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RE: Absolute Minimum - 1/22/2014 11:33:29 PM   
paulderynck


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Edit: One day I'll notice when the post number is divisible by 30 and I need to quote for context. 30 to 1, 60 to 2, 90 to 3... yeah got it maybe.
quote:

ORIGINAL: WarHunter

Why i dont like playing with Fractional odds.

Lets pretend we are playing MWiF in a perfect world. The time it takes to move counters is time we enjoy. We share the bliss of counting movement points. The exhilaration of shifting combat factors around 1 hex.
I'm sitting here in rap anticipation of your last and final land move. You have squeezed out every last combat factor to get your 3-1 on the hex NE to Paris. Its 46 to 15. Now its Ground support. All i have is 1 french twin engine bomber. Its got alot going against it flying as a bomber. But if it makes it in its a 2-1. If not it is 3-1.

You the German player know the score. You have to stop that damn french bomber. You knew it as you were setting up the attack. Everyone knows it. But you have the fighters waiting to pounce.

They shoot that little bastard bomber down.

Time for the main event. 3-1 with 1 extra factor over. OMG the fractional odds works and now its a 4-1. Roll for the 4-1. end of story.

So the Defender has a fighting chance to stop a 3-1 and fails in a test of wills through the RNG. Both sides put up a unit. Both sides roll a die. One side wins.

Fractional odds has none of the fairness of shared risk. One player, the Attacker gets what he pays for, or gets an advantage. The defender waits to be the attacker to visit upon his opponent the same measure of inequality.


You make a good point although your example over the board is incorrect because over the board you need 47 to 15. (Fractionals are by tenths - round down). When you compare the two extremes for 1D10, they only balance when the odds of an attack are 1 to 1. Above that every extra defensive factor is "worth" one multiplied by the odds.

I can honestly say I've never thought of fractional odds as lazy - I'd term them "equitable". If you can guarantee a battle (with or without Fractional odds) you do so - because the most important thing about any battle is to not get disorganized. But a lot of battles are fought at odds between 3-1 and 5-1 and in those battles there are no guarantees, so every factor you put in for a lucky fractional roll is one more that a) is unavailable to help the odds in a different battle it may be in range of, and b) is one more factor that will be disorganized if the roll for the battle itself is a poor one.

Another thing - Fractional odds are actually less of an impact in 2D10 because you are rolling to increase the die roll by one pip whereas every odds shift in a combat equals 2 pips. For your example in 2D10 you'd have a one tenth chance to go up half an odds column.

As far as options go though you really need to choose between 1D10 and 2D10 first and then you get interplay between that choice and playing with guns and divisions.

You should not play 2D10 without playing with guns and divisions and if instead you want to play 1D10 then if you do use guns and divisions as well, you definitely need to also play 1D10 with Blitz Bonus.


< Message edited by paulderynck -- 1/23/2014 12:41:28 AM >


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RE: Absolute Minimum - 1/23/2014 12:47:51 PM   
brian brian

 

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some thoughts on some of these

Fractional Odds - yes, essential. Yes, it is pro-attacker. But when you play this game against another person, in person, the time savings is huge. Also, do you really want an air battle over every single land combat? Be careful what you wish for….

Offensive Chits - just part of the game at this point. They represent pouring your military resources into existing units and logistics pathways, vs. building new ones all the time. (Hitler v. Manstein)

Partisans - I don't see where that is very complicated or time consuming. I don't know why they are optional either. Let's just pretend the Axis weren't some of the most evil regimes to appear on Earth in the 20th century. Nope, just a bunch of misunderstood professional militaries, let's not bother them with Partisans and muck up their exciting military machines…. No.

Oil - With the difficulties reported in MWiF on using it, I could understand skipping it. Otherwise, skipping it is just more Axis fantasy role-playing.



Gamers don't like limits on what they can do. Neither did historical military leaders. Unfortunately, war always has limits. World in Flames already has an incredibly simplified logistics system that gives the Axis far more than their historical capabilities in many ways, in the interests of making more of a 'game' of it. Even in 1941, the Germans couldn't have reached their historical front line in December without capturing large fuel stocks from the Russians. Later in the war on the Eastern Front, I have to wonder how many Germans were captured/killed simply because they had to march back out of Russia without fuel.

You can play the game as a game, and skip over all historical constraints the rules allow you to skip, or you can add more and more things in the interests of truly simulating the things the historical decision makers had to consider.

I think there are no absolute minimum options at all, beyond the four I listed. World in Flames works pretty good as a corps/army level game of WWII.

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Post #: 32
RE: Absolute Minimum - 1/23/2014 1:38:57 PM   
brian brian

 

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And I would say as far as how I prefer to play the game, with all of the realism options turned on, I would say that one that is an absolute minimum is Guards Banner Armies, which the Russians need to generate combat power in their units to be able to come back from what the overly supplied Germans can accomplish in Russia in 1941. So I hope that one is coded first from among the ones not done yet.

I would also say that if you like realism, and don't think the Russian front should be a game of Berlin > Urals > Back to Berlin, HQ Movement helps tone down the speed of advances at least a little. It is hard to remember when you start playing it, sure…..the computer will help in that regard. In the real war, the Japanese in China could barely operate as their logistics were so stretched by what they did do, which was to just sit on the historical start line WiF players start at in a game of Global War.

Before the new counter set in Final Edition, there were no HQ-A counters with 5 movement factors. HQs moved 2 or 3 hexes per impulse and logistics were quite a bit more realistic in my opinion.

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RE: Absolute Minimum - 1/23/2014 1:45:57 PM   
WarHunter


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After spending yesterday setting up various games using various combinations of options. The following list is Absolute Minimum Options for a game. This list should appeal to new and returning wargamers. Old hands might find the lack of options refreshing.

Some options could have been left off. Some could have been added. The only way to know if this even works for a game, is to try it. If something surfaces among the options that is important to you. Let us know. This list is not written in stone. Just a framework really. When you feel ready to add more. Feel free as you would when adding salt and pepper to your meal. Come and ask for recommendations if you don't know.

So next time you decide to play. Consider trying out these options and post a few words how it went.

If anyone has questions, comments, stories to share feel free to come here and post them. We can continue to discuss various options and the ramifications to the game and players.

The only credit i take is the credit to be a sounding board for discussion.
Good Luck in your gaming.

Divisions
Artillery
Ski Troops
Engineers - Combat
Chinese Warlords
Siberians
Queens
Offensive Chits
Fortifications
Motorized Movement Rates
Blitz Bonus for 1D10
Amphibious Rules
SCS Transport
Emergency HQ Supply
Fighter Bombers
Tank Busters
Flying Boats
Extended Aircraft Rebasing
Saving Oil Resources and Build Points
Off City Reinforcement
Scrap Units
Fractional Odds

I'll edit the 1st post with the options as they change.




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Post #: 34
RE: Absolute Minimum - 1/23/2014 2:00:12 PM   
WarHunter


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quote:

ORIGINAL: paulderynck
You make a good point although your example over the board is incorrect because over the board you need 47 to 15. (Fractionals are by tenths - round down). When you compare the two extremes for 1D10, they only balance when the odds of an attack are 1 to 1. Above that every extra defensive factor is "worth" one multiplied by the odds.

Another thing - Fractional odds are actually less of an impact in 2D10 because you are rolling to increase the die roll by one pip whereas every odds shift in a combat equals 2 pips. For your example in 2D10 you'd have a one tenth chance to go up half an odds column.


Thanks for the info about minimum number of combat factors that are needed to activate fractional odds. Its good to know.



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“We never felt like we were losing until we were actually dead.”
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Post #: 35
RE: Absolute Minimum - 1/23/2014 2:14:38 PM   
WarHunter


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quote:

ORIGINAL: brian brian
I would also say that if you like realism, and don't think the Russian front should be a game of Berlin > Urals > Back to Berlin, HQ Movement helps tone down the speed of advances at least a little. It is hard to remember when you start playing it, sure…..the computer will help in that regard. In the real war, the Japanese in China could barely operate as their logistics were so stretched by what they did do, which was to just sit on the historical start line WiF players start at in a game of Global War.


HQ movement is a very good optional rule. Its a staple of my games. As is Railway Movement and Motorized Movement Rates. All 3 together create a challenging environment for the land movement phase.


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Post #: 36
RE: Absolute Minimum - 1/23/2014 2:25:42 PM   
WarHunter


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quote:

ORIGINAL: AxelNL

Partisans adds complexity. It is stated it affects both sides in a balanced game (e.g. india), than taking it away would not hinder the game balance too much. In my current game it adds time and dilutes focus. For a minimum set I would vote to keep them out. I will certainly leave them out in my next game.


I went with your recommendation about leaving out partisans.

Even though i would not normally exclude partisans. The exclusion of territorials made me rethink the addition of partisans. That and the impact on the Asian map. Which i still consider the Wild East.

Why some kind of passive partisan rule was not created for MWiF is beyond my understanding. Maybe someone can shed some light on that?

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Post #: 37
RE: Absolute Minimum - 1/23/2014 2:40:38 PM   
WarHunter


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quote:

ORIGINAL: Centuur

The absolute minimum for me:

Motorised movement rates
HQ support
Emergency HQ supply
Pilots
USSR-Japanese compulsory Peace
Carrier planes
Additional Chinese cities
Offensive chits
No ZOC on surprise impulse (since it is historically correct to play with this rule, which does favour the Axis). I would have liked to see this rule in the rulebook itself and not having it as an optional one...

Optional rules which I don't want to play with are:

Construction Engineers. There aren't enough engineer units for this rule to be valid. It tends to balance game towards the allied side a lot, since to use factories, the Axis need to repair them and build points gone in 1939 take a huge toll on the Axis economy...

Convoys in Flames. Adds to many units and make the game too complex. But perhaps this will be better in MWIF...
Oil tankers. Adds to the complexity of the game and makes convoy routing even harder than it is now...

In the presence of the enemy. I just don't like this rule.

Limited overseas supply. I simply cannot understand why this optional rule is so popular. Now, I can understand that merchantmen have to be used to supply units overseas, but to use a whole convoy point to supply only one division? That's ridiculous and completely a-historical. There should come a better rule to simulate this. You should be able to break down convoy points into supply ships and than use those for supply. A convoy point simply is to much shipping to keep certain area's in supply. Roughly speaking, a German soldier needed about 400 kg. a month to be fully supplied. So to keep 10.000 men in supply for two months you would need one ship capable of cargoing 8.000 tons, not a convoy point which simulates far more shipping. This rule is too much and a-historical...

Night air missions: too much for a strategic game...
Japanese command conflict: historically correct? I don't know if the producing of planes was really the point where the generals and admirals were bickering about. Anyway, I don't like the way this is done in WiF.

Intelligence: this rule favours the allies too much, since they have far to many build points in late game to spare for intelligence. Also, the US gets far to many for their build points spend. Apart from this I don't like the opportunity to roll for the next impulses weather. The weather comes as it is and there wasn't any country in the world which could make a good forecast during WW II for more than a couple of days...

Centuur,
Thanks for your post.

You brought up some interesting topics.

Of the rules you don't like much. Pretty much agree with all of them. Except i've never played with Convoy's in Flames so i dont have an opinion.
Construction Engineers, Why is this even a thing? Does anyone play with this option.

No ZOC on surprise impulse. I agree it has historical flavor. But, Do we need to give the axis another tool to hammer the Russian player with? If it only affected minor powers, i'd be all over it. Verses a major power, it can be a game breaker. Especially an old player vs a new player.

Carrier planes, Until i see a patch that eliminates some bugs with CVP's my gut is to stay away from them. But i do love the rule when it works.

USSR-Japanese compulsory Peace, another one i want to see coded.


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“We never felt like we were losing until we were actually dead.”
Marcus Luttrell

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Post #: 38
RE: Absolute Minimum - 1/23/2014 2:43:20 PM   
WarHunter


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quote:

ORIGINAL: Mat_Jack

Just wanted to say great thread idea and great input with back and forth by the more experienced to allow noobs like me to soak up and later try and apply with better understanding.


Thanks for reading. If anything comes up in your game. We are here to help ya.

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“We never felt like we were losing until we were actually dead.”
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Post #: 39
RE: Absolute Minimum - 1/23/2014 3:40:01 PM   
Dabrion


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I agree with your list, mostly. Still advocate:

* Air Rules.
Reasoning: The Air Rules came with PiF and are basically needed to meet that kits' design goals. W/o them you just have convoluted air force pools (more than double available, remember PiF is integral part of MWiF). You will see over time, that there are MANY planes on the table. Vanilla A2A rules are not designed to deplete the amount of planes you suddenly can allocate to a single A2A combat. By that reasoning, any rule that leads to more deadly A2A combat (w/o being ridiculous) is a good one! Most of the air rules do just that.
I recommend in order: <Bounce Combat> (converts AC/DC into something meaningful), <Backup FTR> (let quality matters more that quantity), <Fighter Bombers> (else FRT cannot use their TAC values), <Twin Engine FTR>. Rest is not as crucial, I would still play them any time!

* 2D10 LCRT + fractional odds
This was introduced MiF (Divisions) and is pretty much a stable ever since. In fact I hope RAW8 will purge 1D10 for good, so we don't have to spend time contemplating it existence anymore (just a wet dream sadly). I think the reasons for and against FO have been presented. 2D10 has an emphasis on combined arms and eliminates the gambling on the tails of the distribution. Do not like the 10% gamble for Gibraltar? I don't! 2D10+FO also allows you to project DRM like: ratio*2, roll for fraction. Simple isn't it?

For someone getting into the game fresh, it would also be somewhat unrewarding to learn that the "easy" ruleset is in fact the "obsolete" ruleset (only partially of course).



A word on the map rules: a) mot. mv., b) railway mv., b) HQ mv. and c) winterised mv.:
a) [on] has been argued for already, I agree it is a realism option
b) [off] is an artifact of the AiF america maps. They are pacific map scale and you cannot really move about without that option, somewhat true for AS and PC maps in WiF, but you don't really move about much on these. I never liked the implications of this on the European maps (effectively negating weather!). I certainly don't like it on an all-european-scale map.
c) [off] no clue who came up with this and for what reason. it somewhat addresses the GE advance outpacing RU retreat kinda-issue. But that is actually all right, you should be punished if you gamble by stuffing.
d) new option from the 2008 annual, we like it so far! (is it in MWiF?)

But I already see we disagree on that one. In any case, they are probably not part of the "absolute minimum"(tm) ;)

< Message edited by Dabrion -- 1/23/2014 10:31:22 PM >


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- Richard P. Feynman, 'WiF, Sex, and the Dual Slit Experiment'.

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Post #: 40
RE: Absolute Minimum - 1/23/2014 6:53:47 PM   
WarHunter


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quote:

ORIGINAL: Dabrion

I agree with your list, mostly. Still advocate:

* Air Rules.
Reasoning: The Air Rules came with PiF and are basically needed to meet that kits' design goals. W/o them you just have convoluted air force pools (more than double available, remember PiF is integral part of MWiF). You will see over time, that there are MANY planes on the table. Vanilla A2A rules are not designed to deplete the amount of planes you suddenly can allocate to a single A2A combat. By that reasoning, any rule that leads to more deadly A2A combat (w/o being ridiculous) is a good one! Most of the air rules do just that.
I recommend in order: <Bounce Combat> (converts AC/DC into something meaningful), <Backup FTR> (let quality matters more that quantity), <Fighter Bombers> (else FRT cannot use their TAC values), <Twin Engine FTR>. Rest is not as crucial, I would still play them any time!
* 2D10 LCRT + fractional odds
This was introduced MiF (Divisions) and is pretty much a stable ever since. In fact I hope RAW8 will purge 1D10 for good, so we don't have to spend time contemplating it existence anymore (just a wet dream sadly). I think the reasons for and against FO have been presented. 2D10 has an emphasis on combined arms and eliminates the gambling on the trials of the distribution. Do not like the 10% gamble for Gibraltar? I don't! 2D10+FO also allows you project your DRM like this: ratio*2, roll for fraction. Simple isn't it?
For someone getting into the game fresh, it would also be somewhat unrewarding to learn that the "easy" ruleset is in fact the "obsolete" ruleset (only partially of course). This would be true for the CRT in particular.
A word on the map rules: a) mot. mv., b) railway mv., b) HQ mv. and c) winterised mv.:
a) [on] has been argued for already, I agree it is a realism option
b) [off] is an artifact of the AiF america maps. They are pacific map scale and you cannot really move about without that option, somewhat true for AS and PC maps in WiF, but you don't really move about much on these. I never liked the implications of this on the European maps (effectively negating weather!). I certainly don't like it on an all-european-scale map.
c) [off] no clue who came up with this and for what reason. it somewhat addresses the GE advance outpacing RU retreat kinda-issue. But that is actually all right, you should be punished if you gamble by stuffing.
d) new option from the 2008 annual, we like it so far! (is it in MWiF?)

But I already see we disagree on that one. In any case, they are probably not part of the "absolute minimum"(tm) ;)


I'm glad we have some agreement.

This way we can compromise options when we play head to head. (yep thinking ahead)
I'd even setup Zulu time to play with anyone in the ETO. Maybe even a 3rd clock for PTO players.

Was very tempted to add more air options. Felt like a butcher cutting onions.


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Marcus Luttrell

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Post #: 41
RE: Absolute Minimum - 1/23/2014 6:54:50 PM   
paulderynck


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quote:

ORIGINAL: WarHunter

Divisions
Artillery
Ski Troops
Engineers - Combat
Chinese Warlords
Siberians
Queens
Offensive Chits
Fortifications
Motorized Movement Rates
Blitz Bonus for 1D10
Amphibious Rules
SCS Transport
Emergency HQ Supply
Fighter Bombers
Tank Busters
Flying Boats
Extended Aircraft Rebasing
Saving Oil Resources and Build Points
Off City Reinforcement
Scrap Units
Fractional Odds


At first glance I'd disagree with Warlords (played probably 15 WiF games in a row without them, and didn't feel like we missed anything) but considering the expansion of the map in China, every unit helps.

Another observation is that if you are using Saving Oil and BPs then you should have Oil on the list.

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RE: Absolute Minimum - 1/23/2014 7:06:57 PM   
paulderynck


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Also I'd add CVPs and Pilots to the list - no need to go with 2 CVPs per CV, but the mechanics of having the CVP intrinsic to the CV are just so awful...

Pilots - because I like the realism of the orange results wherein you are more likely to lose pilots over enemy territory than your own.

I would always out and out veto Railway Movement which gives the Germans a HUGE and very unhistorical advantage in Russia where there was maybe one road on the entire front that could be classed as providing the assistance that rule does. (Minsk to Moscow) Allows the German units to ignore Rain if they march along a railway line, so forget about their armor outpacing their infantry - won't happen. Allows armor to Blitz advance into forest along a RR and stay organized - overall really a game breaker IMO.

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RE: Absolute Minimum - 1/23/2014 7:38:14 PM   
WarHunter


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quote:

ORIGINAL: paulderynck

Also I'd add CVPs and Pilots to the list - no need to go with 2 CVPs per CV, but the mechanics of having the CVP intrinsic to the CV are just so awful...


Pilots - because I like the realism of the orange results wherein you are more likely to lose pilots over enemy territory than your own.

I would always out and out veto Railway Movement which gives the Germans a HUGE and very unhistorical advantage in Russia where there was maybe one road on the entire front that could be classed as providing the assistance that rule does. (Minsk to Moscow) Allows the German units to ignore Rain if they march along a railway line, so forget about their armor outpacing their infantry - won't happen. Allows armor to Blitz advance into forest along a RR and stay organized - overall really a game breaker IMO.

quote:

Another observation is that if you are using Saving Oil and BPs then you should have Oil on the list.


The oil rules currently are not stable enough for me to advocate inclusion at this time. I do not want anyone new or returning to get mired in the oil rules. Getting used to saving BP's as a mechanic is about the same as saving oil without the headaches. And you don't have to either lose a BP or build something you don't want not to waste 1 BP.

I love using the pilot rule and CVp's. The choice i made was to make a clean cut and give players a taste of the air system without the clutter. The inherent CV plane is not great. But you dont get a bug in the RTB phase as far as i can tell.
Currently that bug with CVp's is why i hate to advocate it as absolute minimum.

Railway Movement: You do not like this one i see. Your group must have some players that make great use of the rule. I have never seen huge 1 sided landslides with this option in play. But then we also use HQ Movement which tones down the supply advancement.
I'm open to use or not. Just like 1D10 vs 2D10 i have no problem playing with either option. Heck, as much as i dislike Limited Overseas Supply, i would never veto a game or throw a hissy fit about it. I'd just ask to be the Soviet player. Even with Railway Movement. Yes i think I'm that good.

paulderynck, i appreciate the feedback. If you get a chance to setup a game and maybe play just 1 turn with these options, tell us what you think. No rush

< Message edited by WarHunter -- 1/23/2014 8:38:54 PM >


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Post #: 44
RE: Absolute Minimum - 1/23/2014 8:27:58 PM   
Centuur


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If you use Railway Movement, you have to include HQ movement, otherwise Paulderynck is right with his remarks.

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RE: Absolute Minimum - 1/23/2014 9:45:59 PM   
Mike Parker

 

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Really enjoying this thread. One of the best in awhile.. and delightfully well mannered and I mean that sincerely.

I love the insight some of the real vets give about how optional rules combinations work together!

I would point out one thing said about Fractional Odds. That its something for the attacker. Well I think that is just a world view really. It doesn't really matter who rolls the die. Let the defender roll to try and keep the lower odds. In some sense its just "The Real Odds are 3.5 - 1 a high roll gives the defender a boost, a low roll the attacker"


(in reply to Centuur)
Post #: 46
RE: Absolute Minimum - 1/23/2014 9:53:43 PM   
Dabrion


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quote:

ORIGINAL: paulderynck
Another observation is that if you are using Saving Oil and BPs then you should have Oil on the list.


Ah yes, this one is a bugger! If you play saved oil w/o oil, this only helps you to conserve your RP for later use with a better PM (which is an artifact of that rule). Saving BP is another story and should be used to achieve the same! Also allows IT to save up for that HQA or Eng without loosing its dignity over begging GE for LL.


quote:

ORIGINAL: WarHunter
Railway Movement: You do not like this one i see. Your group must have some players that make great use of the rule. I have never seen huge 1 sided landslides with this option in play. But then we also use HQ Movement which tones down the supply advancement.


Perhaps you have wrong/incomplete concept of HQ movement?

"Option 17: (HQ movement) An HQ-A and HQ-I spends one additional movement point for the first hexside it crosses that is not along a railway." RAW7aug04 (Checked it is the same in in MWiF (PM Vol. 2 ~ 9.3.3, p. 156)

Note a) only first hexside and b) only movement not along railways. This is NOT a counter for railway movement!

_____________________________

“WiF is like sex: sure, it may give some practical results, but that's not why we do it.”
- Richard P. Feynman, 'WiF, Sex, and the Dual Slit Experiment'.

(in reply to paulderynck)
Post #: 47
RE: Absolute Minimum - 1/24/2014 4:14:50 AM   
WarHunter


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First off, I would never advocate using Railway movement alone. As others have pointed out, its a very powerful option alone.

I do suggest using Railway movement with Motorized movement and HQ movement. Having never seen a blowout in Russia at the hands of this option, makes me skeptical its so OP. When Net play gets working. I look forward to being humbled with the use of these 3 movement options, together.

Could just play with Motorized movement only. What fun would that be?

<Looks at list of Absolute Minimum>

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Post #: 48
RE: Absolute Minimum - 1/24/2014 11:38:10 PM   
brian brian

 

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Railway Movement just makes the units move too fast. Using the HQ Movement optional is a way to slow down armies in general … Railway Movement speeds them back up.

I like HQ Movement but understand to be in a minority on that.

I've never even thought about the idea that Motorized Movement is an optional rule, so I guess it should be part of an absolute minimum.

I would never play with Railway Movement.


I do like the +1 movement point for non-winterized units to start moving in Snow weather from the last Annual as well (not in MWiF). I don't think it will make it into future editions of the game though.

(in reply to WarHunter)
Post #: 49
RE: Absolute Minimum - 1/25/2014 11:52:22 PM   
WarHunter


Posts: 1207
Joined: 3/21/2004
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quote:

ORIGINAL: Mike Parker

Really enjoying this thread. One of the best in awhile.. and delightfully well mannered and I mean that sincerely.

I love the insight some of the real vets give about how optional rules combinations work together!

I would point out one thing said about Fractional Odds. That its something for the attacker. Well I think that is just a world view really. It doesn't really matter who rolls the die. Let the defender roll to try and keep the lower odds. In some sense its just "The Real Odds are 3.5 - 1 a high roll gives the defender a boost, a low roll the attacker"


I'm happy to contribute some little bit of understanding of the game as i see it. I try not to lose sight of the fact there are others with different understanding. Exchanging views about options in the game gives me clues to what options i need to brush up on.

No matter how hard i want an option to be viewed as a possible source of challenge or balance. There is the possibility it will get vetoed. I don't take it personally. Better to adapt and hope in the future an option discarded is reviewed and brought back into favor. The only way that happens is to get people to check it out in a solo game. Create a game and explore possible combinations, not normally looked at in a months long "real" practice game with friends.

As this is our only way to play at the moment. Yeah. We know.

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“We never felt like we were losing until we were actually dead.”
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(in reply to Mike Parker)
Post #: 50
RE: Absolute Minimum - 1/27/2014 5:18:24 PM   
WarHunter


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Looking to add an Option to Absolute Minimum. Extended Game Option.

The title is a little misleading. It not only allows players to extend the game to Nov/DEC 1952. It allows players to end the game early.

Anyone have some thoughts about this option? Is it acceptable to you?

Screenshot and the rule as written in game.

Extended Game [CWIF addition]
This optional rule extends the game to July/August of 1948 (3 years, 18 turns). Of course the game could always end sooner by mutual agreement of the players or by one side achieving an automatic victory.

This is the only optional rule that can be modified during the game. That is, once you have selected this optional rule, you can reset when the end of the game occurs as often as you like.

There is an absolute upper limit on the US production multiple: 2.25.






Attachment (1)

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Post #: 51
RE: Absolute Minimum - 1/27/2014 7:41:31 PM   
Ur_Vile_WEdge

 

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My biggest use for Extended play is that I want to see if I can conquer America when the AI finally rolls around.


But in human vs human games? I don't see it being that useful. Usually, if the Allies aren't going to get their necessary VP by J/A 45, what have you added by dragging the war on another 3 years? We all know what's going to happen; unless the Axis have done something to drastically even the odds (most likely conquered the USSR), U.S. production is going to keep increasing, the atlantic convoy route is going to get more secure, and the Axis are going to get pounded flatter and flatter.


I once talked about with my Dad, although never got around to actualy implementing it, a "supergame" where each one of us took a side, we'd play until complete Axis conquest, and then switch sides, see who could last longer. But even that's enormously variable and takes a tremendous amount of time and energy. I don't see it really being used all that often.

(in reply to WarHunter)
Post #: 52
RE: Absolute Minimum - 1/27/2014 7:47:23 PM   
paulderynck


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Joined: 3/24/2007
From: Canada
Status: offline
For a "maximum" list - why not? In the vast majority of games, the Allies will eventually totally crush the Axis so I can see people playing it out if they miss the artificial game end deadline - just to see how much longer it might take. It appears the option can be invoked any time and if both sides agree, then why not?

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Post #: 53
RE: Absolute Minimum - 1/28/2014 5:49:43 PM   
Centuur


Posts: 8802
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From: Hoorn (NED).
Status: offline

quote:

ORIGINAL: paulderynck

For a "maximum" list - why not? In the vast majority of games, the Allies will eventually totally crush the Axis so I can see people playing it out if they miss the artificial game end deadline - just to see how much longer it might take. It appears the option can be invoked any time and if both sides agree, then why not?


I agree. Why stop if both sides are having fun at that time?

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Post #: 54
RE: Absolute Minimum - 1/28/2014 5:55:29 PM   
pzgndr

 

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From: Maryland
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I have enjoyed these discussions and rationalizations. I am taking a slightly different approach because my main interest is eventually playing the Fascist Tide ETO scenario versus AI when those become available. And I'm not particularly interested in the additional complexity provided by divisions, CiF/pilots, and oil optional rules. So I'm choosing to focus on the following options in a customized rule set:

Flying Boats
Limited Overseas Supply
Limited Supply Across Straits
HQ Support
Emergency HQ Supply
Off City ReinforcementV Weapons
Frogmen
Saving Resources
Carpet Bombing
Tank Busters
Motorized Movement Rates
Blitz Bonus (with the 1D10 variability)
Bomber ATR
Large ATR
Fractional Odds
Extended Aircraft Rebasing
Partisans
Night Missions
Twin Engined Fighters
Fighter Bombers
Offensive Chits
Queens
City Based Volunteers
Siberians
Naval Supply Units
Guards Banner Armies
Scrap Units

I will probably also include Territorials, Bottomed Ships, Atomic Bombs, Kamikazes, Chinese Warlords and Additional Chineses Cities; these don't seem particularly relevant to the ETO scenario but they're consistent witht the type of rule set I'm looking for. And I figure a couple of additional options such as Allied Combat Friction and Food in Flames may be helpful for handicapping the AI if necessary.

My only point sharing these thoughts is there may be other players with a similar (narrow?) interest. I want to start getting used to "my" rule set as I learn the game solo while waiting for "my" scenario and AI. For now. Later on I may start to add more complexity but I'm in no rush. So far, so good.

< Message edited by pzgndr -- 1/29/2014 12:52:50 PM >

(in reply to WarHunter)
Post #: 55
RE: Absolute Minimum - 1/29/2014 3:36:22 PM   
WarHunter


Posts: 1207
Joined: 3/21/2004
Status: offline

quote:

ORIGINAL: pzgndr

I have enjoyed these discussions and rationalizations. I am taking a slightly different approach because my main interest is eventually playing the Fascist Tide ETO scenario versus AI when those become available. And I'm not particularly interested in the additional complexity provided by divisions, CiF/pilots, and oil optional rules. So I'm choosing to focus on the following options in a customized rule set:

Flying Boats
Limited Overseas Supply
Limited Supply Across Straits
HQ Support
Emergency HQ Supply
Off City ReinforcementV Weapons
Frogmen
Saving Resources
Carpet Bombing
Tank Busters
Motorized Movement Rates
Blitz Bonus (with the 1D10 variability)
Bomber ATR
Large ATR
Fractional Odds
Extended Aircraft Rebasing
Partisans
Night Missions
Twin Engined Fighters
Fighter Bombers
Offensive Chits
Queens
City Based Volunteers
Siberians
Naval Supply Units
Guards Banner Armies
Scrap Units

I will probably also include Territorials, Bottomed Ships, Atomic Bombs, Kamikazes, Chinese Warlords and Additional Chineses Cities; these don't seem particularly relevant to the ETO scenario but they're consistent witht the type of rule set I'm looking for. And I figure a couple of additional options such as Allied Combat Friction and Food in Flames may be helpful for handicapping the AI if necessary.

My only point sharing these thoughts is there may be other players with a similar (narrow?) interest. I want to start getting used to "my" rule set as I learn the game solo while waiting for "my" scenario and AI. For now. Later on I may start to add more complexity but I'm in no rush. So far, so good.


pzgndr,
Setting up a list of options to use with Half the world scenarios is a splendid idea.

Quick comment about additional divisions. The option doesn't really add much in the way of complexity. You get flexibility in assigning losses for the CRT being used. The main thing to remember is that divisions have no ZOC and you are ready to add them. Learning to breakdown and reform is not all that hard. I would vote to add it as an option to learn.



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“We never felt like we were losing until we were actually dead.”
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Post #: 56
RE: Absolute Minimum - 2/5/2014 2:44:11 PM   
Mike Raymond

 

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I'm not sure I understand the optional 'pilots'. Would not you need pilots?

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Post #: 57
RE: Absolute Minimum - 2/5/2014 2:52:51 PM   
Centuur


Posts: 8802
Joined: 6/3/2011
From: Hoorn (NED).
Status: offline
quote:

ORIGINAL: r6751

I'm not sure I understand the optional 'pilots'. Would not you need pilots?


If you don't play with it, you buy a plane with the pilot in one go. If you play with the optional rule, you buy a plane without a pilot (and that's cheaper) and have to buy a pilot to fly it (or not, if the plane build is a lousy one or if there is a pilot available who survived a crash...).

< Message edited by Centuur -- 2/5/2014 3:53:46 PM >


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Peter

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Post #: 58
RE: Absolute Minimum - 2/5/2014 6:06:54 PM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
The pilot rule includes simulation of the fact that you lose more pilots over enemy territory than over your own. It's one more level of "chrome" in the rules.

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Post #: 59
RE: Absolute Minimum - 2/6/2014 7:47:47 PM   
jhdeerslayer


Posts: 1194
Joined: 5/25/2002
From: Michigan
Status: offline
Speaking of pilots, what is the "retrain pilot" category that sometimes pops up in the Production Queue to purchase? Is this a downed pilot that survived maybe?

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Post #: 60
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