Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Chicom questions

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> World in Flames >> Chicom questions Page: [1]
Login
Message << Older Topic   Newer Topic >>
Chicom questions - 2/9/2018 2:49:22 AM   
Sabre21


Posts: 8231
Joined: 4/27/2001
From: on a mountain in Idaho
Status: offline
In the event all the Red Chinese cities are taken by the Japs and all on map Red units are destroyed, is there a way to remove the Chicom units from the Chinese force pool so that the Nationalists don't have to waste points on a random red unit?

I know about scrapping units at the end of each turn in which they are destroyed, and I have looked at the scrapping tab on the production screen during that phase, but the system won't let me remove Red units still in the pool.

Is there something I'm missing here?

If there is no way to remove these, why not? Why should the Nationalists be stuck with a bunch of units that can't be placed on the map?

I suppose the opposite could be true if all the Nationalist cities were over run by either the Reds or the Japs and all of the Nationalist units were destroyed.

< Message edited by Sabre21 -- 2/9/2018 5:08:29 AM >


_____________________________

Post #: 1
RE: Chicom questions - 2/9/2018 3:41:32 AM   
michaelbaldur


Posts: 4774
Joined: 4/6/2007
From: denmark
Status: offline

doing end of turn, there is a form that ask you if you want to scrap any destroyed units. after that units can only be scrapped when they are obsolete

_____________________________

the wif rulebook is my bible

I work hard, not smart.

beta tester and Mwif expert

if you have questions or issues with the game, just contact me on Michaelbaldur1@gmail.com

(in reply to Sabre21)
Post #: 2
RE: Chicom questions - 2/9/2018 5:07:33 AM   
Sabre21


Posts: 8231
Joined: 4/27/2001
From: on a mountain in Idaho
Status: offline
I knew about both those methods, I was hoping there might have been another. It's unfortunate that the chicom units aren't pulled from the pool in this case.

_____________________________


(in reply to michaelbaldur)
Post #: 3
RE: Chicom questions - 2/9/2018 8:08:12 AM   
Joseignacio


Posts: 2449
Joined: 5/8/2009
From: Madrid, Spain
Status: offline
Anyway I respect your likes or dislikes but apart from that there is no objective reason why you should wish that. Red units are stronger than Nat by far and they are not subject to the "Chinese weakness", I get as many as I can and of course proceed to risk more in battle and scrap (when destroyed) the nationalists as much as I can so there are more possibilities to get Chicom units.

< Message edited by Joseignacio -- 2/9/2018 10:32:38 AM >

(in reply to Sabre21)
Post #: 4
RE: Chicom questions - 2/9/2018 12:51:09 PM   
Centuur


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

ORIGINAL: Sabre21

In the event all the Red Chinese cities are taken by the Japs and all on map Red units are destroyed, is there a way to remove the Chicom units from the Chinese force pool so that the Nationalists don't have to waste points on a random red unit?

I know about scrapping units at the end of each turn in which they are destroyed, and I have looked at the scrapping tab on the production screen during that phase, but the system won't let me remove Red units still in the pool.

Is there something I'm missing here?

If there is no way to remove these, why not? Why should the Nationalists be stuck with a bunch of units that can't be placed on the map?

I suppose the opposite could be true if all the Nationalist cities were over run by either the Reds or the Japs and all of the Nationalist units were destroyed.


It's the way the rules are written. The penalty for not having any city controlled by the communists is that you can't set up the communist units and still have to build them.


_____________________________

Peter

(in reply to Sabre21)
Post #: 5
RE: Chicom questions - 2/9/2018 1:32:59 PM   
Joseignacio


Posts: 2449
Joined: 5/8/2009
From: Madrid, Spain
Status: offline
O sh*t, I didn't read this. Lol. It was the first thing you wrote:"In the event all the Red Chinese cities are taken by the Japs and all on map Red units are destroyed,"... OMG

(in reply to Centuur)
Post #: 6
RE: Chicom questions - 2/9/2018 6:05:37 PM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
In the boardgame, eventually an allied power can retake a Chinese city and has the choice of whether to revert it to the Chicoms or Natios. Then the units riding the spiral can come on. But I don't think MWiF has individual hex reversion yet.

The ChiCom MIL should have been removed from the force pool so you shouldn't have to chance building them. Any that were destroyed that turn should have been scrapped, maybe even more in preceding turns if "the writing was on the wall".

The only other solution would be to edit the game file, but other than hex reversion, MWiF follows RAW7 concerning the ChiCom units.

_____________________________

Paul

(in reply to Joseignacio)
Post #: 7
RE: Chicom questions - 2/9/2018 9:05:20 PM   
Sabre21


Posts: 8231
Joined: 4/27/2001
From: on a mountain in Idaho
Status: offline

quote:

ORIGINAL: Joseignacio

O sh*t, I didn't read this. Lol. It was the first thing you wrote:"In the event all the Red Chinese cities are taken by the Japs and all on map Red units are destroyed,"... OMG



When I read what you wrote I kinda figured this :)

_____________________________


(in reply to Joseignacio)
Post #: 8
RE: Chicom questions - 2/9/2018 9:06:47 PM   
Sabre21


Posts: 8231
Joined: 4/27/2001
From: on a mountain in Idaho
Status: offline

quote:

ORIGINAL: paulderynck

In the boardgame, eventually an allied power can retake a Chinese city and has the choice of whether to revert it to the Chicoms or Natios. Then the units riding the spiral can come on. But I don't think MWiF has individual hex reversion yet.

The ChiCom MIL should have been removed from the force pool so you shouldn't have to chance building them. Any that were destroyed that turn should have been scrapped, maybe even more in preceding turns if "the writing was on the wall".

The only other solution would be to edit the game file, but other than hex reversion, MWiF follows RAW7 concerning the ChiCom units.


I was afraid of that, too bad there isn't an option to discard those units.

_____________________________


(in reply to paulderynck)
Post #: 9
RE: Chicom questions - 2/11/2018 6:16:29 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
In one of my games, the Nationalist Chinese were getting reinforcements but the cities in the east were full. Even though we were playing with Off-City Reinforcements, the Chinese player had to bring them in way to the west (e.g., Urumchi) since those cities were empty.

It took us a while to figure out why they couldn't arrive closer to the front lines.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Sabre21)
Post #: 10
RE: Chicom questions - 2/11/2018 6:18:41 PM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
...makes you wonder how its even possible to knock out the ChiComs...

_____________________________

Paul

(in reply to Shannon V. OKeets)
Post #: 11
RE: Chicom questions - 2/11/2018 7:16:42 PM   
michaelbaldur


Posts: 4774
Joined: 4/6/2007
From: denmark
Status: offline
quote:

ORIGINAL: paulderynck

...makes you wonder how its even possible to knock out the ChiComs...



conquering china.

the liberator decides if chicom get it cities back, but then it have no units, because they were removed doing conquest.

so if chicom loss it final city, they are basic out of the game, but china still have to produce them.. this is another china weakness

< Message edited by michaelbaldur -- 2/11/2018 7:22:43 PM >


_____________________________

the wif rulebook is my bible

I work hard, not smart.

beta tester and Mwif expert

if you have questions or issues with the game, just contact me on Michaelbaldur1@gmail.com

(in reply to paulderynck)
Post #: 12
RE: Chicom questions - 2/12/2018 7:48:19 AM   
Joseignacio


Posts: 2449
Joined: 5/8/2009
From: Madrid, Spain
Status: offline
quote:

ORIGINAL: paulderynck

...makes you wonder how its even possible to knock out the ChiComs...


In a recent MWIF game trial, the Jap simply sent almost everything he had for my commies. I had only 5 units, including Mao and a garrison, so they were succumbing easily to bombing, massive attacks and lack of supply except for those inside a city. Plus he was lucky to disorganize Mao so the supply issue was even worse.

It can be pretty easy if

- You get very few communists
- Jap bets for bombing Mao and get lucky
- He uses land impulses dedicated to pocket, unsupply and attack with the 5 or 6 hexes he has for each enemy unit/stack.

< Message edited by Joseignacio -- 2/12/2018 1:24:43 PM >

(in reply to paulderynck)
Post #: 13
RE: Chicom questions - 2/12/2018 8:08:07 PM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
If your opponent tries this regularly, or maybe just as a good insurance policy; at game start, set-up your weakest ChiCom unit in (if allowed or if not then) adjacent to Kashgar.


_____________________________

Paul

(in reply to Joseignacio)
Post #: 14
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> World in Flames >> Chicom questions Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.923