RE: New to the game - Basic Questions (Full Version)

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rkr1958 -> RE: New to the game - Basic Questions (8/17/2014 6:39:20 PM)

@paulderynck & @Courtenay - Thanks again for your responses (help)!

I'm really enjoying my play of the Global War Scenario (second try). I've still got a long way to go; but I'm getting a better feel of how this game plays. I'm playing "historical" strategies for my initial play for both sides for two reasons: (1) I can use strategies that I've used in other strategic WW2 wargames as the outline for my play in this game and (2) I want to gauge how the game plays and balances if historical strategies are used. Though, my inexperience as a beginner playing both sides does add "noise" to my ability to properly gauge anything but my inexperience play. [8D]

The screen shot below is for the start of the allied impulse #2 for the May/Jun 1940 turn. The Germans got good weather rolls last turn and easily took out Holland and Belgium. The Germans used an offensive chit and Rundstedt to double attacks against a BEF stack composed of Gort and the 7-4 mot and a French stack containing two 5-3 infantry corps and a 1-3 division. Gort and the 7-4 mot were both disorganized by ground strikes but the Luftwaffe ground strike against the French stack did nothing but scare a few Belgian cows. Also a third ground strike that went after the a second French stack composed of a French 4-3 reserve infantry and 7-6 tank corps (in between the two other stacks that were ground struck). The Luftwaffe bombing unit carrying out this attack, though defended by a Luftwaffe fighter unit, was shot down. So this third ground strike ended in utter failure and didn't even manage to scare any Belgium cows. [:(]

The Luftwaffe provide significant ground support, including 1 escorting fighter unit, to the attack on the BEF stack. The RAF and two RN carriers in the North Sea countered with all available bombers and fighters. An epic air battle took place with both the RAF and Luftwaffe losing fighter units on the first round. This resulted in all RAF and RN (two carrier air groups) being cleared through. The Luftwaffe; however, didn't panic and stood their ground (or air). They managed to down the remaining RAF fighter unit (a Gladiator) and all their bombers were also cleared through. All of this resulted in a ground attack that shattered the BEF stack, which was converted to a retreat. The Germans didn't want to give Gort and the BEF an easy exit from France. In fact, the Germans have put the destruction of the BEF in importance just below the capture of Paris and the destruction of the French army.

The second ground attack against the French stack also included significant ground support from the Luftwaffe. which was unopposed. The attack went well for the Germans with the destruction of 2 of the 3 French units and the shattering of the 3rd, which the Germans did not converted to a retreat.

The Italians are still neutral but are planningh some mischief in two more (axis) impulses. [;)]


[image]local://upfiles/31901/E1B53A70ADA84DA48CD1302A089965DF.jpg[/image]




paulderynck -> RE: New to the game - Basic Questions (8/17/2014 7:56:28 PM)

If you are enjoying both the playing and the reporting, then you might like to post your game in the AARs.




rkr1958 -> RE: New to the game - Basic Questions (8/17/2014 9:40:22 PM)


quote:

ORIGINAL: paulderynck

If you are enjoying both the playing and the reporting, then you might like to post your game in the AARs.
Sure, I'll give it a shot.




rkr1958 -> RE: New to the game - Basic Questions (8/27/2014 9:59:18 PM)

It's the stay at sea phase for the CW and I ran across this. A convoy at sea that's disorganized. Does this make sense? There's been no combat in this sea area this whole game.

[image]local://upfiles/31901/B0D87996042B4B0C974F010445A44276.jpg[/image]




rkr1958 -> RE: New to the game - Basic Questions (8/27/2014 10:20:18 PM)

A second question (for today and in a row). I'm trying to understand which convoys I can return from sea and which ones I need to keep at sea. In the Caribbean Sea the CW has 5 CPs. In the production map when I click on unused convoys it shows 1u (or 1 unused CP). When I toggle that flag off it shows 5 CPs. Is it safe to assume that 1 of the 5 CP is not being used?

And, when I toggle the Unused between Stay and Return the status of the CPs not used doesn't seem to change. Can I trust that toggle?

[image]local://upfiles/31901/292F9B0D4FC842749B9C4F6E4DFA3729.jpg[/image]




Courtenay -> RE: New to the game - Basic Questions (8/27/2014 11:04:49 PM)


quote:

ORIGINAL: rkr1958

It's the stay at sea phase for the CW and I ran across this. A convoy at sea that's disorganized. Does this make sense? There's been no combat in this sea area this whole game.


If you moved the convoy to sea when it is out of supply, it will be disorganized. The only effect on the game is that you will not be able to move it in a naval movement phase, only a return to base phase. It still functions normally as a convoy.

If the convoy did not come from an out of supply port, then either there is a bug, or there is a rule I don't know.




Courtenay -> RE: New to the game - Basic Questions (8/27/2014 11:20:42 PM)


quote:

ORIGINAL: rkr1958

A second question (for today and in a row). I'm trying to understand which convoys I can return from sea and which ones I need to keep at sea. In the Caribbean Sea the CW has 5 CPs. In the production map when I click on unused convoys it shows 1u (or 1 unused CP). When I toggle that flag off it shows 5 CPs. Is it safe to assume that 1 of the 5 CP is not being used?

It is a pretty good guess that the convoy is not being used. One can find out for certain by setting the production display to "route", switching the global map on the production screen to show sea zones, and then clicking on the sea area that you are interested in. This will bring up a list of all resources and build points being convoyed through that area.

quote:

And, when I toggle the Unused between Stay and Return the status of the CPs not used doesn't seem to change. Can I trust that toggle?

I would not begin to trust that toggle. What you can trust is the global map. Bring up the global map (cntl-G), and set the display to Active Allied convoys. (Active Axis when playing the Axis, of course.) Each sea zone will have a number of numbers in it; the first is how many convoys are staying at sea. If that number is not what you expect, go to the sea area and fix it. MWiF likes to send convoys home randomly. I had a great deal of trouble with this until I discovered that the global map will tell me which CPs are staying at sea. I still have to be careful, but since I discovered the global map, I have not had to repeat a stay at sea step, whereas before I was generally repeating it at least once if not twice a turn.




rkr1958 -> RE: New to the game - Basic Questions (8/28/2014 1:53:34 AM)

@Courtenay - Thanks.

Now for the trifecta for tonight ... I just want to make sure I absolutely understand the rules for conquest of a home country, Yugoslavia in this example. To conquer a home country one needs to control the capital and all printed factories in that country. So in this example, to conquer Yugoslavia the Germans would accomplish that by capturing Belgrade and Zagreb. Is that correct?

[image]local://upfiles/31901/312D815A3F5546B1A2DF89ED961D8B1C.jpg[/image]




warspite1 -> RE: New to the game - Basic Questions (8/28/2014 1:56:54 AM)

quote:

ORIGINAL: rkr1958

@Courtenay - Thanks.

Now for the trifecta for tonight ... I just want to make sure I absolutely understand the rules for conquest of a home country, Yugoslavia in this example. To conquer a home country one needs to control the capital and all printed factories in that country. So in this example, to conquer Yugoslavia the Germans would accomplish that by capturing Belgrade and Zagreb. Is that correct?

[image]local://upfiles/31901/312D815A3F5546B1A2DF89ED961D8B1C.jpg[/image]
warspite1

Correct. There are different rules for Italy but generally the rule is as you state.




Joseignacio -> RE: New to the game - Basic Questions (9/2/2014 10:14:13 AM)

Just a quick note. Territories have different rules.

It has some relevance, especially in the Pacific and Asia areas...




Joseignacio -> RE: New to the game - Basic Questions (9/2/2014 10:43:54 AM)

Two questions:

- Multiple states of war: A Finnish (for example) unit can embark and invade from a GE TRS/AMPH?

- In the 3D10 (if someone is using it), a notional dies with 1 hit? (Just not to make a mess to those not familized with the newer versions of RAW, those born after RAW7 which is used for MWIF, this latter question does not apply to MWIF).




Orm -> RE: New to the game - Basic Questions (9/2/2014 10:47:56 AM)

quote:

- A Finnish (for example) unit can embark and invade from a GE TRS/AMPH?

Yes. (If Finland is controlled by Germany)




Joseignacio -> RE: New to the game - Basic Questions (9/2/2014 10:49:51 AM)

ok, thx..




Mayhemizer_slith -> RE: New to the game - Basic Questions (9/11/2014 8:01:10 PM)

Question about blitz:

1 pink AA gun is defending and 1 ARM corps is attacking. Does AA gun count as AT? Does AT (or AA gun) count as full unit or half unit like ARM div? Who decides the table used?

Thanks again in advance...




composer99 -> RE: New to the game - Basic Questions (9/11/2014 8:41:03 PM)

Any artillery unit with pink combat factors doubles its combat factors when defending in land combat against ARM or MECH units.

Defending AT guns (including AA guns with pink or red factors) count as 1 ARM corps for the purpose of determining who chooses the combat table (blitz vs. assault).

quote:

Who decides the table used?


I'm not sure if this was an independent question from the others, but I will treat it as such and respond accordingly.

The defender chooses the combat table most of the time. The attacker can choose the combat table as long as all of the following are true:
- the hex being attacked is clear, desert, or forest terrain
- the hex being attacked does not contain a city
- no attacking unit is crossing a fort hexside
- the attacker has blitz advantage

Blitz advantage means the attacker has:
- any amount of ARM, HQ-A or MECH, as long as the defender has no ARM, MECH, HQ-A or aa/at guns
- if the defender has MECH, more MECH than the defender or any amount of ARM or HQ-A
- if the defender has ARM, HQ-A, or aa/at guns, more ARM and/or HQ-A than the defender




Mayhemizer_slith -> RE: New to the game - Basic Questions (9/12/2014 8:48:29 AM)

Thank you, I got all the answers I needed.

I should have specified the last question: who decides the table used in this case (1 pink AA gun is defending and 1 ARM corps is attacking)?





composer99 -> RE: New to the game - Basic Questions (9/12/2014 11:44:58 AM)

Defender, because the attacker doesn't have enough ARM to call it in that scenario.




Finarfn -> RE: New to the game - Basic Questions (9/14/2014 1:38:31 AM)

hello,

just a small question is it possible for the US player to trade the philippines's ressource to Japan in order to coply the trade aggrement between them?

Fin




Courtenay -> RE: New to the game - Basic Questions (9/14/2014 1:57:19 AM)


quote:

ORIGINAL: Finarfn

hello,

just a small question is it possible for the US player to trade the philippines's ressource to Japan in order to coply the trade aggrement between them?

Fin

No. The rule makes it clear that the resources must come from the US, through specific sea areas, with Japan and the US responsible for specific convoy points.




paulderynck -> RE: New to the game - Basic Questions (9/14/2014 3:11:35 AM)

I say Yes. The rule states: "The USA must supply Japan with 4 resources each turn." and "To avoid US entry penalties, the USA must have enough convoy points in the West Coast, Mendocino, Hawaiian Islands and Central Pacific ocean sea areas to transport the resources to Japan."

There's nothing written preventing the US from sourcing one resource from the Philippines by placing a CP in the Bismarck Sea and another in the Marianas and then have it transported onward into the Central Pacific by the CPs there.




composer99 -> RE: New to the game - Basic Questions (9/14/2014 6:54:24 AM)

The WiF:FE rule clarification document that you can download from ADG's website explicitly allows this. To whit:

quote:

Q.5.1-2 (for rule 5.1): For at-start Trade Agreements, must the RP and BPs provided by JA, US, GE, and RU come from their respective home countries?

Answer: No, but they must satisfy rule 5., that is they must be delivered if possible.


Since the resources provided by US are not required to come from the US home country, the Philippines resource can be delivered to Japan.

(Keep in mind that if the US designates the Philippines resource as one of the resources it is sending to Japan, it will lose US entry markers if it can't deliver that resource to Japan.)




paulderynck -> RE: New to the game - Basic Questions (9/14/2014 6:54:58 PM)

No, it would not lose US entry providing it could send a resource from the US to make up the difference. You never designate specific resources, you only announce quantities and types of lends and to whom they will go (and this is already in place for trade agreements existing at the start of the game).

Which is why the "must be delivered" clause is so important. Because if the primary CP route for the lend is messed up, you still have to potentially tie your CP chain in knots if an alternate route to fulfill the lending requirement exists (or use the gamey solution: RTB some more CPs to then make it impossible prior to production).




analog_relic -> RE: New to the game - Basic Questions (9/17/2014 2:59:36 AM)

When using the quick setup for any scenario involving the US, why does it place 5 CPs in each sea area when the US has to supply only 4 resources to Japan?




paulderynck -> RE: New to the game - Basic Questions (9/17/2014 3:03:07 AM)

So they can take home the BP that Japan lends them. Theoretically, they only have to place 4 but the extra BP a turn adds up.




analog_relic -> RE: New to the game - Basic Questions (9/19/2014 1:30:15 AM)

Thanks Paul. I thought it was for the BP from Japan, but wasn't sure. AR




rkr1958 -> RE: New to the game - Basic Questions (9/21/2014 4:16:41 PM)

Can the Italians and Germans coordinate an attack? For example, in the attack below against the partisan in Yugoslavia, could I have selected the Hungarian corps and SS division during the German phase and then added in the Italians during their phase?

[image]local://upfiles/31901/B7478B57DEF249C1BD688681AA1E499C.jpg[/image]




composer99 -> RE: New to the game - Basic Questions (9/21/2014 4:30:56 PM)

German and Italian units cooperate, once both major powers are active, so they can attack together. So the general answer to your question is yes.

However, unless the Hungarians in this specific case are aligned to Italy, they do not cooperate, and so may not attack together.

See rule section 18 on Cooperation.




rkr1958 -> RE: New to the game - Basic Questions (9/21/2014 5:30:03 PM)


quote:

ORIGINAL: composer99

German and Italian units cooperate, once both major powers are active, so they can attack together. So the general answer to your question is yes.

However, unless the Hungarians in this specific case are aligned to Italy, they do not cooperate, and so may not attack together.

See rule section 18 on Cooperation.
Hungary is aligned to Germany. So, I could have only added in the 1-3 SS division to the Italians? If I had first selected the 3-3 Hungarian corps to attack during the German phase then I wouldn't have been able to select the Italians during their attack phase?




Centuur -> RE: New to the game - Basic Questions (9/21/2014 5:31:52 PM)

quote:

ORIGINAL: rkr1958


quote:

ORIGINAL: composer99

German and Italian units cooperate, once both major powers are active, so they can attack together. So the general answer to your question is yes.

However, unless the Hungarians in this specific case are aligned to Italy, they do not cooperate, and so may not attack together.

See rule section 18 on Cooperation.
Hungary is aligned to Germany. So, I could have only added in the 1-3 SS division to the Italians? If I had first selected the 3-3 Hungarian corps to attack during the German phase then I wouldn't have been able to select the Italians during their attack phase?



Yes and yes.




rkr1958 -> RE: New to the game - Basic Questions (9/21/2014 7:04:23 PM)


quote:

ORIGINAL: Centuur

quote:

ORIGINAL: rkr1958


quote:

ORIGINAL: composer99

German and Italian units cooperate, once both major powers are active, so they can attack together. So the general answer to your question is yes.

However, unless the Hungarians in this specific case are aligned to Italy, they do not cooperate, and so may not attack together.

See rule section 18 on Cooperation.
Hungary is aligned to Germany. So, I could have only added in the 1-3 SS division to the Italians? If I had first selected the 3-3 Hungarian corps to attack during the German phase then I wouldn't have been able to select the Italians during their attack phase?



Yes and yes.
Thanks! I think I'm starting to get the hang of this game!

Changing the subject (or question), I'm playing with the latest public beta patch (1.2.1.5). I've look through the extensive change list and may have just missed it. Does this latest patch fix the bug(s) where a country couldn't save more than 1 oil or 1 BP per hex?




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