Shannon V. OKeets -> RE: ASOP (12/13/2013 8:00:21 PM)
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ORIGINAL: ecz I think to something in double copy, one per side, typically two pages in small font, that can be held on the table near the charts and the manual with all the actions allowed in numerical order and a quick reference to the rule paragraph bracketed. Players could play checking this list item after item reading the rules only when necessary. The Players would use this ASOP as a reminder until they learn the sequence at least for all more common actions. When experience increases, It would be checked less often, and only when there are less common actions/events. Reading the rules only when necessary also dramatically cuts the time of play. No need to go inside the manual all the times to see what can be done (and in which sequence) at a given point. Strange enough nobody have had this idea. When I'll find the time, I will post an example of how is currently the SoP buried the WiF rules, and how I imagine it should appear an ASOP for this game, extracted and enhaced. How about this? === TPhase = ( pSetup, // RAW 24. pReinforcement, // RAC 4. pLending, // RAC 5. pInitiative, // RAC 6. pWeather, // RAC 8. pDeclareWar, // RAC 9. pChooseAction, // RAC 10. pPortAttack, // RAC 11.2. pNavalAir, // RAC 11.3. pNavalMovement, // RAC 11.4. // **************************************************************************** // RAC 11.4.6; pNavalInterception was replaced with digNavalInterception, which // is called when moving naval units during: // (1) phases: pNavalMovement, pReturnToBaseA, pReturnToBaseD, // (2) digressions: digOverrun, digReturnToBase, digNavalCombatAbort. // // RAC 11.5.2; pNavalCombatI was replaced with code that executes only as an // outcome of digNavalInterception. // **************************************************************************** pNavalCombatA, // RAC 11.5. pNavalCombatD, // RAC 11.6. pStrategicBombardment, // RAC 11.7. pCarpetBombing, // RAC 11.8. pGroundStrike, // RAC 11.9. pRailMovement, // RAC 11.10. pLandMovement, // RAC 11.11. pAirTransport, // RAC 11.12. pUnloadLandUnits, // RAC 11.13. pInvasion, // RAC 11.14. pParadrop, // RAC 11.15. pLandCombatDeclaration, // RAC 11.16.1. pIgnoreNotional, // RAC 11.14. pEmergencyHQSupply, // RAC 2.4.3. pShoreBombardmentD, // RAC 11.16.2. pShoreBombardmentA, // RAC 11.16.2. pHQSupportD, // RAC 11.16.3. pHQSupportA, // RAC 11.16.3. pGroundSupport, // RAC 11.16.4. pLandCombatResolution, // RAC 11.16.5 & 11.16.6. pAirRebase, // RAC 11.17. pAirReorganization, // RAC 11.18.1. pHQReorganization, // RAC 11.18.2. pTRSSupply, // RAC 11.18.3. pEndOfAction, // RAC 12. pPartisan, // RAC 13.1. pEntry, // RAC 13.2. pUSEntry, // RAC 13.3. pProdPlanningPrelim, // RAC 13.6.1 & 13.6.2. pStayAtSeaA, // RAC 13.4. pStayAtSeaD, // RAC 13.4. pReturnToBaseA, // RAC 13.4. pReturnToBaseD, // RAC 13.4. pUseOil, // RAC 13.5.1. pFinalReorganization, // RAC 13.5. pBreakDown, // RAC 22.4.1. pProdPlanningFinal, // RAC 13.6.1 & 13.6.2. pSearchAndSeizure, // RAC 13.6.1. pScrapDestroyed, // RAC 13.6.9. pNavalRepair, // RAC 13.6.5. pProduction, // RAC 13.6.3 -> 13.6.9. pReform, // RAC 22.4.1. pIntelligence, // RAC 22.1. pUkraine, // RAC 19.12. pConquest, // RAC 13.7.1. pMinorSupport, // RAC 13.7.2. pMutualPeace, // RAC 13.7.3. pVichy, // RAC 13.7.4. pLiberation, // RAC 13.7.5. pSurrender, // RAC 13.7.6. pFactoryDestruction, // RAC 22.2. pVictory, // RAC 13.8. pGameEnd, // RAC 13.8 & RAW 30. pQuit, pNone); TPhaseSet = set of TPhase; TSubPhaseType = (sptReinforce, sptDOW, sptAir, sptNC, sptLCR, sptVichy); // **************************************************************************** // Setup SubPhases. // **************************************************************************** TSetupSubPhase = (suspLendLease, suspMajorPowers, suspPartisans); // **************************************************************************** // Reinforcement SubPhases. // **************************************************************************** TReinforceSubPhase = ( RspAnnualAdds, // RAC 4.1.1 & 4.1.2. RspScrap, // RAC 4.1.3. RspReplacements, // RAC 4.1.4. RspAirReserve, // RAC 14.6.1. RspPlaceUnits, // RAC 4.2. RspRemoveAir, // RAC 14.6.1. RspDone, RspWait); // **************************************************************************** // DOW SubPhases. // **************************************************************************** TDOWSubPhase = ( DspDOWMajor, // RAC 9.2 & 9.3. DspDOWMinor, // RAC 9.2, 9.3, 9.10, & 13.3.2 (#7 & #44). DspUSEntry, // RAC 9.4. DspNeutralityPacts, // RAC 9.5. DspReserves, // RAC 9.6. DspChooseAligner, // RAC 9.7. DspSetupAttackedMinor, // RAC 9.7. DspAlignMinor, // RAC 9.8. DspSetupAlignedMinor, // RAC 9.8. DspDone, DspWait); // **************************************************************************** // Air subphases are for air missions; some air missions do not use all // subphases. // **************************************************************************** TAirSubPhase = ( AspCAP, // RAC 14.2.1. AspFlyA, // RAC 14.2.2, 14.2.3, & 14.2.1. AspFlyD, // RAC 14.2.2, 14.2.3, & 14.2.1. AspInterceptD, // RAC 14.2.1. AspInterceptA, // RAC 14.2.1. AspSurprise, // RAC 11.5.6. AspAirAir, // RAC 14.3. AspAntiAirD, // RAC 11.5.9. AspAntiAirA, // RAC 11.5.9. AspAttack, // RAC 11.5.9, 11.7, 11.8, 11.9, 11.12, 11.15, // 11.16.4, & 11.8.1. AspReturnA, // RAC 14.2. AspReturnD, // RAC 14.2. AspNone, AspDone); // **************************************************************************** // Air-to-air combat sub-subphases. // **************************************************************************** TA2ASubSubPhase = ( sspLocation, // RAC 14.3. sspArrange, // RAC 14.3.1. sspRollDef, // RAC 14.3.2. ssp1stUnit, // RAC 14.3.3. ssp1stDisposition, // RAC 14.3.3. sspRollAtt, // RAC 14.3.2. ssp2ndUnit, // RAC 14.3.3. ssp2ndDisposition, // RAC 14.3.3. sspAttAbortStay, // RAC 14.3.2. sspDefAbortStay, // RAC 14.3.2. sspBothStaying // RAC 14.3.2. ); // **************************************************************************** // Naval Movement Occasions. // 1 - Most naval movement occurs during regular game phases. If a naval // interception occurs to one of these naval moves, then after the digression is // over, the program restores the deciding major powers to what they were // previously, restores the MovingStack for each player to what it was before // the naval interception, enables the end of phase button (if the local major // power is deciding), and then calls CentralControlOn. This should restore the // game state to what it was before the naval interception occurred. // 2 - Some naval movement is caused by forced rebases due to 'overruns'. When // these naval interception digressions are completed, the program performs the // same steps as for #1 above and also restores the working variables for the // Overrun digression. // 3 - Lastly, some naval movement is caused by naval units aborting from a // naval combat, due to either a voluntary abort at the end of a naval combat // round or an adverse combat result. On these occasions, once the naval // interception digression is over, the program performs the same steps as for // overruns (see #2) except it is the working variables for the CombatAbort // digression that are restored. // 4 - Note that the only other time naval units move is during the Vichy // subphase vspMoveFrenchAtSea, but those naval moves can not be intercepted. // **************************************************************************** TNavalMovementOccasions = (NMOCurrentPhase, NMOOverrun, NMONavalCombatAbort); // **************************************************************************** // Naval combat subphases. // **************************************************************************** TNavalCombatSubPhase = ( NCspChooseSeaArea, // RAC 11.5.2. NCspNavalAirSupportA, // RAC 11.5.3. NCspNavalAirSupportD, // RAC 11.5.3. NCspCommitSubs, // RAC 11.5.4. NCspSearch, // RAC 11.5.5. NCspWaltherAbort, // RAC 22.4.19. NCspIncludeSeaBoxes, // RAC 11.5.5. NCspIncludeUSUnits, // RAC 13.3.2, US Entry Option #32. NCspSurprise, // RAC 11.5.6. NCspChooseType, // RAC 11.5.7 & 11.5.6. NCspAirAir, // RAC 11.5.9 & 11.5.6. NCspKamikaze, // RAC 14.8. NCspAntiAirD, // RAC 11.5.9 & 11.5.6. NCspAntiAirA, // RAC 11.5.9 & 11.5.6. NCspNavalAirA, // RAC 11.5.9 & 11.5.6. NCspNavalAirD, // RAC 11.5.9 & 11.5.6. NCspASWPreFireD, // RAC 22.4.19. NCspASWPreFireA, // RAC 22.4.19. NCspSurfaceA, // RAC 11.5.8 & 11.5.6. NCspSurfaceD, // RAC 11.5.8 & 11.5.6. NCspASWD, // RAC 11.5.10, 22.4.19, & 11.5.6. NCspSubA, // RAC 11.5.10 & 11.5.6. NCspASWA, // RAC 11.5.10, 22.4.19, & 11.5.6. NCspSubD, // RAC 11.5.10 & 11.5.6. NCspEndRound, // RAC 11.5.11. NCspAbortA, // RAC 11.5.11 (voluntary abort by attacker). NCspAbortD, // RAC 11.5.11 (voluntary abort by defender). NCspNextRound // RAC 11.5.11. ); // **************************************************************************** // Land combat resolution subphases. // **************************************************************************** TLandCombatResSubPhase = ( LCRspLandCombatSelection, // RAC 11.16.5. LCRspDefSnowUnits, // RAC 8.2.7. LCRspAttSnowUnits, // RAC 8.2.7. LCRspChooseCombatType, // RAC 11.16.5 & 11.16.6. LCRspLandCombatResolution, // RAC 11.16.5 & 11.16.6. LCRspAssignLosses, // RAC 11.16.5. LCRspConvertShattered, // RAC 11.16.5. LCRspHexControl, // RAC 11.11.6 (overruns) LCRspRetreats, // RAC 11.16.5. LCRspAdvanceAfterCombat // RAC 11.16.5. // LCRRspDisorganize // RAC 11.16.5. ); // **************************************************************************** // Vichy subphases. // **************************************************************************** TVichySubPhase = ( vspControl, // RAC 17.2. vspMoveNonFrenchLandAir, // RAC 17.3 para 1, nearest by owning major power. vspMoveNonFrenchNaval, // RAC 17.3 para 2, nearest by owning major power. vspMoveFrenchAtSea, // RAC 17.3 para 3, nearest by Vichy controller. vspMoveFrenchLandAirAxis, // RAC 17.3 para 4, nearest by Vichy controller. vspMoveFrenchNavalAxis, // RAC 17.3 para 4, nearest by Vichy controller. vspDestroyFrench, // RAC 17.3 para 5 (Allied player choice). vspMoveFrenchLandAirAllied, // RAC 17.3 para 5, nearest by Vichy controller. vspMoveFrenchNavalAllied, // RAC 17.3 para 5, nearest by Vichy controller. vspProduction, // RAC 17.3 para 6, by Vichy controller. vspSetup, // RAC 17.3 para 6, by Vichy controller. vspMoveFrenchVichy, // RAC 17.3 para 7, by Vichy controller. vspUnitControl, // RAC 17.3 para 8 - 11. vspConquerFrance); // **************************************************************************** // TDigression types are digressions from the main sequence of play that may // occur at different places in the sequence of play. // **************************************************************************** TDigression = (digRelocate, digOverrun, digReturnToBase, digNavalInterception, digNavalCombatAbort, digFixOverstacking, digCollapseVichy); ===
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