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RE: New to the game - Basic Questions - 12/8/2020 2:11:30 PM   
Centuur


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quote:

ORIGINAL: Joseignacio

Ok, it must be because of the rules affecting the country itself, I see...

I had the impression it could be any because I had seen examples of other countries aligned this way, Irak or Persia, and Turkey... I believe always on the side of Axis.

Thanks


You can check RAW for this. Chapter 19 states which countries can be aligned and when.

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Peter

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RE: New to the game - Basic Questions - 12/8/2020 3:00:29 PM   
Joseignacio


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Sure I will do, politics has always been my weak side, as far as we do the usual things I know by custome, when we try to do something different I start to shiver. I'll take a read.

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Post #: 1082
RE: New to the game - Basic Questions - 1/20/2021 7:26:48 PM   
Joseignacio


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Can a ship load a unit, go to another port, unload it and load another one and leave provided it has enough moves^? The matter being the ship has already been used for transport of one corps already.

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RE: New to the game - Basic Questions - 1/20/2021 8:02:23 PM   
Centuur


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No.

RAW:

Debarking in port
If a TRS ends its move in a port, any cargo debarks automatically at
the end of its naval movement.


Cargo can only debark at the end of the movement of the TRS.

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Peter

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RE: New to the game - Basic Questions - 1/20/2021 8:51:27 PM   
Joseignacio


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Than we have a bug, althoug I dont think we have a save by now.

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RE: New to the game - Basic Questions - 1/21/2021 3:29:53 AM   
paulderynck


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I suppose it should work for two Divs. Start with one and then move to another port (using 2 range), embark the second, and then move out. The TRS would have to have at least 3 range.

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Paul

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RE: New to the game - Basic Questions - 2/13/2021 1:50:02 AM   
rkr1958


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I generally play at zoom level 4. But apparently there's a wealth of info at the higher levels. I've owned this game since Feb 2014 (7 years) and never noticed this before. I only noticed it now because I saw it in one of the screen caps in , "The Australian Axis Rebels versus the Swedish Allied Empire (5 player)" AAR."The Australian Axis Rebels versus the Swedish Allied Empire (5 player)" AAR




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Ronnie

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RE: New to the game - Basic Questions - 4/28/2021 6:34:10 PM   
rkr1958


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I thought I'd shake things up and try playing without pilots and carrier planes.

(1) What is the range of the implicit carrier air group?
(2) For this example (USS Yorktown), it appears that the implicit carrier air group has 2 tactical and 1 strategic factor. Is this correct?
(3) What are, or how do I access, the air-to-air & air-to-sea factors?




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Ronnie

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RE: New to the game - Basic Questions - 4/28/2021 7:10:41 PM   
Angeldust2

 

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The range of the three US carriers is 4. It is equal the air component factor in the lower left.
Attention: Japanese carriers only have range equal to air component x 2 !

Yes, tactical factors are 2 (4 divided by 2) and strategic factors are 1 (4 divided by 4).

AtA and AtS factors are equal to air component, so both are 4.

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RE: New to the game - Basic Questions - 4/28/2021 8:32:45 PM   
rkr1958


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quote:

ORIGINAL: Angeldust2

The range of the three US carriers is 4. It is equal the air component factor in the lower left.
Attention: Japanese carriers only have range equal to air component x 2 !

Yes, tactical factors are 2 (4 divided by 2) and strategic factors are 1 (4 divided by 4).

AtA and AtS factors are equal to air component, so both are 4.

Thanks!

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Ronnie

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RE: New to the game - Basic Questions - 4/29/2021 5:01:05 AM   
Orm


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Be aware that the carriers automatically increase strength several times during a game if you do not play with CVP.

In 1942 and 1943, add 1 to the air component of every CV. In 1944 and later, add 2 to the air component of
every CV.

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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: New to the game - Basic Questions - 4/29/2021 4:32:19 PM   
rkr1958


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quote:

ORIGINAL: Orm

Be aware that the carriers automatically increase strength several times during a game if you do not play with CVP.

In 1942 and 1943, add 1 to the air component of every CV. In 1944 and later, add 2 to the air component of
every CV.

Thanks! Just curious, what folks experiences are playing without pilots and carrier planes (if any such folks exist that is).

< Message edited by rkr1958 -- 4/29/2021 4:53:38 PM >


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Ronnie

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RE: New to the game - Basic Questions - 4/29/2021 5:34:09 PM   
Angeldust2

 

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I have no real experience with the Global War game. I played Barbarossa and Guadalcanal fast start scenarios (= without CVP) in order to learn the UI and game mechanics. To upgrade from basic game (without CVP) to play with CVP optional was easy and effortless.

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RE: New to the game - Basic Questions - 4/29/2021 9:28:00 PM   
ssiviour

 

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quote:

ORIGINAL: rkr1958

quote:

ORIGINAL: Orm

Be aware that the carriers automatically increase strength several times during a game if you do not play with CVP.

In 1942 and 1943, add 1 to the air component of every CV. In 1944 and later, add 2 to the air component of
every CV.

Thanks! Just curious, what folks experiences are playing without pilots and carrier planes (if any such folks exist that is).


I have played a couple of games without CVP.

Particularly as the Axis I hated it. While yes, individually, it is great for Japan, I feel it makes CVs just way too powerful and unbalanced.

Needless to say, as the Allies I love it ....

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RE: New to the game - Basic Questions - 4/30/2021 3:59:18 PM   
rkr1958


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quote:

ORIGINAL: ssiviour


quote:

ORIGINAL: rkr1958

quote:

ORIGINAL: Orm

Be aware that the carriers automatically increase strength several times during a game if you do not play with CVP.

In 1942 and 1943, add 1 to the air component of every CV. In 1944 and later, add 2 to the air component of
every CV.

Thanks! Just curious, what folks experiences are playing without pilots and carrier planes (if any such folks exist that is).


I have played a couple of games without CVP.

Particularly as the Axis I hated it. While yes, individually, it is great for Japan, I feel it makes CVs just way too powerful and unbalanced.

Needless to say, as the Allies I love it ....
I hate never to be able to fill all the RN CVs/CVPs with planes because they can't draw the correct size when they build. I'm also looking to decrease the power of land based air and increase the power of carrier air groups in the Pacific. Finally I'm looking for a way to decrease the effectiveness of CW strategic bombing in the early game. In my opinion, what a CW player can accomplish in early game playing with pilots in that regards would far exceed the wildest dreams of "Bomber" Harris. I'm hoping playing without pilots mutes that significantly and allows Germany not to have to build out their fighter force and deploy it France and Germany.


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Ronnie

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RE: New to the game - Basic Questions - 4/30/2021 5:33:07 PM   
Centuur


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quote:

ORIGINAL: rkr1958


quote:

ORIGINAL: ssiviour


quote:

ORIGINAL: rkr1958

quote:

ORIGINAL: Orm

Be aware that the carriers automatically increase strength several times during a game if you do not play with CVP.

In 1942 and 1943, add 1 to the air component of every CV. In 1944 and later, add 2 to the air component of
every CV.

Thanks! Just curious, what folks experiences are playing without pilots and carrier planes (if any such folks exist that is).


I have played a couple of games without CVP.

Particularly as the Axis I hated it. While yes, individually, it is great for Japan, I feel it makes CVs just way too powerful and unbalanced.

Needless to say, as the Allies I love it ....
I hate never to be able to fill all the RN CVs/CVPs with planes because they can't draw the correct size when they build. I'm also looking to decrease the power of land based air and increase the power of carrier air groups in the Pacific. Finally I'm looking for a way to decrease the effectiveness of CW strategic bombing in the early game. In my opinion, what a CW player can accomplish in early game playing with pilots in that regards would far exceed the wildest dreams of "Bomber" Harris. I'm hoping playing without pilots mutes that significantly and allows Germany not to have to build out their fighter force and deploy it France and Germany.



There is a good solution to put planes unto the CW carriers. Don't scrap the zero cost CVP from the CW force pools.

And where strategic bombardment by the CW alone in the early game is concerned: if they are building bombers, they are not building enough convoy points, land units, FTR and HQ's to make sure places like Egypt, Malta and in the long run India and Australia stay CW controlled.
France is in need of a strong CW presence too. The defense of the USSR starts with a nice BEF in France (and Belgium, if possible). In addition to this, it's very good play to aid the French with a lot of CW controlled resources. The longer it takes for Germany to get to Paris, the better it is for the Allies. One or two turns delay, increases the chances of a Allied victory a lot...

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Peter

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RE: New to the game - Basic Questions - 5/4/2021 5:40:52 PM   
rkr1958


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quote:

ORIGINAL: Centuur
There is a good solution to put planes unto the CW carriers. Don't scrap the zero cost CVP from the CW force pools.

And where strategic bombardment by the CW alone in the early game is concerned: if they are building bombers, they are not building enough convoy points, land units, FTR and HQ's to make sure places like Egypt, Malta and in the long run India and Australia stay CW controlled.
France is in need of a strong CW presence too. The defense of the USSR starts with a nice BEF in France (and Belgium, if possible). In addition to this, it's very good play to aid the French with a lot of CW controlled resources. The longer it takes for Germany to get to Paris, the better it is for the Allies. One or two turns delay, increases the chances of a Allied victory a lot...
Thanks! All excellent points too.


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Ronnie

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Post #: 1097
RE: New to the game - Basic Questions - 5/4/2021 5:42:38 PM   
rkr1958


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Another question. This one concerning US entry action. The d10 for US reaction to a Japanese capture of a Chinese city is listed as 2 to 4. How specifically is that calculated?

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Ronnie

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RE: New to the game - Basic Questions - 5/4/2021 6:10:42 PM   
craigbear

 

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Any advice on when to collapse Vichy. In my solo game, Axis never got any traction in N. Africa, so almost all those territories have been lost. Basically, just Vichy itself is left. At what point should it be done with, after all, it still has a small navy and land/air forces to protect from south Med invasion.

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RE: New to the game - Basic Questions - 5/4/2021 6:44:32 PM   
rkr1958


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quote:

ORIGINAL: craigbear

Any advice on when to collapse Vichy. In my solo game, Axis never got any traction in N. Africa, so almost all those territories have been lost. Basically, just Vichy itself is left. At what point should it be done with, after all, it still has a small navy and land/air forces to protect from south Med invasion.
So how many land units do you still have left in Vichy? Personally, if it's enough to garrison Nice, Marseilles and Toulouse and have ZOC lock on all coastal hexes in (Vichy) South of France then I wouldn't collapse it. I'd force the allies to invade and make Vichy hostile.


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Ronnie

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RE: New to the game - Basic Questions - 5/4/2021 7:47:00 PM   
Orm


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quote:

ORIGINAL: rkr1958

Another question. This one concerning US entry action. The d10 for US reaction to a Japanese capture of a Chinese city is listed as 2 to 4. How specifically is that calculated?

It is always 4 on the d10 if you play without the option of extra Chinese cities.

xxxx

With the option extra Chinese cities on the value varies between 2 and 4, and the formula is as follows.

2 +1 per 'printed' factory in the hex.

So all factory cities except one is 3, and all cities without factory is 2. And only one city of them all is a 4.

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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: New to the game - Basic Questions - 5/4/2021 7:50:12 PM   
Orm


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quote:

ORIGINAL: craigbear

Any advice on when to collapse Vichy. In my solo game, Axis never got any traction in N. Africa, so almost all those territories have been lost. Basically, just Vichy itself is left. At what point should it be done with, after all, it still has a small navy and land/air forces to protect from south Med invasion.

I suggest it heavily depends on whether Vichy has any saved build points that can be used by Germany after the collapse. When no more build points can be saved by Vichy it might be time to collect all that production and put it to use.

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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: New to the game - Basic Questions - 5/5/2021 1:16:13 AM   
craigbear

 

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Thanks. I was kind of thinking that way. Still a few more to save, and perhaps, some more ships to get destroyed before I take over then.

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RE: New to the game - Basic Questions - 5/5/2021 3:46:52 PM   
Centuur


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quote:

ORIGINAL: craigbear

Thanks. I was kind of thinking that way. Still a few more to save, and perhaps, some more ships to get destroyed before I take over then.


That's one way to look at it. But: a hostile and active Vichy can send all saved build points to Germany in a trade agreement. And: what's worth more: a nice army sitting on the south coast of France or those build points? Don't forget: you need to garrison the southern coast of France against Allied invasion and it takes time to build units using those build points.

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RE: New to the game - Basic Questions - 5/5/2021 4:03:15 PM   
Joseignacio


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Well thought indeed, hadn't thought about the Trade Agreement...

However I wouldnt buy much, these guys have a percentage to surrender to USA or FF units.

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RE: New to the game - Basic Questions - 5/5/2021 9:00:45 PM   
Orm


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quote:

ORIGINAL: Centuur


quote:

ORIGINAL: craigbear

Thanks. I was kind of thinking that way. Still a few more to save, and perhaps, some more ships to get destroyed before I take over then.


That's one way to look at it. But: a hostile and active Vichy can send all saved build points to Germany in a trade agreement. And: what's worth more: a nice army sitting on the south coast of France or those build points? Don't forget: you need to garrison the southern coast of France against Allied invasion and it takes time to build units using those build points.

Vichy France doesn't get hostile until Allies invade, and Vichy isn't allowed to trade their saved BPs away until then. Trading the BPs from Vichy to Germany demands the BPs to be held for almost two complete turns before they can be used by Germany. Also, I do not think that they all can be traded in one single turn. And I seriously doubt that an invading Allied force are going to ignore the huge stacks of BPs in Vichy France that they voluntary invaded. It is not like they didn't see the Vichy defences before making Vichy hostile.

In short: When Allies invade mainland Vichy, they will be going for the saved BPs.

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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: New to the game - Basic Questions - 5/6/2021 2:26:37 AM   
craigbear

 

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Allies are not set up to invade very soon, so Vichy is safe for the nonce from invasion. Meanwhile, the occasional naval by Germany allows the fleet to sorte and lose some potential FF shipping (or Italian/German depending on the overrun when Vichy is eventually collapsed). I think that Vichy is a little too strong to the south due to five or six units on the shore for an easy invasion and steal of BPs, esp given the map with Allied involvement in Sicily and tussling with a still powerful Italian navy.

By the way, love this game even playing solo. Having sooo much fun.

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Post #: 1107
RE: New to the game - Basic Questions - 6/12/2021 7:22:41 PM   
rkr1958


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I was looking at the allocation of major powers for a 6-player global war scenario. Interestingly, to me at least, I see a discrepancy between WiF CE and MWiF for the recommended allocation.

For WiF CE the MP allocation is: (1) Germany, (2) Italy, (3) Japan, (4) China & USSR, (5) France & USA and (6) CW.

For MWiF it's: (1) Germany, (2) Italy, (3) Japan, (4) CW, (5) France & USSR [& communist China] and (6) USA & [Nationalist] China.

Was there a change from WiF FE to CE or is it a MWiF deviation from FE in the recommended allocation?

FYI: I do know in the grand scheme of things players are free to play the powers as they wish but I do personally find this "difference" interesting so I thought I'd ask.




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Ronnie

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RE: New to the game - Basic Questions - 6/12/2021 8:27:18 PM   
Courtenay


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MWiF precisely duplicates WiFFE's order of set up. This is shown in the scenario booklet; a pdf file of the scenario booklet comes with MWiF. MIiF does not really allocate players, since it really only uses two players. However, the recommended allocation of countries to players is that of WiFFE.

There are rules in the scenario booklet that are not duplicated in the rest of the rules.

As far as I know, MWiF precisely duplicates the WiFFE set up rules, with one exception -- CAs and CLs should be in different force pools, and they aren't.

< Message edited by Courtenay -- 6/12/2021 8:31:03 PM >


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I thought I knew how to play this game....

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Post #: 1109
RE: New to the game - Basic Questions - 7/5/2021 4:14:17 PM   
rkr1958


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Just picked and starting reading a newly released book by Daniel Jackson, "Fallen Tigers". This book focuses on the US air war in China and Burma during WW2 and the large number of US pilots who went down deep in occupied China, were helped and rescued by the Chinese. This book also contrasts the size of large raids late in the war between the China-Burma-India (CBI) theater and European Theater of Operations (ETO). A large CBI raid might have been a dozen or two bombers escorted by a half-dozen to dozen fighters. In contrast, a large ETO raid was composed of 1000's of planes.

Also, covered was the Japanese push into and conquest of Burma. I believe originally 3 regiments crossed the border into Burma and captured Lashio, which was the western terminus of the Burma road. In all I believe it was 3 IJA divisions, equivalent to a crops that conquered Burma and threaten India.

Of course as I reading these types of books, I'm always thinking of how it relates to MWiF. Or actually how MWiF relates to actual WW2 history. In this particular case I was thinking about unit scale. Section 1.2 of the "Rules as Coded" states that a land unit represents an army or corps and optional division units represent smaller units. An aircraft unit represents 250 aircraft in 1939 which gradually increases to 500 aircraft by 1945.

It feels to me that these number are more applicable to the Western and Eastern Fronts. For North Africa, the Arctic (e.g., Norway & Finland) and especially CBI I think MWiF ground and air units really represent significantly smaller numbers. For me that's one of the beauties of MWiF is how a the size of a given unit counter represents is a function of theater. Now, one might ask how do you reconcile that the unit counter costs the same regardless of theater? For me the answer is logistics. That is, it costs more and takes more effort to get and keep that unit supplied, not to mention it's support logistics, in the more remote theaters where unit size is smaller.

Anyway, not really a question but something I thought was interesting and wish to share.

< Message edited by rkr1958 -- 7/5/2021 4:20:24 PM >


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Ronnie

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