player meets the required entry or tension values). The US player can also communicate real or deceptive signals about his or her entry values, and must keep entry values (and size of chit pools) in mind when discussing strategy with the other Allies. There is no rule against the US player announcing entry or tension values to any other player, [personal opinion ahead] although it is not common behaviour.

Allied Powers & US Entry
In some respects, the other Allies must take US entry into account when planning their overall strategies and specific acts of aggression following from them to a greater extent than the Axis powers. This is largely because the other Allies want the US in the war sooner rather than later, or at the very least they want lent resources & build points from the US (the more, the better). Where the other Allies intend to engage in aggressive behaviour, they and the US player should agree on when it will occur so the US can be prepared. For example, if the other Allies intend to engage in an aggressive anti-Japan campaign early on, the US would make an exception to the typical initial chit distribution and bulk up the Japan entry pool (although this, along with Allied set-up, tends to telegraph the Allies' intent).

The stiffer penalty for Allied aggression, and the knock-on effects of delayed US gear ups and entry into the war, means that the Allies should be able to justify aggressive acts beyond reasonable doubt: if the USSR wants to make a land claim, they should arrange it such that denial of the claim is very unappealing; if the Allies want to knock over a minor country such as Portugal or Persia, they should be arrange for it to be done swiftly before Axis intervention can gum up the works; if the CW wants to declare war on Italy, the benefits of the surprise impulse and getting the jump on the Italians should outweigh by a substantial margin the costs of being declared war on; and so on and so forth. This is not to say that the Allies should never engage in aggressive behaviour, for often there is much to be gained.

Axis Powers and US Entry
The Axis should generally not allow US entry considerations to affect their strategies and behaviour too much. If the spectre of US entry into the war is too great a deterrent against Axis aggression, the Axis may find they have not expanded their economies & defensive perimeters or weakened the other Allies sufficiently early on in the game, leaving them in a much weaker position once the US does join the war and the other Allies have built up their forces.

However, the Axis cannot simply ignore US entry. Just as delays in US gear ups or entry into the war impose significant penalties on US production, unusual acceleration of US gear ups or entry increases the overall Allied production advantage. If the US enters the war too quickly, even if the Axis have made significant gains up until that point, they may find themsevles unable to consolidate their position and be crushed by the landslide of American military power.

Assuming the US player does not provide any hints through communication, the Axis must go by US entry option plays to divine American intentions and entry values, and respond to key option plays to scale their aggressive behaviour up or down as required. The Japanese player, for example, must usually begin preparations for the wider Pacific War no later than once the US player passes option #26 (Fleet to Pearl), and (particularly when playing with an oil rule) must be ready to begin the Pacific War shortly after option #36 (Oil Embargo) is passed. The Axis as a whole must be ready to either declare war on the US or expect (attempted) declarations of war once the US player has passed option #34 (War Appropriations). Timing will depend on the Axis players' temperaments and the US player's tolerance of risk (namely, the risk of failing at an attempt declare war).

This is wonderfully thought out! [&o][&o][&o] (This is exactly the kind of thing I hoped to see -- there are concepts in here that will help my game, I can tell)

This 'early' in the manual, I think they are always referred to as chits, but the two words are pretty much interchangeable in MWiF. I'll check on it.




Red Prince -> RE: Manipulating US Entry (7/20/2011 10:40:14 AM)


quote:

ORIGINAL: Kham

Rules of Thumb from my experience

As the allies: do not ever get into a position where a German refusal of Bessarabia can mean the US never goes to war with Germany. Given the wide array of early German gambits that means 3 chits in the european pool from start. You could get away with two i guess but Eastern Poland is hardly optional and there are no sure chits the other way and you also need to take the CW/French DOW on Germany into account.

Early game axis: do not ignore that the 1939 chit average is significantly higher than the 1940 pool. Only make declarations of war when it required by your early strategy.

The allies have the advantage of knowing the pool so if it has a low average now may be the time for the USSR to DOW Persia

The axis needs to pay attention to options the allies are picking; especially the oil embargos and fleet relocation to pearl habour. Get those troops out of China in time (or build those extra land units).

If the allies are tension short it can be a good gamble to overshoot the entry. The possibilities for adding entry are many (declare war on everyone but the US).

If China is lost, surrender unless Japan is at war with another allied major power. Don't let the Japanese sit there at the last factory just waiting for the real war to deliver the knock-out. I am not sure how the new map affect China's chances but unless the last city is chung-king I think the Chinese have a production of zero. And Chung King is a clear terrain hex. The move practically forces Japan to declare war on somebody whether they are in the position to do so or not.

Do not let US Entry concerns lead to major mistakes. If that DOW on Italy needs to happen, it needs to happen. In particular if Italy declared war on only the French and are getting the Germans involved and eating up French colonies. Yeah it is a US Entry hit but make them pay as the CW. Sinking those Italian TRSs is very, very good. There are circumstances where a USSR DOW on Japan is mandatory as well.

Just my thoughts



Also good stuff. The bit in bold confuses me a little. Is this an Axis ploy to unbalance things so that there is too much Entry value and not enough Tension? How long does that generally take to rebalance?




Joseignacio -> RE: Manipulating US Entry (7/20/2011 11:39:01 AM)

quote:

ORIGINAL: Red Prince


...
This 'early' in the manual, I think they are always referred to as chits, but the two words are pretty much interchangeable in MWiF. I'll check on it.


Some chits are called "sh-its" in the USA WIFCON, hehehe [:D][:D][:D]

quote:

Tournament Rules
The World In Flames Championship will
use all the standard rules from WiF: the
final edition except 13.7.3 Mutual
Peace, which is ignored in all tournament
games.
The following optional rules must be
played in all World Championship games:
Option 13: HQ supply and support
Option 34: Motorized movement rates
Option 46: Partisans
Option 50: USSRJapan
compulsory peace
Option 61: Offensive sh-its


http://wifcon.org/Library/WiFCON2007_booklet.pdf




lordzyplon -> RE: Manipulating US Entry (7/20/2011 2:01:08 PM)

Excellent writeup! I've always heard the pieces called 'chits,' with 'markers' sometimes used (interchangeably) for the U.S. Entry ones.




Extraneous -> RE: Manipulating US Entry (7/20/2011 6:19:50 PM)

If you refer to an existing “RAC” (Rules As Coded) entry please post the link to that forum entry.

If you want to refer to a new reference to the “RAC” please get permission from Steve to post an entry as per the NDA (Non Disclosure Agreement).

Posting blind references to the “RAC” makes people think it may be different to the “RAW” (Rules As Written in WiF final edition) this leads to confusion.

As Red Prince said "The sole purpose of this section is to help new players".



I am amazed that everyone here can have an overall view without being able to agree with an initial AI for MWiF – USA: Strategies





paulderynck -> RE: Manipulating US Entry (7/20/2011 7:36:57 PM)

quote:

ORIGINAL: Red Prince


quote:

ORIGINAL: Kham

Rules of Thumb from my experience

As the allies: do not ever get into a position where a German refusal of Bessarabia can mean the US never goes to war with Germany. Given the wide array of early German gambits that means 3 chits in the european pool from start. You could get away with two i guess but Eastern Poland is hardly optional and there are no sure chits the other way and you also need to take the CW/French DOW on Germany into account.

Early game axis: do not ignore that the 1939 chit average is significantly higher than the 1940 pool. Only make declarations of war when it required by your early strategy.

The allies have the advantage of knowing the pool so if it has a low average now may be the time for the USSR to DOW Persia

The axis needs to pay attention to options the allies are picking; especially the oil embargos and fleet relocation to pearl habour. Get those troops out of China in time (or build those extra land units).

If the allies are tension short it can be a good gamble to overshoot the entry. The possibilities for adding entry are many (declare war on everyone but the US).

If China is lost, surrender unless Japan is at war with another allied major power. Don't let the Japanese sit there at the last factory just waiting for the real war to deliver the knock-out. I am not sure how the new map affect China's chances but unless the last city is chung-king I think the Chinese have a production of zero. And Chung King is a clear terrain hex. The move practically forces Japan to declare war on somebody whether they are in the position to do so or not.

Do not let US Entry concerns lead to major mistakes. If that DOW on Italy needs to happen, it needs to happen. In particular if Italy declared war on only the French and are getting the Germans involved and eating up French colonies. Yeah it is a US Entry hit but make them pay as the CW. Sinking those Italian TRSs is very, very good. There are circumstances where a USSR DOW on Japan is mandatory as well.

Just my thoughts



Also good stuff. The bit in bold confuses me a little. Is this an Axis ploy to unbalance things so that there is too much Entry value and not enough Tension? How long does that generally take to rebalance?

Yes it is an axis ploy. I've seen it delay the US by two turns although usually the delay is between war and total war, because when the first DoW is made the axis gets to see all the US entry chits and knows more precisely if there is an entry-tension "gap".

Personally, I would exclude such a ploy from the manual. Yes it is legal but the manual should not be recommending strategies that many would call "gamey". Plus it can backfire unless the axis is pretty sure what he's doing.

Edit: This is also why the U.S. can move more chits if he wants after the DoW chits - as long as the corresponding options are solely against the axis power(s) just DoW'd. This maneuver allows the U.S. to add back a little "fog of war".




Red Prince -> RE: Manipulating US Entry (7/20/2011 8:40:40 PM)

quote:

Personally, I would exclude such a ploy from the manual. Yes it is legal but the manual should not be recommending strategies that many would call "gamey". Plus it can backfire unless the axis is pretty sure what he's doing.

I think you're right. I needed the explaination because I've not seen it done.
-----
Just a general note: This thread is intended to generate ideas for a section of the manual, which is intended to help new players. This thread itself is not primarily intended to help new players; that is a side-benefit. It was "mandated" by Steve. Therefore, recommending places in prospective texts to insert appropriate references is not a violation of the NDA. Permission to do this is implicit in the "mandate" I was given to start this thread.




Centuur -> RE: Manipulating US Entry (7/20/2011 10:03:06 PM)

I've seen a game where the Allied player did some work speeding up US entry by simply non defending the Med. The Italian player in the game really fell for it. DoW on the CW in SO 1939 and capturing Gibraltar, Suez and aligning Spain in 1939... The result: US entry against Germany and Italy in 1940, just after France got conquered... As the USSR/French player I was first appalled by the seemingly idiotic defence of the CW in the Med...
However, initiative did go fast towards the Allies end of 1941. I believe two years later Germany and Italy were conquered...





oscar72se -> RE: Manipulating US Entry (7/21/2011 8:20:20 AM)

Whenever I employ a strategy for the US Entry, the most important factor are the values of the entry chits for each pool. As an Axis player I don't want to be too aggressive in 1939, as an allied player I'd just looove if the IT-player would declare war in 1939. Typically, the allied player has to negotiate a little bit with the Russian player [:)] As the US I always prioritize actions which forces the Axis to "make a move" so that I can draw more chits... (and gearing up of course!)

In every game I ever played all players lean towards these guidelines, so IMHO writing them in a manual doesn't exactly spoil the game [:)]

Regards,
Oscar




Extraneous -> RE: Manipulating US Entry (7/21/2011 5:27:16 PM)

Oops




Red Prince -> RE: Manipulating US Entry (7/27/2011 3:58:59 PM)

I want to thank all of you who helped to create this new section for the Players Manual, especially composer99, whose work was used as the foundation for the piece. I know there may still be a few typos in here, but without further ado, here is what the MWiF Players Manual has for advice on the subject of US Entry:


3.4.10 US Entry
The US Entry rules are quite diverse, with decisions made by all players affecting when the US enters the war. The participation of the US will make or break the Allied war effort, not just by how early or late it enters the war, but also by which US Entry Options are chosen and which US Entry Actions are played. These choices alter the range of possibilities for how much assistance the Allies can expect from the Americans.

This section contains advice on US entry strategies that can help prevent catastrophic mistakes (such as never having the ability to declare war on the Axis), as well as ideas that can help you to develop your own strategies, whether playing as the United States, its allies, or its enemies. Although focusing primarily on the Global War scenario, the concepts herein can be used for many of the other scenarios too. The difference is that later scenarios start with a fixed number of entry chits assigned to each entry pool, and some options and actions already taken.

3.4.10.1 US Entry Chit Allocation
Over the course of a turn, several US Entry Actions may result in a chit being added to or removed from one of the entry pools: European (Germany/Italy) or Pacific (Japanese). When this happens, the chit is always added to or removed from the pool associated with a specific major power (usually the one that triggered the action). However, at the start of each scenario, and at the end of each turn, the US player must choose which pool, and those decisions are fundamental to the American war strategy.

During the first few turns of the game, you will want to make sure that both entry pools have at least two or three chits. If you have no chits in a pool when you are required by the rules to remove one, you can never declare war on that major power!

Initial Entry Chit Allocation
At the start of the Global War scenario, the US player has three entry chits to distribute between the entry pools (in all other scenarios the US takes part in, entry chit distribution is either fixed or the US is in the war). It is customary to allocate 2 or 3 of these to the Germany/Italy (Ge/It) entry pool, because of the high Allied activity in Europe early in the war. Germany must declare war on Poland to open the game, and the Commonwealth and France must follow by declaring war on Germany. Typically, these actions will cancel out each other's chit draws. What tips the balance is that, barring misfortune or poor play on the part of the German player, the USSR is usually obliged to occupy East Poland on the first turn as well, which results in a chit loss from the European pool 70% of the time.

Other common entry-related activities in the European theatre on the first turn of the game are:
• German invasion of Denmark,
• Axis aggression in the Balkans,
• Italian declaration of war (DOW) against the Commonwealth and/or France (or vice-versa),
• USSR occupation of the Baltic states,
• USSR land claims vs. Rumania and/or Finland (although if Germany accepts a claim, then there is no US entry effect),
• Allied aggression in the Middle East, and
• Axis aggression in the Low Countries - the Netherlands and Belgium - in the case of very aggressive Axis play or prolonged good weather.

Since the chit losses for aggressive Allied (especially USSR) behavior are more significant than chit gains for aggressive Axis behavior, having more chits allocated to the European entry pool means that the US can cope with the higher activity in that theater during the early turns of the game.

By contrast, unless the Allies have planned to be aggressive against Japan early in the war, all the entry actions affecting the Japanese (Ja) entry pool are aggressive actions by Japan. Furthermore, that activity in the early game is relatively slow-paced. An initial allotment of 0 or 1 chits in the Japanese entry pool means the US will usually have 1 or 2 chits there by the time the first US entry phase rolls around.

US Entry Phase Chit Allocation
Chits generated by other powers' US entry actions are allocated at the time they take place and must be allocated to a specified entry pool. Conversely, during US Entry phase at the end of each turn, the US player draws one or more chits and usually is able to allocate them to whichever pool he prefers. There are exceptions though. For example, once Japan declares war on the Commonwealth, one extra chit per turn is automatically drawn and allocated to the Japan entry pool.

When you have discretion to choose the pool to which a chit is allocated, you’ll want to bolster either the pool: (a) with fewer chits or lower entry value, or (b) in support of a key option you wish to pass. For example, Option 30 (Lend-Lease to USSR) or Option 36 (Commonwealth reinforces Pacific) may be your goal. The former may use a chit from the European pool while the latter may use one from the Pacific pool.

3.4.10.2 US Entry Options
Each of the US Entry Options is tailored to do one of two things: either to hurt the enemy position or to improve your own position (or that of your allies). Additionally, each option has a fixed chance of increasing the tension level versus its associated Axis major power. This means that you must understand both the benefits of each option, and the relationship between the Entry Level and the Tension Level. The latter determines the US chances for a successful Declaration of War, and may require quite a balancing act.

The rules define a key sequence of events which you have to understand fully for the rest of this section to make any sense:
1. The US player chooses a US entry option against either the European or Pacific pool. To do so, there must be a sufficient entry level in the pool (or pools) to meet the requirements for the chosen option, and any other prerequisites must be satisfied.
2. A die is rolled to see if “tension is generated”.
3. If the die roll generates tension, a chit is moved from the entry pool to the tension pool. This increases the tension level and simultaneously decreases the entry pool level.
4. If the die roll does not generate tension, then a second entry option can be chosen from the same pool.

The only way to increase tension is by choosing US entry options!

Managing Tension
Looking at the It's War Chart (figure 3.4.10.2), you can see the relationship between Entry Level (across the top) and Tension Level (on the left). If your entry level versus a major power is less than 25, or if your tension level is less than 5, you can't declare war. By cross referencing the entry level and the tension level versus a major power, you find the war number. You have to roll this number or less in order to declare war. All of the modifiers listed at the bottom of the chart are applied to the die roll, not the war number. The best time to DOW is when the entry level is 61+ and the tension is 41-50. Then it is guaranteed to succeed.

[image]local://upfiles/38062/E326650C9E3D4FF0BFE1382239CF9E21.jpg[/image]

As you can see from the chart, having too much tension can actually reduce your chances. Unless you are off the lower-right end of the chart (which probably means a late entry into the war anyway), your tension levels should be roughly half the value of your entry levels for each Axis major power. If your tension level starts to get too high, don't panic. You may well be able to convince Tojo that US entry is imminent, terrifying him into a premature declaration of war. The resulting entry markers and extra marker per turn, should have you at war with Germany too in a few more turns. One way to do this is by slowly building up your fleet at Pearl Harbor. Each time you add another carrier to the fleet, the Japanese player will have to decide if that carrier is the one that creates too much of a threat. Even if he doesn't declare war, you may be able to take him by surprise when you finally declare war on him. In the meantime, choose entry options only when you absolutely must until the pools rebalance in your favor.

When to Play US Entry Options - in General
Early in the game choose entry options with the intent of generating tension, until you have enough tension to meet the requirements for Gear Up Production and Pass War Appropriations. Given the opportunity to pick any of several options, you will usually want to pick the one with the highest chance of generating tension. Once you have the tension level high enough to pick the option you are currently working on, focus on building up the entry levels until you can choose it. During the latter stage, try to choose options with a low risk of generating tension, or don’t choose any options at all. To restate this point: first choose options that are likely to generate tension, then choose options that aren’t.

If you pick an option against a particular major power group (Germany/Italy or Japan) and do not generate tension, you can pick a second option against that major power group. It might be useful, knowing this, to identify in advance two options you’ll be eligible to pick. Then, when the US entry phase comes around, pick the higher-entry option first (the higher entry level requirement, not the higher risk of generating tension). This ensures that if you do generate tension (thereby reducing the entry level of the pool), you will still be able to select the lower-entry option in a subsequent turn.

When selecting US Entry Options to play, the trick is to judiciously choose a few critical options to play as early as possible (e.g. 9, 15, 16, 19, 22, & 26, see RAC 13.3.2). Even then, these should be chosen in 1940 when the average marker values are lower. All other anti-Japanese options should only be chosen when your fleet is in Pearl Harbor. That will allow you to manipulate US entry to either ratchet up the tension or let it seep away as required. This is also a good time to choose options 13 & 23, to start putting the squeeze on Tojo.

From then on, tailor the options you choose to the game’s circumstances. Except for the above options, choose fewer rather than more options, to maximize your flexibility later in the game. Once an option is chosen, it can never be chosen again and too little tension can be just as much a problem as too much, so stay alert and keep your tension in tune with your entry.

Recommended US Entry Option Choices
All of the US Entry Options have a purpose in the game. Depending on the current conditions, almost any option can feel like the most important one to pick next. Early in the game though, there are several that you should be aware of, either because they should be picked early, or because they should be set as goals to reach as soon as the need arises. These combine with situation-specific entry options to guide your choices throughout the game, with the final goal of entering the war before it's too late to do any good.

Option 7: Occupy Greenland & Iceland (Ge/It) (9)
Convoys need to be protected. You can use your navy to do this job, but the best protection is provided by having land-based aircraft nearby to back up your fleet when the enemy begins hunting you. The US begins the game with more available resources and oil than any other major power. Most experienced players try to send of much as they can (within the rules) to overseas allies who are already active. Early on, the North Atlantic sea area can be used as part of your convoy route from the United States to Europe, because the Axis can't easily attack that far from home, and your escort fleet can probably handle whatever they send out. By the mid-game however, the Axis usually
is in a much better position to threaten your convoy pipelines.

Choosing to occupy Greenland and Iceland allows you to use the longer northern route through the Canadian Coast and Denmark Strait, and to offer air cover along the entire route using this territory as a base for your bombers. You don't need to select this option real early; only when Germany starts to consistently put 2 to 3 build points per turn into submarines do you need to begin worrying about selecting this option.

Option 13: Embargo on strategic materials (Ja) (5),
Option 23: Freeze Japanese assets (Ja) (7), and
Option 31: Oil Embargo (Ja) (9)

These three US Entry Options act as economic sanctions against Japan. The first two reduce the resources you need to send to Japan each turn by 1 each, and the Oil Embargo eliminates the need to send any resources to Japan. Additionally, once Oil Embargo is chosen, the Netherlands East Indies oil resources stop being shipped to the Japanese. Something to keep in mind with these three, is that they must be chosen in order, and that as soon as you choose the first one, Embargo on strategic materials, you no longer get the build point that Japan is required to send from the start of the game. A good strategy is to wait until you are sure you can choose these options on consecutive turns before selecting the first one. This reduces the overall impact on US production and squeezes the Japanese economy all at once, leaving little time to recover from the sudden resource shortage.

Option 26: Relocate fleet to Pearl Harbor (Ja) (6)
One of the most interesting entry options is Option 26. Not only does this allow you to base naval combat units in Pearl Harbour, but as long as your fleet based there meets the requirements outlined in RAC 13.3 you can adjust the probability of generating tension when picking US entry options which are Japan-specific. Given the typically lower tension probabilities of the Japan specific options, it is not unheard of for US players to build up entry to relocate the fleet before picking many Japan specific options, although it is hardly obligatory given the discretion the US has in choosing tension when picking generic options. If your fleet is not at Pearl Harbor, you also suffer a +2 die roll modifier when attempting a Declaration of War.

Option 22: Gear up Production (All) (9) and
Option 34: Pass War Appropriations Bill (All) (13)

As a general rule, the two most important US entry options are Option 22 (Gear up Production) and Option 34 (Pass War Appropriations Bill), which improve US production. As you will recall, both options are generic options, meaning you must have entry totals for both the Europe and the Japan pools equal to the entry option number, and tension totals in both pools equal to one-half the entry option number.

Given how entry and tension are calculated in each pool (see RAC 9.4), the simplest means of meeting the requirements for Option 22 is to have chits whose individual values sum up to 11 in each entry pool and 5.5 in each tension pool. Since chits have whole number values only, this typically means a split of 5 to 6 in chit values. Likewise, the simplest means of meeting the requirements for Option 34 is to have chits whose individual values sum up to 17 in each entry pool and 8.5 in each tension pool (a split of 8 to 9 in chit values). You must also, of course, have chosen Option 22 in a previous turn.

3.4.10.3 US Entry Actions
For every action, there is an equal and opposite reaction. That's not entirely true for MWiF, but it isn't entirely false either. US Entry Actions, as discussed a little above, can increase or decrease US Entry Levels. For every aggressive action made by an Axis player, there is an associated risk of adding a chit to one of the entry pools. For every aggressive action made by an Allied player, there is an associated risk of removing a chit from one of the entry pools. Since the entry and tension levels determine the chance of a successful US declaration of war, the risks need to be weighed before taking any action that can alter those chances.

The 'Saddle' Shape of Entry Chit Distribution
The distribution of the entry chits has a curious saddle shape. The absolute average value of the chits is 2.30 in 1939, dropping to 1.89 in 1940, and increasing to 2.19 in 1941. Only from 1942 onwards does the average chit value exceed that of 1939. This means that all US Entry Options and US Entry Actions have an exaggerated effect in 1939. Hopefully, this will limit Nazi aggression. Unfortunately, it is likely to have the same effect on the Allies. In 1940, the Axis is more likely to engage in much more aggressive tactics, since the probibilities favor lower chit values being added to the entry pools.

MWiF does not use a finite pool from which chits are randomly drawn. This means that every time a chit is drawn, it has exactly the same potential value as any previous chit draws. It also means that drawing several chits in a row, each with a value of '4', does not alter the average value of the chits that 'remain' in the pool of available entry chits. That pool is best thought of as a set of probabilities; until a chit is drawn it does not actually exist, and so the pool cannot be reduced in size.

Playing as the US
While only the US player is eligible to view the US entry and tension chits at all times, other players may be able to estimate the entry and tension levels by paying attention to the information reported as US entry options are selected. The US player can also communicate real or deceptive signals about his or her entry values, and must keep entry values in mind when discussing strategy with the other Allies. There is no rule against the US player announcing entry or tension values to any other player, but there is also no rule against lying about them. If you can bluff the enemy into a premature declaration of war, through talk and good play, you can end up with production points that would never have been possible before.

Due to the 'saddle' shape of entry chit distribution, all actions taken in 1939 are magnified, while those taken in 1940 impact US Entry to a much lesser degree. Use this to form strategies with your allies. If you have 10 chits in the Ge/It Entry Pool, for example, but 7 of them have a value of 0 or 1, you can tell the USSR player that it's as safe a time as any for him to gather up the Persian oil fields. If you want, you can even tell him there's a 70% chance that it will have little to no effect on things, though that isn't really necessary. The idea is just to keep your allies informed, so they know when to hold back and when to press the attack.

Because the US player also controls China in MWiF, pay attention to the situation overseas. If China cannot be saved from defeat, it is often prudent to surrender unless Japan is at war with another allied major power. Don't let the Japanese sit there at the last factory, waiting for the real war to deliver the knock-out. You won't get the 3 or 4 chits or the extra chit per turn that you would get if China is conquered by Japan, but you won't get those anyway if Japan refuses to finish the job. What you do get is a 10% increase in your chance to declare war on all Axis powers. Also, Japan becomes a neutral major power again, limiting their Action choices to Combined or Pass actions. This practically forces Japan to declare war on somebody else whether they are in the position to do so or not. That immediately adds chits to the Japanese entry pool, and probably gives you an extra chit per turn, too.

Axis Players
The Axis should generally not allow US Entry considerations to affect their overall strategy or aggressive behavior too much. If the specter of the Americans entering into the war is too great a deterrent against Axis aggression, the Axis might find they have not expanded their economies and defensive perimeters enough, or that they haven't sufficiently weakened the other Allies early enough in the game. As a result, the Axis powers might find themselves in a much weaker position once the US does join the war than if they had aggressively pursued a better position - even if that brings the Americans into the war a few turns sooner. It also could create the opportunity for the Commonwealth, France, and the USSR to build up their forces.

However, the Axis cannot simply ignore US Entry. Just as delaying the US ability to Gear Up Production, Pass the War Appropriations Bill, or enter into the war imposes significant penalties on US production, unusual acceleration of these significantly increases the overall Allied production advantage. If the US enters the war too quickly, even if the Axis powers have made substantial gains up until that point, they may find themselves unable to consolidate their positions. The subsequent landslide of American military power then has the potential to crush the unprepared Axis defenses.

Assuming the US player does not provide any hints through communication with the enemy, the Axis players must estimate US entry and tension levels by keeping track of the US Entry Options that are chosen. These choices can give you an idea of the American player's strategic goals.

The game mechanics of MWiF are slightly different from WiF FE. Instead of showing specific entry chits every time an option is chosen or a war declaration is attempted, the other players are only informed of the die roll and whether it succeeded or not. When a DOW succeeds, the other players are told what the sum of the chit values are in all 4 pools. No other information is provided.

By paying attention to the US Entry Options that are chosen, you can respond to the threat each represents. The Japanese player, for example, must usually begin preparations for the wider Pacific War as soon as (or even before) the US player chooses Option 26 (Relocate Fleet to Pearl Harbor), and (particularly when playing with the optional rules for oil) must be ready to begin the Pacific War shortly after Option 31 (Oil Embargo) is chosen. All of the Axis players must be prepared to either declare war on the US, or to expect an attempted declaration of war made by the US once Option 34 (Pass War Appropriations Bill) is chosen. Timing of the declaration depends on the temperaments of the Axis players, and on the American player's tolerance of risk (namely, the risk of failing at an attempt to declare war).

Allied Players
In some respects, the Allies must take US entry into account to a greater extent than the Axis when planning overall strategy and specific acts of aggression. T his is largely because the Allies want the Americans to enter the war sooner rather than later. Or, at the very least, they want as many lent resources and build points as the Americans
can send (the more, the better). If the Allies act in an overly aggressive manner early on in the war, it can hinder the US ability to make these things happen by constantly draining chits from the US Entry pools.

When the Allies intend to engage in aggressive behavior, they and the US player should agree on when it will occur so the US player can be prepared for it. For example, if the Allies intend to engage in an anti-Japan campaign early on, perhaps even including a Soviet declaration of war on Japan, the American player would make an exception to the typical initial chit distribution. Instead of placing all three in the Ge/It pool, two might be placed in the Ja pool (although this, along with an Allied set-up intended to persue an anti-Japan strategy, tends to telegraph the Allied intent).

The penalties for Allied aggression, which tend to be stiffer than those for similar Axis aggression, and the resulting delays in gearing up production and entrance into the war, mean that the Allies must be able to justify their aggressive acts beyond any reasonable doubt. A few examples:
• If the USSR wants to make a land claim, they should arrange it so that denying the claim is very unappealing to the German player.
• If the Allies want to knock over a minor country, such as Portugal or Persia, they must be sure it can be done swiftly and completely, before Axis intervention can gum up the works.
• If the Commonwealth player wants to declare war on Italy, in all likelihood delaying US entry, then the benefits of the surprise impulse and getting the jump on the Italians should outweigh by a substantial margin the risks of being surprised by an Italian declaration of war, which will probably hasten US entry into the war.

This is not to say that the Allies should never engage in aggressive behavior, for often there is much to be gained by it. However, too much aggression very early in the game, without considering the consequences to the overall war effort, can lead to disaster. In 1939, it is better to play on the timid side, at least until the entry pools are built up a bit, so that when you absolutely must do something aggressive, it won't prevent the Americans from ever entering the war. Once you have that safety net, do not let US Entry concerns lead to major mistakes. If a Commonwealth Declaration of War on Italy needs to happen, it needs to happen. In particular, if Italy declared war only on the French, and are getting the Germans involved to help in the Mediterranean while they are swallowing up all of the French colonies, then it is time to act.




composer99 -> RE: Manipulating US Entry (7/27/2011 7:20:27 PM)

One clarification:

quote:

As you will recall, both options are generic options, meaning you must have entry totals for both the Europe and the Japan pools equal to the entry option number, and tension totals in both pools equal to one-half the entry option number.


The final clause regarding tension totals should be a separate sentence as no other US entry option (save declaring war, insofar as this is a US 'entry option') requires both a minimum entry & tension level. Only the gear-up options (#22 & #34) do.

I apologize if my prior summary is the source of this.




Extraneous -> RE: Manipulating US Entry (7/27/2011 11:07:58 PM)

3.4.10 US Entry
The US Entry rules are quite diverse, with decisions made by all players affecting when the US enters the war. The participation of the US will make or break the Allied war effort, not just by how early or late it enters the war, but also which US Entry Options are chosen and which US Entry Actions are played. These choices alter the range of possibilities for how much assistance the Allies can expect from the Americans.

This section contains advice on US entry strategies that can help prevent catastrophic mistakes (such as never having the ability to declare war on the Axis), as well as ideas that can help you to develop your own strategies, whether playing as the United States, its allies, or its enemies. Although focusing primarily on the Global War scenario, the concepts herein can be used for many of the other scenarios too. The difference is that later scenarios start with a fixed number of entry chits assigned to each entry pool, and some options and actions already taken.

3.4.10.1 US Entry Chit Allocation
Over the course of a turn, several US Entry Actions may result in a chit being added to or removed from one of the entry pools: European (Germany/Italy) or Pacific (Japanese). When this happens, the chit is always added to or removed from the pool associated with a specific major power (usually the one that triggered the action). However, at the start of each scenario, and at the end of each turn, the US player must choose which pool, and those decisions are fundamental to the American war strategy.

During the first few turns of the game, you will want to make sure that both entry pools have at least two or three chits. If you have no chits in a pool when you are required by the rules to remove one, you can never declare war on that major power!

Initial Entry Chit Allocation
At the start of the Global War scenario, the US player has three entry chits to distribute between the entry pools (in all other scenarios the US takes part in, entry chit distribution is either fixed or the US is in the war). It is customary to allocate 2 or 3 of these to the Germany/Italy (Ge/It) entry pool, because of the high Allied activity in Europe early in the war. Germany must declare war on Poland to open the game, and the Commonwealth and France must follow by declaring war on Germany. Typically, these actions will cancel out each other's chit draws. What tips the balance is that, barring misfortune or poor play on the part of the German player, the USSR is usually obliged to occupy East Poland on the first turn as well, which results in a chit loss from the European pool 70% of the time.

Other common entry-related activities in the European theatre on the first turn of the game are:
• German invasion of Denmark,
• Axis aggression in the Balkans,
• Italian declaration of war (DOW) against the Commonwealth and/or France (or vice-versa),
• USSR occupation of the Baltic states,
• USSR land claims vs. Rumania and/or Finland (although if Germany accepts a claim, then there is no US entry effect),
• Allied aggression in the Middle East, and
• Axis aggression in the Low Countries - the Netherlands and Belgium - in the case of very aggressive Axis play or prolonged good weather.

Since the chit losses for aggressive Allied (especially USSR) behavior are more significant than chit gains for aggressive Axis behavior, having more chits allocated to the European entry pool means that the US can cope with the higher activity in that theater during the early turns of the game.

By contrast, unless the Allies have planned to be aggressive against Japan early in the war, all the entry actions affecting the Japanese (Ja) entry pool are aggressive actions by Japan. Furthermore, that activity in the early game is relatively slow-paced. An initial allotment of 0 or 1 chits in the Japanese entry pool means the US will usually have 1 or 2 chits there by the time the first US entry phase rolls around.

US Entry Phase Chit Allocation
Chits generated by other powers' US entry actions are allocated at the time they take place and must be allocated to a specified entry pool. Conversely, during US Entry phase at the end of each turn, the US player draws one or more chits and usually is able to allocate them to whichever pool he prefers. There are exceptions though. For example, once Japan declares war on the Commonwealth, one extra chit per turn is automatically drawn and allocated to the Japan entry pool.

When you have discretion to choose the pool to which a chit is allocated, you’ll want to bolster either the pool: (a) with fewer chits or lower entry value, or (b) in support of a key option you wish to pass. For example, Option 30 (Lend-Lease to USSR) or Option 36 (Commonwealth reinforces Pacific) may be your goal. The former may use a chit from the European pool while the latter may use one from the Pacific pool.

3.4.10.2 US Entry Options
Each of the US Entry Options is tailored to do one of two things: either to hurt the enemy position or to improve your own position (or that of your allies). Additionally, each option has a fixed chance of increasing the tension level versus its associated Axis major power. This means that you must understand both the benefits of each option, and the relationship between the Entry Level and the Tension Level. The latter determines the US chances for a successful Declaration of War, and may require quite a balancing act.

The rules define a key sequence of events which you have to understand fully for the rest of this section to make any sense:
1. The US player chooses a US entry option against either the European or Pacific pool. To do so, there must be a sufficient entry level in the pool (or pools) to meet the requirements for the chosen option, and any other prerequisites must be satisfied.
2. A die is rolled to see if “tension is generated”.
3. If the die roll generates tension, a chit is moved from the entry pool to the tension pool. This increases the tension level and simultaneously decreases the entry pool level.
4. If the die roll does not generate tension, then a second entry option can be chosen from the same pool.

The only way to increase tension is by choosing US entry options!

Managing Tension
Looking at the It's War Chart (figure 3.4.10.2), you can see the relationship between Entry Level (across the top) and Tension Level (on the left). If your entry level versus a major power is less than 25, or if your tension level is less than 5, you can't declare war. By cross referencing the entry level and the tension level versus a major power, you find the war number. You have to roll this number or less in order to declare war. All of the modifiers listed at the bottom of the chart are applied to the die roll, not the war number. The best time to DOW is when the entry level is 61+ and the tension is 41-50. Then it is guaranteed to succeed.

As you can see from the chart, having too much tension can actually reduce your chances. Unless you are off the lower-right end of the chart (which probably means a late entry into the war anyway), your tension levels should be roughly half the value of your entry levels for each Axis major power. If your tension level starts to get too high, don't panic. You may well be able to convince Tojo that US entry is imminent, terrifying him into a premature declaration of war. The resulting entry markers and extra marker per turn, should have you at war with Germany too in a few more turns. One way to do this is by slowly building up your fleet at Pearl Harbor. Each time you add another carrier to the fleet, the Japanese player will have to decide if that carrier is the one that creates too much of a threat. Even if he doesn't declare war, you may be able to take him by surprise when you finally declare war on him. In the meantime, choose entry options only when you absolutely must until the pools rebalance in your favor.

When to Play US Entry Options - in General
Early in the game choose entry options with the intent of generating tension, until you have enough tension to meet the requirements for Gear Up Production and Pass War Appropriations. Given the opportunity to pick any of several options, you will usually want to pick the one with the highest chance of generating tension. Once you have the tension level high enough to pick the option you are currently working on, focus on building up the entry levels until you can choose it. During the latter stage, try to choose options with a low risk of generating tension, or don’t choose any options at all. To restate this point: first choose options that are likely to generate tension, then choose options that aren’t.

If you pick an option against a particular major power group (Germany/Italy or Japan) and do not generate tension, you can pick a second option against that major power group. It might be useful, knowing this, to identify in advance two options you’ll be eligible to pick. Then, when the US entry phase comes around, pick the higher-entry option first (the higher entry level requirement, not the higher risk of generating tension). This ensures that if you do generate tension (thereby reducing the entry level of the pool), you will still be able to select the lower-entry option in a subsequent turn.

When selecting US Entry Options to play, the trick is to judiciously choose a few critical options to play as early as possible (e.g. 9, 15, 16, 19, 22, & 26, see RAC 13.3.2). Even then, these should be chosen in 1940 when the average marker values are lower. All other anti-Japanese options should only be chosen when your fleet is in Pearl Harbor. That will allow you to manipulate US entry to either ratchet up the tension or let it seep away as required. This is also a good time to choose options 13 & 23, to start putting the squeeze on Tojo.

From then on, tailor the options you choose to the game’s circumstances. Except for the above options, choose fewer rather than more options, to maximize your flexibility later in the game. Once an option is chosen, it can never be chosen again and too little tension can be just as much a problem as too much, so stay alert and keep your tension in tune with your entry.

Recommended US Entry Option Choices
All of the US Entry Options have a purpose in the game. Depending on the current conditions, almost any option can feel like the most important one to pick next. Early in the game though, there are several that you should be aware of, either because they should be picked early, or because they should be set as goals to reach as soon as the need arises. These combine with situation-specific entry options to guide your choices throughout the game, with the final goal of entering the war before it's too late to do any good.

Option 7: Occupy Greenland & Iceland (Ge/It) (9)
Convoys need to be protected. You can use your navy to do this job, but the best protection is provided by having land-based aircraft nearby to back up your fleet when the enemy begins hunting you. The US begins the game with more available resources and oil than any other major power. Most experienced players try to send of much as they can (within the rules) to overseas allies who are already active. Early on, the North Atlantic sea area can be used as part of your convoy route from the United States to Europe, because the Axis can't easily attack that far from home, and your escort fleet can probably handle whatever they send out. By the mid-game however, the Axis usually
is in a much better position to threaten your convoy pipelines.

Choosing to occupy Greenland and Iceland allows you to use the longer northern route through the Canadian Coast and Denmark Strait, and to offer air cover along the entire route using this territory as a base for your bombers. You don't need to select this option real early; only when Germany starts to consistently put 2 to 3 build points per turn into submarines do you need to begin worrying about selecting this option.

Option 13: Embargo on strategic materials (Ja) (5),
Option 23: Freeze Japanese assets (Ja) (7), and
Option 31: Oil Embargo (Ja) (9)

These three US Entry Options act as economic sanctions against Japan. The first two reduce the resources you need to send to Japan each turn by 1 each, and the Oil Embargo eliminates the need to send any resources to Japan. Additionally, once Oil Embargo is chosen, the Netherlands East Indies oil resources stop being shipped to the Japanese. Something to keep in mind with these three, is that they must be chosen in order, and that as soon as you choose the first one, Embargo on strategic materials, you no longer get the build point that Japan is required to send from the start of the game. A good strategy is to wait until you are sure you can choose these options on consecutive turns before selecting the first one. This reduces the overall impact on US production and squeezes the Japanese economy all at once, leaving little time to recover from the sudden resource shortage.

Option 26: Relocate fleet to Pearl Harbor (Ja) (6)
One of the most interesting entry options is Option 26. Not only does this allow you to base naval combat units in Pearl Harbor, but as long as your fleet based there meets the requirements outlined in RAC 13.3 you can adjust the probability of generating tension when picking US entry options which are Japan-specific. Given the typically lower tension probabilities of the Japan specific options, it is not unheard of for US players to build up entry to relocate the fleet before picking many Japan specific options, although it is hardly obligatory given the discretion the US has in choosing tension when picking generic options. If your fleet is not at Pearl Harbor, you also suffer a +2 die roll modifier when attempting a Declaration of War.

Option 22: Gear up Production (All) (9) and
Option 34: Pass War Appropriations Bill (All) (13)

As a general rule, the two most important US entry options are Option 22 (Gear up Production) and Option 34 (Pass War Appropriations Bill), which improve US production. As you will recall, both options are generic options, meaning you must have entry totals for both the Europe and the Japan pools equal to the entry option number, and tension totals in both pools equal to one-half the entry option number.

Given how entry and tension are calculated in each pool (see RAC 9.4), the simplest means of meeting the requirements for Option 22 is to have chits whose individual values sum up to 11 in each entry pool and 5.5 in each tension pool. Since chits have whole number values only, this typically means a split of 5 to 6 in chit values. Likewise, the simplest means of meeting the requirements for Option 34 is to have chits whose individual values sum up to 17 in each entry pool and 8.5 in each tension pool (a split of 8 to 9 in chit values). You must also, of course, have chosen Option 22 in a previous turn.

3.4.10.3 US Entry Actions
For every action, there is an equal and opposite reaction. That's not entirely true for MWiF, but it isn't entirely false either. US Entry Actions, as discussed a little above, can increase or decrease US Entry Levels. For every aggressive action made by an Axis player, there is an associated risk of adding a chit to one of the entry pools. For every aggressive action made by an Allied player, there is an associated risk of removing a chit from one of the entry pools. Since the entry and tension levels determine the chance of a successful US declaration of war, the risks need to be weighed before taking any action that can alter those chances.

The 'Saddle' Shape of Entry Chit Distribution
The distribution of the entry chits has a curious saddle shape. The absolute average value of the chits is 2.30 in 1939, dropping to 1.89 in 1940, and increasing to 2.19 in 1941. Only from 1942 onwards does the average chit value exceed that of 1939. This means that all US Entry Options and US Entry Actions have an exaggerated effect in 1939. Hopefully, this will limit Nazi aggression. Unfortunately, it is likely to have the same effect on the Allies. In 1940, the Axis is more likely to engage in much more aggressive tactics, since the probabilities favor lower chit values being added to the entry pools.

MWiF does not use a finite pool from which chits are randomly drawn. This means that every time a chit is drawn, it has exactly the same potential value as any previous chit draws. It also means that drawing several chits in a row, each with a value of '4', does not alter the average value of the chits that 'remain' in the pool of available entry chits. That pool is best thought of as a set of probabilities; until a chit is drawn it does not actually exist, and so the pool cannot be reduced in size.

Playing as the US
While only the US player is eligible to view the US entry and tension chits at all times, other players may be able to estimate the entry and tension levels by paying attention to the information reported as US entry options are selected. The US player can also communicate real or deceptive signals about his or her entry values, and must keep entry values in mind when discussing strategy with the other Allies. There is no rule against the US player announcing entry or tension values to any other player, but there is also no rule against lying about them. If you can bluff the enemy into a premature declaration of war, through talk and good play, you can end up with production points that would never have been possible before.

Due to the 'saddle' shape of entry chit distribution, all actions taken in 1939 are magnified, while those taken in 1940 impact US Entry to a much lesser degree. Use this to form strategies with your allies. If you have 10 chits in the Ge/It Entry Pool, for example, but 7 of them have a value of 0 or 1, you can tell the USSR player that it's as safe a time as any for him to gather up the Persian oil fields. If you want, you can even tell him there's a 70% chance that it will have little to no effect on things, though that isn't really necessary. The idea is just to keep your allies informed, so they know when to hold back and when to press the attack.

Because the US player also controls China in MWiF, pay attention to the situation overseas. If China cannot be saved from defeat, it is often prudent to surrender unless Japan is at war with another allied major power. Don't let the Japanese sit there at the last factory, waiting for the real war to deliver the knock-out. You won't get the 3 or 4 chits or the extra chit per turn that you would get if China is conquered by Japan, but you won't get those anyway if Japan refuses to finish the job. What you do get is a 10% increase in your chance to declare war on all Axis powers. Also, Japan becomes a neutral major power again, limiting their Action choices to Combined or Pass actions. This practically forces Japan to declare war on somebody else whether they are in the position to do so or not. That immediately adds chits to the Japanese entry pool, and probably gives you an extra chit per turn, too.

Axis Players
The Axis should generally not allow US Entry considerations to affect their overall strategy or aggressive behavior too much. If the specter of the Americans entering into the war is too great a deterrent against Axis aggression, the Axis might find they have not expanded their economies and defensive perimeters enough, or that they haven't sufficiently weakened the other Allies early enough in the game. As a result, the Axis powers might find themselves in a much weaker position once the US does join the war than if they had aggressively pursued a better position - even if that brings the Americans into the war a few turns sooner. It also could create the opportunity for the Commonwealth, France, and the USSR to build up their forces.

However, the Axis cannot simply ignore US Entry. Just as delaying the US ability to Gear Up Production, Pass the War Appropriations Bill, or enter into the war imposes significant penalties on US production, unusual acceleration of these significantly increases the overall Allied production advantage. If the US enters the war too quickly, even if the Axis powers have made substantial gains up until that point, they may find themselves unable to consolidate their positions. The subsequent landslide of American military power then has the potential to crush the unprepared Axis defenses.

Assuming the US player does not provide any hints through communication with the enemy, the Axis players must estimate US entry and tension levels by keeping track of the US Entry Options that are chosen. These choices can give you an idea of the American player's strategic goals.

The game mechanics of MWiF are slightly different from WiF FE. Instead of showing specific entry chits every time an option is chosen or a war declaration is attempted, the other players are only informed of the die roll and whether it succeeded or not. When a DOW succeeds, the other players are told what the sum of the chit values are in all 4 pools. No other information is provided.

By paying attention to the US Entry Options that are chosen, you can respond to the threat each represents. The Japanese player, for example, must usually begin preparations for the wider Pacific War as soon as (or even before) the US player chooses Option 26 (Relocate Fleet to Pearl Harbor), and (particularly when playing with the optional rules for oil) must be ready to begin the Pacific War shortly after Option 31 (Oil Embargo) is chosen. All of the Axis players must be prepared to either declare war on the US, or to expect an attempted declaration of war made by the US once Option 34 (Pass War Appropriations Bill) is chosen. Timing of the declaration depends on the temperaments of the Axis players, and on the American player's tolerance of risk (namely, the risk of failing at an attempt to declare war).

Allied Players
In some respects, the Allies must take US entry into account to a greater extent than the Axis when planning overall strategy and specific acts of aggression. T his is largely because the Allies want the Americans to enter the war sooner rather than later. Or, at the very least, they want as many lent resources and build points as the Americans
can send (the more, the better). If the Allies act in an overly aggressive manner early on in the war, it can hinder the US ability to make these things happen by constantly draining chits from the US Entry pools.

When the Allies intend to engage in aggressive behavior, they and the US player should agree on when it will occur so the US player can be prepared for it. For example, if the Allies intend to engage in an anti-Japan campaign early on, perhaps even including a Soviet declaration of war on Japan, the American player would make an exception to the typical initial chit distribution. Instead of placing all three in the Ge/It pool, two might be placed in the Ja pool (although this, along with an Allied set-up intended to pursue an anti-Japan strategy, tends to telegraph the Allied intent).

The penalties for Allied aggression, which tend to be stiffer than those for similar Axis aggression, and the resulting delays in gearing up production and entrance into the war, mean that the Allies must be able to justify their aggressive acts beyond any reasonable doubt. A few examples:
• If the USSR wants to make a land claim, they should arrange it so that denying the claim is very unappealing to the German player.
• If the Allies want to knock over a minor country, such as Portugal or Persia, they must be sure it can be done swiftly and completely, before Axis intervention can gum up the works.
• If the Commonwealth player wants to declare war on Italy, in all likelihood delaying US entry, then the benefits of the surprise impulse and getting the jump on the Italians should outweigh by a substantial margin the risks of being surprised by an Italian declaration of war, which will probably hasten US entry into the war.

This is not to say that the Allies should never engage in aggressive behavior, for often there is much to be gained by it. However, too much aggression very early in the game, without considering the consequences to the overall war effort, can lead to disaster. In 1939, it is better to play on the timid side, at least until the entry pools are built up a bit, so that when you absolutely must do something aggressive, it won't prevent the Americans from ever entering the war. Once you have that safety net, do not let US Entry concerns lead to major mistakes. If a Commonwealth Declaration of War on Italy needs to happen, it needs to happen. In particular, if Italy declared war only on the French, and are getting the Germans involved to help in the Mediterranean while they are swallowing up all of the French colonies, then it is time to act.





Shannon V. OKeets -> RE: Manipulating US Entry (7/27/2011 11:44:59 PM)

Thanks.




SirWhiskers -> RE: Manipulating US Entry (7/29/2011 12:03:21 AM)

For myself, US entry options have been the most difficult element of WIFFE to grasp. This is incredibly helpful. Great job. [&o]




Shannon V. OKeets -> RE: Manipulating US Entry (7/29/2011 2:24:18 AM)


quote:

ORIGINAL: SirWhiskers

For myself, US entry options have been the most difficult element of WIFFE to grasp. This is incredibly helpful. Great job. [&o]

Thanks.

I am going to make one more pass on this subsection over the weekend. As an English major some of the phrasing grates on my nerves.




brian brian -> RE: Manipulating US Entry (7/29/2011 4:10:17 AM)

That is a pretty good intro/overview to a complicated game mechanism. I think it could use a bit more suggesting that the US should stay flexible. It's all well and good to decide before set-up that you will go anti-historical and take out Tojo first. But if Stalin starts to sink and Uncle Sam ignores this in favor of the pre-war plan, the Allies lose the game, and US Entry options tie into that.




Extraneous -> RE: Manipulating US Entry (7/29/2011 12:45:52 PM)

quote:

3.4.10.1 US Entry Chit Allocation
Over the course of a turn, several US Entry Actions may result in a chit being added to or removed from one of the entry pools: European (Germany/Italy) or Pacific (Japanese). When this happens, the chit is always added to or removed from the pool associated with a specific major power (usually the one that triggered the action). (1) However, at the start of each scenario, and at the end of each turn, the US player must choose which pool, and those decisions are fundamental to the American war strategy.

During the first few turns of the game, you will want to make sure that both entry pools have at least two or three chits. If you have no chits in a pool when you are required by the rules to remove one, you can never declare war on that major power!

Initial Entry Chit Allocation
At the start of the Global War scenario, the US player has three entry chits to distribute between the entry pools ( (2) in all other scenarios the US takes part in, entry chit distribution is either fixed or the US is in the war) . It is customary to allocate 2 or 3 of these to the Germany/Italy (Ge/It) entry pool, because of the high Allied activity in Europe early in the war. Germany must declare war on Poland to open the game, and the Commonwealth and France must follow by declaring war on Germany. Typically, these actions will cancel out each other's chit draws. What tips the balance is that, barring misfortune or poor play on the part of the German player, the USSR is usually obliged to occupy East Poland on the first turn as well, which results in a chit loss from the European pool 70% of the time.





Are you sure you want to have 3.4.10.1 US Entry Chit Allocation written this way?

I ask because if you are using 24.4.7 The Global war: Sep/Oct 1939 ~ Jul/Aug 1945 as an example it should be noted as an example.

You don’t mention the other scenarios that involve entry chits even though you mention “in all other scenarios the US takes part in, entry chit distribution is either fixed or the US is in the war”.

In (1) above you say “, at the start of each scenario” and then in (2) you say when referencing the Global War scenario “in all other scenarios the US takes part” this is backwards.




quote:

24.3.1 Fascist Tide ~ The war in Europe: Sep/Oct 1939 ~ May/Jun 1945
Entry Markers: Only the Ja pools are in play. All markers in the Ja pools count at double value.

The USA starts with 8 entry markers in the Ja entry pool and 6 markers in the Ja tension pool.

The USA cannot pick an entry marker in the US entry step if it picked any markers in the previous turn’s US entry step (she doesn’t pick a marker in the first turn). You still pick 2 markers (every 2nd turn) in 1942 and later.

You can choose a Ja or undesignated entry option if you have sufficient markers in the Ja entry pool (e.g. you could close the Panama canal if you had markers totalling at least 17 (doubled to 34) in the Ja entry pool).

Entry options 1, 4, 9, 13, 22, 23, 24, 25, 26 & 31 have already been chosen. Entry actions 1, 2, 3 & 6 have also been chosen.


24.4.2 Lebensraum ~ Germany moves east: May/Jun 1941 ~ Jul/Aug 1945
Entry Markers: The US has 6 entry markers in the Ge/It entry pool and 7 markers in the Ja entry pool. She also has 4 markers in each tension pool.
The US has picked entry options 1, 4, 7, 9, 11, 13, 15, 16, 22, 24, 25, 26 & 27. Entry actions 1, 2, 6, 7, 8, 25, 26 and 27 have been rolled for.


24.4.3 Waking giant ~ The USA enters the war: Nov/Dec 1941 ~ Jul/Aug 1945
Entry Markers: The US has 7 entry markers in the Ge/It entry pool and 8 markers in the Ja entry pool. She also has 5 markers in the Ge/It tension pool and 6 markers in the Ja tension pool.
The US has picked entry options 1, 4, 7, 9, 11, 13, 15, 16, 19, 22, 23, 24, 25, 26, 27, 29 & 31. Entry actions 1, 2, 3, 6, 7, 8, 13, 25, 26 and 27 have been rolled for.


24.4.7 The Global war: Sep/Oct 1939 ~ Jul/Aug 1945
Entry Markers: The US has 3 entry markers. Place them in either, or both, entry pools.









micheljq -> RE: Manipulating US Entry (7/29/2011 2:41:39 PM)

quote:

ORIGINAL: SirWhiskers

For myself, US entry options have been the most difficult element of WIFFE to grasp. This is incredibly helpful. Great job. [&o]


Simply (and summerized) you play options to build your tension to level 11 on both sides (Ge/It & Japan), so that you can play option 22 and gear up. Samething after that, build your tension to level 17 and entry to option 34, to gear up another time. Option 26 (fleet to Pearl Harbor) is important because it allows you to manipulate your tension rolls against Japan.

Playing options 22 and 34 are your main objectives on the first years.

Then after that, try to adjust tension and entry to be able to declare war and annoy the Axis the most possible into declaring war on you. Play option 31 against Japan and it will be almost forced to declare war on you or on Commonwealth or NEI.




Shannon V. OKeets -> RE: Manipulating US Entry (7/29/2011 3:50:18 PM)


quote:

ORIGINAL: micheljq

quote:

ORIGINAL: SirWhiskers

For myself, US entry options have been the most difficult element of WIFFE to grasp. This is incredibly helpful. Great job. [&o]


Simply (and summerized) you play options to build your tension to level 11 on both sides (Ge/It & Japan), so that you can play option 22 and gear up. Samething after that, build your tension to level 17 and entry to option 34, to gear up another time. Option 26 (fleet to Pearl Harbor) is important because it allows you to manipulate your tension rolls against Japan.

Playing options 22 and 34 are your main objectives on the first years.

Then after that, try to adjust tension and entry to be able to declare war and annoy the Axis the most possible into declaring war on you. Play option 31 against Japan and it will be almost forced to declare war on you or on Commonwealth or NEI.

While what you say is (probably?) true, new players want to know 'why' as well as 'what'. And then there are the inevitable exceptions to the basic plan that always arise because of 'events'. That makes me uncomfortable providing a summary of this multi-pronged beast of a rule that is capable of sticking an appendage into many aspects of a game.[:)]




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