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RE: optional rules - 8/22/2006 9:28:55 PM   
Neilster


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quote:

The first three optional rules fall into a category which I mentally refer to as "why would anyone object to this?" There are a substantial number of rules that seem to add realism while adding only low or medium amounts of additional complexity. Should they be flagged in some way, maybe in the intro to options?


As the computer will be doing all the work, adding optional rules will now be quite painless. Most of those I've read seem to add a fair bit of realism so I'll be pouring them on. This is an example of where the computer version will really shine.

Does anyone have an opinion on this? Patrice?

Cheers, Neilster


(in reply to wfzimmerman)
Post #: 121
RE: optional rules - 8/22/2006 9:37:30 PM   
wfzimmerman


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quote:

ORIGINAL: Shannon V. OKeets

He
=============================================================
[71][Cruisers In Flames][RAW 75 s. 22.4.6]
This optional rule adds a lot more cruiser *counters* to the game, all of which represent light cruisers and their associated escort ships. The major effect of adding the light cruiser counters is that they and their provide ASW defense against submarines. Without them, carriers and battleships are assumed to have intrinsic light cruisers attached to them which provide ASW support. With this optional rule in use, the light cruisers are explicitly added to the counter mixed and the ASW defense of carriers and battleships by themselves is zero. When playing with the Light Cruisers option, every CL and C*L*AA of WWII is depicted in the counter mix.

[there were no CAAs in the US nomenclature scheme -- only CLAAs. All CW CAAs were CLAAs.]

For game play purposes, the additional cruisers are treated the same as previous light cruisers. However, now each carrier and battleship has an ASW factor of 0 and, if playing with oil cruisers and light cruisers only count as a quarter of a unit during final reorganization.

Another change is that rough weather slows down the smaller ships. This is implemented during the naval movement step only, and each light cruiser, destroyer flotilla, naval transport, and convoy that moves into 1 or more sea areas in blizzard or storm has its movement allowance and range reduced by 1 for that step (note that this may prevent the unit from entering its final sea area).

[now there should be a typhoon rule.]




< Message edited by wfzimmerman -- 8/22/2006 9:38:41 PM >


_____________________________


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Post #: 122
RE: optional rules - 8/22/2006 9:43:16 PM   
Froonp


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From: Marseilles, France
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quote:

[50][Twin Engined Fighters][RAW 53 s. 14.3.2]
This optional rule reduces the air-to-air combat effectiveness of twin engine fighters when in air-to-air combat with single engine fighters.

In air-to-air combat during the day, all front fighters with an orange air-to-air rating achieve one result less than normal when the front enemy fighter in the combat does not have an orange air-to-air rating. In these cases an AX result becomes a DX, a DX becomes an AA, an AA becomes a DA and so on. A DC result is unaffected and remains a DC result.

You may make it more clear than RAW here : The results of the Air to Air combats are, from the more devastating to the least :
AX, DX, AA, DA, -, AC, DC
So, a DA becomes a -, and a - becomes an AC.
An AC becomes a DC, which means more bouncing !!!!

(in reply to Shannon V. OKeets)
Post #: 123
RE: optional rules - 8/22/2006 9:47:46 PM   
lomyrin


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I have not seen any restrictions in the number of partisans in a country in the rules, you limit them to 3.

The likelyhood of a partisan in a country that was neutral in any part of the current year is halved.

There is also the 22.4.16 Partisan HQ's as an availablt option - will you include that one separately ?

Lars


(in reply to Shannon V. OKeets)
Post #: 124
RE: optional rules - 8/22/2006 9:50:52 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: wfzimmerman

quote:

ORIGINAL: Shannon V. OKeets

He
=============================================================
[71][Cruisers In Flames][RAW 75 s. 22.4.6]
This optional rule adds a lot more cruiser *counters* to the game, all of which represent light cruisers and their associated escort ships. The major effect of adding the light cruiser counters is that they and their provide ASW defense against submarines. Without them, carriers and battleships are assumed to have intrinsic light cruisers attached to them which provide ASW support. With this optional rule in use, the light cruisers are explicitly added to the counter mixed and the ASW defense of carriers and battleships by themselves is zero. When playing with the Light Cruisers option, every CL and C*L*AA of WWII is depicted in the counter mix.

[there were no CAAs in the US nomenclature scheme -- only CLAAs. All CW CAAs were CLAAs.]

For game play purposes, the additional cruisers are treated the same as previous light cruisers. However, now each carrier and battleship has an ASW factor of 0 and, if playing with oil cruisers and light cruisers only count as a quarter of a unit during final reorganization.

Another change is that rough weather slows down the smaller ships. This is implemented during the naval movement step only, and each light cruiser, destroyer flotilla, naval transport, and convoy that moves into 1 or more sea areas in blizzard or storm has its movement allowance and range reduced by 1 for that step (note that this may prevent the unit from entering its final sea area).

[now there should be a typhoon rule.]




OK

_____________________________

Steve

Perfection is an elusive goal.

(in reply to wfzimmerman)
Post #: 125
RE: optional rules - 8/22/2006 9:52:48 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Froonp

quote:

[50][Twin Engined Fighters][RAW 53 s. 14.3.2]
This optional rule reduces the air-to-air combat effectiveness of twin engine fighters when in air-to-air combat with single engine fighters.

In air-to-air combat during the day, all front fighters with an orange air-to-air rating achieve one result less than normal when the front enemy fighter in the combat does not have an orange air-to-air rating. In these cases an AX result becomes a DX, a DX becomes an AA, an AA becomes a DA and so on. A DC result is unaffected and remains a DC result.

You may make it more clear than RAW here : The results of the Air to Air combats are, from the more devastating to the least :
AX, DX, AA, DA, -, AC, DC
So, a DA becomes a -, and a - becomes an AC.
An AC becomes a DC, which means more bouncing !!!!


OK.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 126
RE: optional rules - 8/22/2006 9:56:58 PM   
Froonp


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quote:

Partisans are drawn randomly from the partisan force pool. There is a maximum of 3 partisan units per country, and since they are corps sized units, the maximum number of partisan units in a hex is 2. The composition of the partisan force pool changes year to year which changes the probability of drawing weak, weaker, or very weak partisan units. The strength of the units you have drawn previously has no effect on the probability of what you will draw next. In particular, there is a limitless pool of partisans to draw from - subject to the 3 unit maximum per country. [This section of the partisan rule is quite different from WIF FE because there is no longer any restriction due to the counter mix.]

This 3 units limitation is not RAW.
Moreover, there are often situations (China, Russia, France) where there are more than 3 Partisans at the same time in the country, this limitation will screw them, especially Russia & China, where the Anti-Partisan duty is very demanding to the invader. Limiting it to 3 units nearly remove the threat.
If this limit was imposed in the game because of the unlimited Partisan Force Pool, I'd rather play with the limited force pool and the unilimited number of partisans per country.

(in reply to Shannon V. OKeets)
Post #: 127
RE: optional rules - 8/22/2006 10:01:57 PM   
Froonp


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quote:

ORIGINAL: Neilster
quote:

The first three optional rules fall into a category which I mentally refer to as "why would anyone object to this?" There are a substantial number of rules that seem to add realism while adding only low or medium amounts of additional complexity. Should they be flagged in some way, maybe in the intro to options?

As the computer will be doing all the work, adding optional rules will now be quite painless. Most of those I've read seem to add a fair bit of realism so I'll be pouring them on. This is an example of where the computer version will really shine.
Does anyone have an opinion on this? Patrice?
Cheers, Neilster

These optional rules are no brainer for me in normal games too. All the paperwork being done by the CPU, they could even be automatically selected.

(in reply to Neilster)
Post #: 128
RE: optional rules - 8/22/2006 10:06:32 PM   
Froonp


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quote:

[71][Cruisers In Flames][RAW 75 s. 22.4.6]
(...)
Another change is that rough weather slows down the smaller ships. This is implemented during the naval movement step only, and each light cruiser, destroyer flotilla, naval transport, and convoy that moves into 1 or more sea areas in blizzard or storm has its movement allowance and range reduced by 1 for that step (note that this may prevent the unit from entering its final sea area).

This latest part should be made separate from the CLiF Option.
As for the BP to spend to create an oil barrel in the other option, I don't see what this rule does in a games like WiF FE.
Moreover, all ships being accompanied by 4-6 DD, all ships would suffer the penalty. Well, this is a bad and useless rule for me, and it is a shame if it is mandatory when you use CLs.

(in reply to Shannon V. OKeets)
Post #: 129
RE: optional rules - 8/22/2006 10:14:39 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Froonp
quote:

Partisans are drawn randomly from the partisan force pool. There is a maximum of 3 partisan units per country, and since they are corps sized units, the maximum number of partisan units in a hex is 2. The composition of the partisan force pool changes year to year which changes the probability of drawing weak, weaker, or very weak partisan units. The strength of the units you have drawn previously has no effect on the probability of what you will draw next. In particular, there is a limitless pool of partisans to draw from - subject to the 3 unit maximum per country. [This section of the partisan rule is quite different from WIF FE because there is no longer any restriction due to the counter mix.]

This 3 units limitation is not RAW.
Moreover, there are often situations (China, Russia, France) where there are more than 3 Partisans at the same time in the country, this limitation will screw them, especially Russia & China, where the Anti-Partisan duty is very demanding to the invader. Limiting it to 3 units nearly remove the threat.
If this limit was imposed in the game because of the unlimited Partisan Force Pool, I'd rather play with the limited force pool and the unilimited number of partisans per country.


I am merely documenting what CWIF did here. I do not like the WIF FE version though. Taking units off the map and magically placing them elsewhere always affronts my sensitivities. Especially since you could take them from one country and place them in another - yuck!

Making the maximum number variable by country would be easy to do. I am thinking of increasing the maximum for Russia and China while making it fewer for some of the smaller countries. A maximum does strike me as a good idea - a dozen partisan corps swarming all about in a country because there wasn't any garrison force and the die rolls worked out that way ... another yuck!

Perhaps the maximum for a minor country could be roughly related to how many regular infantry corps it has. For example, 1 for Iran and Iraq, 3 for Greece and Poland, 6 for major powers. ???

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 130
RE: optional rules - 8/22/2006 10:17:35 PM   
wfzimmerman


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quote:

ORIGINAL: Froonp

quote:

[71][Cruisers In Flames][RAW 75 s. 22.4.6]
(...)
Another change is that rough weather slows down the smaller ships. This is implemented during the naval movement step only, and each light cruiser, destroyer flotilla, naval transport, and convoy that moves into 1 or more sea areas in blizzard or storm has its movement allowance and range reduced by 1 for that step (note that this may prevent the unit from entering its final sea area).

This latest part should be made separate from the CLiF Option.
As for the BP to spend to create an oil barrel in the other option, I don't see what this rule does in a games like WiF FE.
Moreover, all ships being accompanied by 4-6 DD, all ships would suffer the penalty. Well, this is a bad and useless rule for me, and it is a shame if it is mandatory when you use CLs.


1) Isn't the idea that the BBs & CVs are no longer accompanied by DDs? Now all the escort functions are moved into the CLs.

2) If the storm effects is RAW, then how can we throw it out?

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Post #: 131
RE: optional rules - 8/22/2006 10:22:21 PM   
Shannon V. OKeets

 

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From: Honolulu, Hawaii
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quote:

ORIGINAL: Froonp

quote:

[71][Cruisers In Flames][RAW 75 s. 22.4.6]
(...)
Another change is that rough weather slows down the smaller ships. This is implemented during the naval movement step only, and each light cruiser, destroyer flotilla, naval transport, and convoy that moves into 1 or more sea areas in blizzard or storm has its movement allowance and range reduced by 1 for that step (note that this may prevent the unit from entering its final sea area).

This latest part should be made separate from the CLiF Option.
Moreover, all ships being accompanied by 4-6 DD, all ships would suffer the penalty. Well, this is a bad and useless rule for me, and it is a shame if it is mandatory when you use CLs.


I think you are misunderstanding this. A task force (group of ships moving together) is only as fast as its slowest ship. The rough weather paragraph has no effect on BBs or CVs directly. It only slows down any accomplanying CLs et al. If a BB with a movement/range of 4/4 is accompanied by a CL with a movement/range of 6/5, then even in bad weather it is the BB that limits what the task force can do (the CL is effectively a 5/4 in bad weather).

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 132
RE: optional rules - 8/22/2006 10:32:43 PM   
Froonp


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quote:

ORIGINAL: wfzimmerman
quote:

ORIGINAL: Froonp
quote:

[71][Cruisers In Flames][RAW 75 s. 22.4.6]
(...)
Another change is that rough weather slows down the smaller ships. This is implemented during the naval movement step only, and each light cruiser, destroyer flotilla, naval transport, and convoy that moves into 1 or more sea areas in blizzard or storm has its movement allowance and range reduced by 1 for that step (note that this may prevent the unit from entering its final sea area).

This latest part should be made separate from the CLiF Option.
As for the BP to spend to create an oil barrel in the other option, I don't see what this rule does in a games like WiF FE.
Moreover, all ships being accompanied by 4-6 DD, all ships would suffer the penalty. Well, this is a bad and useless rule for me, and it is a shame if it is mandatory when you use CLs.

1) Isn't the idea that the BBs & CVs are no longer accompanied by DDs? Now all the escort functions are moved into the CLs.

Without CLiF, Capital ships are supposed to be accompanied by 1 CL and some DD.
With CLiF, Capital ships are supposed to be accompanied by 4-6 DD.
The DD are supposed to be part of the Capital Ship's Counter.

quote:

2) If the storm effects is RAW, then how can we throw it out?

In RAW, you can choose options entirely or part of them.
For some of them, it make sence, because the 2 parts are not very much related.
Why will TRS be slower in Storms if you play with CL, and faster if you play without, is beyond me.

< Message edited by Froonp -- 8/22/2006 10:38:45 PM >

(in reply to wfzimmerman)
Post #: 133
RE: optional rules - 8/22/2006 10:35:18 PM   
wfzimmerman


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quote:

ORIGINAL: Froonp

quote:

ORIGINAL: wfzimmerman
quote:

ORIGINAL: Froonp
quote:

[71][Cruisers In Flames][RAW 75 s. 22.4.6]
(...)
Another change is that rough weather slows down the smaller ships. This is implemented during the naval movement step only, and each light cruiser, destroyer flotilla, naval transport, and convoy that moves into 1 or more sea areas in blizzard or storm has its movement allowance and range reduced by 1 for that step (note that this may prevent the unit from entering its final sea area).

This latest part should be made separate from the CLiF Option.
As for the BP to spend to create an oil barrel in the other option, I don't see what this rule does in a games like WiF FE.
Moreover, all ships being accompanied by 4-6 DD, all ships would suffer the penalty. Well, this is a bad and useless rule for me, and it is a shame if it is mandatory when you use CLs.

1) Isn't the idea that the BBs & CVs are no longer accompanied by DDs? Now all the escort functions are moved into the CLs.

Without CLiF, Capital ships are supposed to be accompanied by 1 CL and some DD.
Without CLiF, Capital ships are supposed to be accompanied by 4-6 DD.
The DD are supposed to be part of the Capital Ship's Counter.

quote:

2) If the storm effects is RAW, then how can we throw it out?

In RAW, you can choose options entirely or part of them.
For some of them, it make sence, because the 2 parts are not very much related.
Why will TRS be slower in Storms if you play with CL, and faster if you play without, is beyond me.


OK. But then why do the BBs & CVs only use .25 of an oil with CLIF? One CL can't use very much oil...

Suspect I am doing good job of simulating confused newbie here...

_____________________________


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Post #: 134
RE: optional rules - 8/22/2006 10:37:06 PM   
Froonp


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quote:

ORIGINAL: Shannon V. OKeets
quote:

ORIGINAL: Froonp
quote:

[71][Cruisers In Flames][RAW 75 s. 22.4.6]
(...)
Another change is that rough weather slows down the smaller ships. This is implemented during the naval movement step only, and each light cruiser, destroyer flotilla, naval transport, and convoy that moves into 1 or more sea areas in blizzard or storm has its movement allowance and range reduced by 1 for that step (note that this may prevent the unit from entering its final sea area).

This latest part should be made separate from the CLiF Option.
Moreover, all ships being accompanied by 4-6 DD, all ships would suffer the penalty. Well, this is a bad and useless rule for me, and it is a shame if it is mandatory when you use CLs.


I think you are misunderstanding this. A task force (group of ships moving together) is only as fast as its slowest ship. The rough weather paragraph has no effect on BBs or CVs directly. It only slows down any accomplanying CLs et al. If a BB with a movement/range of 4/4 is accompanied by a CL with a movement/range of 6/5, then even in bad weather it is the BB that limits what the task force can do (the CL is effectively a 5/4 in bad weather).

I'm don't think that I am misunderstanding.
The US and the Japanese have Task Forces with a 6/6, 6/5 and 6/4 movement/range, so this rule changes it all in the Pacific.
If it was a realistic rule, I'd say OK for it, but it is quite a silly one. Why would TRS be slower in storms if CLs are in play ?
From a realistic point of view, the ships that suffered the most from Storms were the DDs. As there are DD everywhere, I don't feel that this rule is realistic at all.

(in reply to Shannon V. OKeets)
Post #: 135
RE: optional rules - 8/22/2006 10:41:48 PM   
wfzimmerman


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quote:

ORIGINAL: Froonp

quote:

ORIGINAL: Shannon V. OKeets
quote:

ORIGINAL: Froonp
quote:

[71][Cruisers In Flames][RAW 75 s. 22.4.6]
(...)
Another change is that rough weather slows down the smaller ships. This is implemented during the naval movement step only, and each light cruiser, destroyer flotilla, naval transport, and convoy that moves into 1 or more sea areas in blizzard or storm has its movement allowance and range reduced by 1 for that step (note that this may prevent the unit from entering its final sea area).

This latest part should be made separate from the CLiF Option.
Moreover, all ships being accompanied by 4-6 DD, all ships would suffer the penalty. Well, this is a bad and useless rule for me, and it is a shame if it is mandatory when you use CLs.


I think you are misunderstanding this. A task force (group of ships moving together) is only as fast as its slowest ship. The rough weather paragraph has no effect on BBs or CVs directly. It only slows down any accomplanying CLs et al. If a BB with a movement/range of 4/4 is accompanied by a CL with a movement/range of 6/5, then even in bad weather it is the BB that limits what the task force can do (the CL is effectively a 5/4 in bad weather).

I'm don't think that I am misunderstanding.
The US and the Japanese have Task Forces with a 6/6, 6/5 and 6/4 movement/range, so this rule changes it all in the Pacific.
If it was a realistic rule, I'd say OK for it, but it is quite a silly one. Why would TRS be slower in storms if CLs are in play ?
From a realistic point of view, the ships that suffered the most from Storms were the DDs. As there are DD everywhere, I don't feel that this rule is realistic at all.


This is an aside, but some of the old CLs were quite fragile and vulnerable in storms.

_____________________________


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Post #: 136
RE: optional rules - 8/22/2006 10:42:47 PM   
Froonp


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quote:

OK. But then why do the BBs & CVs only use .25 of an oil with CLIF? One CL can't use very much oil...
Suspect I am doing good job of simulating confused newbie here...

Humm... indeed

BB & CV use 0,1 of an oil, everytime, except if playing without SiF, but MWiF has SiF as mandatory.
CA use 0,1 of an oil if playing without CLiF, and CA and CL use 0,05 of an oil if playing with CLiF.

< Message edited by Froonp -- 8/22/2006 10:43:43 PM >

(in reply to wfzimmerman)
Post #: 137
RE: optional rules - 8/22/2006 10:47:23 PM   
wfzimmerman


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The CLs in flame does seem confusing & not as well tested as most.  Maybe it deserves to be slightly deprecated in the introduction to the optional rule.

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Post #: 138
RE: optional rules - 8/22/2006 10:55:48 PM   
Froonp


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Just wanted to make this clear :
I'm not advocating that the Rough Seas option should disappear, I'm advocating that it should be separate (but dependant) on the CLiF option.

(in reply to wfzimmerman)
Post #: 139
RE: optional rules - 8/23/2006 9:06:06 AM   
Neilster


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quote:

ORIGINAL: Froonp

quote:

OK. But then why do the BBs & CVs only use .25 of an oil with CLIF? One CL can't use very much oil...
Suspect I am doing good job of simulating confused newbie here...

Humm... indeed

BB & CV use 0,1 of an oil, everytime, except if playing without SiF, but MWiF has SiF as mandatory.
CA use 0,1 of an oil if playing without CLiF, and CA and CL use 0,05 of an oil if playing with CLiF.


Normally I think Europe has things better worked out than elsewhere but that "comma instead of the point to denote the decimal place" thing has got me completely jiggered.

I can't see how it's superior when the comma is used in mathematics to separate elements of a set.

So for me, the elements of the set {7,3,2.4,8,9.7} are obvious but how do you write that using the continental method? {7,3,2,4,8,9,7} ?

I look forward to some serious replies.

Cheers, Joey



(in reply to Froonp)
Post #: 140
RE: optional rules - 8/23/2006 8:21:55 PM   
Ullern


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{7;3;2,4;8;9,7} _ and in my head that is a Microsoft's invention. Don't think I have seen any other standard for it.

(in reply to Neilster)
Post #: 141
RE: optional rules - 8/23/2006 10:15:08 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: lomyrin
I have not seen any restrictions in the number of partisans in a country in the rules, you limit them to 3.

The likelyhood of a partisan in a country that was neutral in any part of the current year is halved.

There is also the 22.4.16 Partisan HQ's as an availablt option - will you include that one separately ?

Lars


I missed this post earlier. Sorry.

For the writeup, I am leaving out the mechanics of determining which countries, the probability of partisans, and the # of partisans. I'll cover those details somewhere else since the player doesn't have to perform the calculations (as when playing over the board). The writeup on partisans is pretty long already. All those calculations are the same as in WIF FE.

The partisan HQs are a separate optional rule.

===============
In response to this post and others:

I'll prepare a list of countries that can have partisans and propose a maximum # for each of them. And I'll post that for everyone to review. Right now I am thinking of 1 partisan for countries that only have one infantry unit in the counter mix (or none) and 5 for each major power.

There are very few partisan units in the WIF FE counter mix: only 7 to start (pre-1940) and the # grows by 2 for the next 4 years to a maximum of 15. Given partisans in China and the USSR, plus other occupied territories (France, Greece, etc.) 5 per major power seems like a lot to me. When playing WIF FE over the board the upper limit is the counter mix. And remember, these are corps sized units. We aren't talking about each unit being a dozen guys with a couple sticks of dynamite and a old rifle from WW I.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to lomyrin)
Post #: 142
RE: optional rules - 8/23/2006 10:23:03 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Froonp

quote:

[29][Carpet Bombing][RAW 32 s. 11.8]
This optional rule simulates the use of heavy bombers in the role of close air support for front line troops. It is famous for being used to help the Allies break out from the Normandy bridgehead. In WIF, carpet bombing means using your strategic bombing factors to attack land and air units, with the prospect of eliminating them entirely.

I also like the definition of Carpet Bombing found at Wikipedia (http://en.wikipedia.org/wiki/Carpet_bombing) :
*********************************************
The phrases area bombing and carpet bombing refer to the use of large numbers of unguided gravity bombs, often with a high proportion of incendiary bombs, to attempt the complete destruction of a target region, either to destroy personnel and materiel, or as a means to demoralize the enemy (see terror bombing). The phrase probably is intended to invoke the image of bombs completely covering an area, like a carpet.

Initially, carpet bombing was effected by multiple aircraft, often returning to the target in waves. Nowadays, a large bomber or missile can be used to create the same effect on a small area (an airfield, for example) by releasing a relatively large number of smaller bombs.
*********************************************

The first paragraph could be used in your writeup, removing the link to terror bombing, and the evokation of unguided gravity bombs as 99,99999% of WWII bombs were unguided gravity bombs. I like the way it convey the idea of the deadly carpet.

Also, even if not taking it, please remove the "close air support" notion from your sentence, as carpet bombing is more than that. It is more "high density area bombing".


Here is my rewrite:

This optional rule simulates the use of heavy bombers in the role of high density area bombing of enemy units in the front line.

I want to keep it short. As I understand it, carpet bombing was quite controversial when it was first used and posed a major danger to friendly troops because the heavy bombers did not have as much precision as the tactical bombers.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 143
RE: optional rules - 8/23/2006 10:37:33 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
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quote:

ORIGINAL: Froonp
quote:

As for including recent changes to the rules - No. They are always changing. Writing code for a moving target is more trouble than benefit. Have you met this girl named Pandora?

You can't say that they are always changing.
They were always changing between 1996 and about 2000, but since then, there wasnearly no change, and RAW7 was not modified since august 2004.
Now we are 2 years more of experience in the gaming of this great game after this date, and I think that if some fiddling of the rule was happening on the ADG side, the MWiF game would be much more value added if it was in line with these.

It would be awkward to have a game sold in (say) 2007 with a 2004 set of rules, if a 2006 set of rules existed, wouldn't it ? But I an NOT saying that ADG will issue a new RAW, this I do absolutely not know.


How many addons are there to WIF? How many optional rules? How many rules errata sheets? Wasn't an earlier version of RAW numbered 7m - what about 7a, 7b, 7c, ...? Compare this to Risk which was published in the 1960's and has had no revisions to the rules (for those of you counting, that number is zero). Or to Diplomacy. Sure WIF is a much more sophisticated war simulation but rules changes have been numerous and frequent.

One of Chris's problems was trying to keep up with all the new stuff released while he was writing code. In this list of optional rule writeups there have been several places where forum members have said that the writeup I posted was based on an obsolete version of the rules. I can see in the CWIF code several places where the code is irrelevant because the rules no longer exist. Chris (wisely) simply commented it out in case the powers that be changed their minds and wanted to restore it someday. There are a long list of "simple little things" that could be done. I do not argue that they are bad changes. My view is that they are changes - period.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 144
RE: optional rules - 8/23/2006 10:45:38 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

There are very few partisan units in the WIF FE counter mix: only 7 to start (pre-1940) and the # grows by 2 for the next 4 years to a maximum of 15. Given partisans in China and the USSR, plus other occupied territories (France, Greece, etc.) 5 per major power seems like a lot to me. When playing WIF FE over the board the upper limit is the counter mix. And remember, these are corps sized units. We aren't talking about each unit being a dozen guys with a couple sticks of dynamite and a old rifle from WW I.

I still prefer RAW partisans.
Russia and France can't have the same limit.

You could calculate the limit from the Partisan Number.

For example, it could be the thirded partisan number. France Partisan number is 15, so this would limit France to 5 Partisans. Russian Partisan number is 30, this would limit Russia to 10 Partisans. China number is 20, the limit would then be 6 partisans. I already had 6 partisans counters in China in games where I was in, this not extraordinary. I also had sufficient Partisans counters in Russia to pocket Army Group South between the Dniepr, the Pripets, the Black Sea, and the Partisans behind. This latter occurence is more rare however, I only saw it once. But 5 Partisans for Russia is much too low.

Or you could limit the total number of partisans present in all countries to the number of counters of the WiF FE countermix.
1939 : 7 Total Partisans.
1940 : 9 Total Partisans.
1941 : 11 Total Partisans.
1942 : 13 Total Partisans.
1943+ : 15 Total Partisans.

Or you could use as a limit the total number of partisans counters in game when playing WiF FE with all the chrome, that is with AiF & PatiF (As many many player are doing).
The numbers then become :
1939 : 8 Total Partisans.
1940 : 10 Total Partisans.
1941 : 14 Total Partisans.
1942 : 18 Total Partisans.
1943 : 23 Total Partisans.
1944 : 25 Total Partisans.
1945 : 28 Total Partisans.
1946 : 31 Total Partisans.
1947 : 33 Total Partisans.
1948 : 34 Total Partisans.
1949 : 35 Total Partisans.
1950 : 35 Total Partisans.
1951 : 36 Total Partisans.

About the strength and move allowance of those Partisans counters :
Here are the average strength & move values of partisans, playing with WiF FE partisans counters only :
1939-
Average Strengh 0,29
Average Move 2,00
1940
Average Strengh 1,00
Average Move 2,50
1941
Average Strengh 2,00
Average Move 1,50
1942
Average Strengh 2,50
Average Move 2,50
1943
Average Strengh 3,50
Average Move 2,50

Here are the average strength & move values of partisans, playing with WiF FE, AiF and PatiF partisans counters :
1939-
Average Strengh 0,25
Average Move 2,25
1940
Average Strengh 1,00
Average Move 2,50
1941
Average Strengh 1,50
Average Move 2,25
1942
Average Strengh 2,00
Average Move 2,75
1943
Average Strengh 2,80
Average Move 2,60
1944
Average Strengh 3,00
Average Move 2,50
1945
Average Strengh 3,67
Average Move 2,67
1946
Average Strengh 3,67
Average Move 2,67
1947
Average Strengh 3,50
Average Move 3,50
1948
Average Strengh 5,00
Average Move 2,00
1949
Average Strengh 5,00
Average Move 3,00
1951
Average Strengh 6,00
Average Move 3,00

I think the latest option is the best. This allow for a comfortable number of partisans appearing anywhere, and using all the Partisans counters even their combat value of 1943 on 1943-1945, which is better.

< Message edited by Froonp -- 8/23/2006 10:46:17 PM >

(in reply to Shannon V. OKeets)
Post #: 145
RE: optional rules - 8/23/2006 11:09:10 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

How many addons are there to WIF? How many optional rules? How many rules errata sheets? Wasn't an earlier version of RAW numbered 7m - what about 7a, 7b, 7c, ...?

Harry has an odd way of numbering the rule sets, and there never were RAW7b, 7c, 7d, etc...

The previous rulesets were :
(the bold one are the milestones, the ones the most used by players, the one who were diffused the most) :

RAW7 August 04 (the latest one, available at ADG website).
RAW7m (8 May 2003)
RAW7a (1 May 2003) (Fourth printed rulebook)
RAW7 (17 January 2003)
RAW6.01 (16 July 2000) (Third printed rulebook)
RAW6 (June 2000)
RAW5 (November 1999) (never available as download, only available on WiF Companion CD from 1999)
RAW4d (15 February 1999)
RAW4c (15 December 1998)
RAW4b (2 November 1998)
RAW4a (30 October 1998)
RAW3 (14 January 1998)
RAW2 (1 September 1997) (Second printed rulebook)
RAW1 is the first original printed version (1996) (First printed rulebook)

There are none errata sheets for WiF FE RaW7 august 2004.

quote:

Compare this to Risk which was published in the 1960's and has had no revisions to the rules (for those of you counting, that number is zero). Or to Diplomacy. Sure WIF is a much more sophisticated war simulation but rules changes have been numerous and frequent.

Yes, Risk is much more simple. A hundred or so of areas (hexes, and 1 type of unit .

quote:

One of Chris's problems was trying to keep up with all the new stuff released while he was writing code. In this list of optional rule writeups there have been several places where forum members have said that the writeup I posted was based on an obsolete version of the rules. I can see in the CWIF code several places where the code is irrelevant because the rules no longer exist. Chris (wisely) simply commented it out in case the powers that be changed their minds and wanted to restore it someday. There are a long list of "simple little things" that could be done. I do not argue that they are bad changes. My view is that they are changes - period.

You're the boss, you decide.

(in reply to Shannon V. OKeets)
Post #: 146
RE: optional rules - 8/23/2006 11:19:11 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
I can do much better than average strength et al for generating counters. I haven't looked at the code recently but as I recall, it simply randomly selects one of the units from the counter mix.

For a simplified example, if there is one 0-1, two 0-2s, and two 0-3s in the counter mix for the given year, then there is a 20% chance you will get a 0-1 and a 40% chance you'll get a 0-2 or a 0-3. Neither what you have drawn previously nor what is currently on the map have any effect on those probabilites. Indeed, you could have a whole lot of 0-1s or a whole lot of 0-3s, depending on your luck.

What really bothers me about the WIF FE rules is taking units off the board and placing them somewhere else on the map - "Look the Greek partisan is now in China! I wonder how he learned the language so quickly!"

1/3 the partisan number for a country as the maximum for that country sounds good to me. It would be trivial to code too.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 147
RE: optional rules - 8/23/2006 11:36:40 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

ORIGINAL: Shannon V. OKeets
I can do much better than average strength et al for generating counters. I haven't looked at the code recently but as I recall, it simply randomly selects one of the units from the counter mix.

This is very good !!! Better than I expected.

quote:

What really bothers me about the WIF FE rules is taking units off the board and placing them somewhere else on the map - "Look the Greek partisan is now in China! I wonder how he learned the language so quickly!"

Yes, but maybe limiting each country to a given number is worse.
Also, remember that this (taking units off the board ) only occurs if there are not enough Partisans in the cup to be drawn.
This problem can be solved by adding the AiF & PatiF Partisans to the countermix. As you saw from the averages I posted they are not stronger, there are just more counters.

quote:

1/3 the partisan number for a country as the maximum for that country sounds good to me. It would be trivial to code too.

Even this is not perfect, because you will then know you have reached the max number of partisans for a given country, and you may then choose to not garrison it more to prevent more partisans to come.
For example, in Greece there are 2 Partisans maximum with this rule. I often saw 4 Partisans in Greece in our games. Same for Poland, limited to 2 Partisans units, the German could simply garrison / ZoC the red factory and the 2 resources, and allow the 2 partisans appearing, it won't bother him anymore. 2 Partisans in Poland are not enough to threaten the German supply lines. In a normal game, 2 Partisans in Poland is a red alert for the German, as he must move the garrisoning units to kill the partisans, or he risk facing more, and too much Partisans in Poland sounds unhealthy for the German's supply lines.

I really think that the best is either to add the PaitF & AiF partisans units to the game (as this is done in regular WiF FE games at people who own the 3 games), or putting a maximum to the TOTAL number of partisans in game at the same time, using the number I listed for the Number of Partisans counters if there are those from AiF & PatiF added.

(in reply to Shannon V. OKeets)
Post #: 148
RE: optional rules - 8/24/2006 3:00:43 AM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
quote:

ORIGINAL: Froonp
quote:

ORIGINAL: Shannon V. OKeets
I can do much better than average strength et al for generating counters. I haven't looked at the code recently but as I recall, it simply randomly selects one of the units from the counter mix.

This is very good !!! Better than I expected.

quote:

What really bothers me about the WIF FE rules is taking units off the board and placing them somewhere else on the map - "Look the Greek partisan is now in China! I wonder how he learned the language so quickly!"

Yes, but maybe limiting each country to a given number is worse.
Also, remember that this (taking units off the board ) only occurs if there are not enough Partisans in the cup to be drawn.
This problem can be solved by adding the AiF & PatiF Partisans to the countermix. As you saw from the averages I posted they are not stronger, there are just more counters.

quote:

1/3 the partisan number for a country as the maximum for that country sounds good to me. It would be trivial to code too.

Even this is not perfect, because you will then know you have reached the max number of partisans for a given country, and you may then choose to not garrison it more to prevent more partisans to come.
For example, in Greece there are 2 Partisans maximum with this rule. I often saw 4 Partisans in Greece in our games. Same for Poland, limited to 2 Partisans units, the German could simply garrison / ZoC the red factory and the 2 resources, and allow the 2 partisans appearing, it won't bother him anymore. 2 Partisans in Poland are not enough to threaten the German supply lines. In a normal game, 2 Partisans in Poland is a red alert for the German, as he must move the garrisoning units to kill the partisans, or he risk facing more, and too much Partisans in Poland sounds unhealthy for the German's supply lines.

I really think that the best is either to add the PaitF & AiF partisans units to the game (as this is done in regular WiF FE games at people who own the 3 games), or putting a maximum to the TOTAL number of partisans in game at the same time, using the number I listed for the Number of Partisans counters if there are those from AiF & PatiF added.


2 possibilities.

- Select the 'perfect' maximum # for each country that can possibily get partisans, or
- Devise some way to adjust the maximum if the occupying forces do nothing about existing partisans (if they are ignored too long).

The simplest solution is the best. I am open to ideas here.

I do not like involving units from America in Flames or Patton in Flames. Thiose addons are not part of MWIF product 1.

A maximum for the total # of partisans on the map doesn't make sense to me, since partisans are so country specific. This was clearly a counter mix limit for WIF FE, since it was increased when more counters were available in AmerIF and PatIF.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 149
RE: optional rules - 8/24/2006 9:22:40 AM   
composer99


Posts: 2923
Joined: 6/6/2005
From: Ottawa, Canada
Status: offline

quote:

ORIGINAL: Mziln

Build points and Production points mean the same thing and are used interchangably in WiF Final Edition.

I copyed the exact options and their references in other rules (with no changes) in the file I sent to Steve.


Last I checked, they most definitely were not. Very second paragraph of 13.6, the section on production:

"Each factory that receives a resource makes one production point.[Emphasis mine.] You multiply this by your production multiple to give you build points. Build points are what you spend to buy new units."

It seems pretty clear to me - a production point is a separate entity from a build point. They are not interchangeable in any way, shape, or form. All production points eventually become build points, but they are not the same - you do not directly destroy build points with strategic bombardment (but you wish you did if you are Germany in the late war with your multiple of 1.5), nor do you directly trade production points via Lend-Lease (but you wish you did when you are USSR in the late war with your production multiple of 2).

quote:

ORIGINAL: Mziln

quote:

ORIGINAL: lomyrin

Production points are multiplied by the production multiple to arrive at buildpoints.

In 1939 with a multiple of .5, the CW's gain from the Food in Flames rule is a maximum of 1.5 build points.

In 1941 with a multiple of 1, the CW's gain is a maximum of 3 build points.

Lars


Since production points only exist when calculating production and cannot be traded or shipped. Production points are just build points prior to applying the production multiple.

Build Points = BP

Production multiple = M (The Major powers production multiple for the current production step).

Production points = P (The total number of un-destroyed factorys that had scheduled resources reach them).

Strategic bombardment destroys the factorys (if not using 22.2 Factory destruction & construction (option 30) the factorys are unuasable for the current production step).

Production is therefore calculated as:

BP = PM.

Or

Build Points = The total number of un-destroyed factorys that had scheduled resources reach them. Multiplied by the Major powers Production multiplier for the current production step.

------------------------------------------------------------------------------------------------------
22.2 Factory destruction & construction (option 30)

You can build a maximum of 1 new factory a turn for each major power. They cost 8 build points each and take 4 turns to arrive. When a new factory arrives, you must put a marker onto a city hex in your home country to refl ect its construction (only in Britain for the Commonwealth until conquered). You can never have more than 2 blue factories in a hex. New factories are always blue factories.

If a printed factory is destroyed, you don’t have to rebuild it from scratch; you can repair it. This is cheaper and faster (4 build points and 2 turns). You can only repair printed factories, not factories you constructed.


Strategic bombardment does not destroy factories except when the player making the bombardment rolls well and you are playing with the create/destroy factories optional rule. According to 11.7 Strategic bombardment:

quote:

RAW 11.7
"Locate the total on the strategic bombardment table and roll a die. The result is the number of points lost by the target hex. Add 1 to the die roll if the bombers did not fight any air-to-air combat this impulse (i.e. were not interecepted).

If the target is an oil hex, that number of oil resources is lost from the hex for the turn.

If the target is a factory hex, that number of production points will be lost from the factory owner’s production point total for the turn (see 13.6.3)."


The factory is not, strictly speaking, being "rendered unusable", although I agree that it is a valid way of interpreting the rules. But strictly speaking, you are losing production (or oil resource) points. RAW is pretty unambiguous on this, it seems to me.

_____________________________

~ Composer99

(in reply to Mziln)
Post #: 150
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