Optional Rules
Moderator: Shannon V. OKeets
- Missouri_Rebel
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Optional Rules
World in Flames is a complex game covering a complex war. The Barbarossa scenario is the one where most new players cut their teeth learning the system because it involves only two major powers, lasts 5 game turns, and includes few, if any, naval operations. With a little effort anyone can pick up and play it. Winning is another matter. The larger scenarios introduce players to many more rules and circumstances.
Players can easily add depth, realism, and complexity by choosing Optional Rules. There are well over 50 optional rules (Steve can give the exact number)that can be chosen when you start a game. The Optional Rules are further categorized into 7 groups. They are;
* Additional Units
* Land Rules
* Air Rules
* Naval Rules
* Supply Rules
* Production Rules
* Other Rules
Not all optional rules apply to all scenarios. For example, the Chinese Attack Weakness optional rule cannot affect the Barbarossa scenario because it only has Germany and the USSR as playable nations.
Below are captures of the Start A New Game Screen, Select Optional Rules form. When a player right clicks any optional rule on that screen a Contextual Help form displays the rules governing it. These captures show those help forms to give you an idea of how large this game is and can be.
Divisions
Players can easily add depth, realism, and complexity by choosing Optional Rules. There are well over 50 optional rules (Steve can give the exact number)that can be chosen when you start a game. The Optional Rules are further categorized into 7 groups. They are;
* Additional Units
* Land Rules
* Air Rules
* Naval Rules
* Supply Rules
* Production Rules
* Other Rules
Not all optional rules apply to all scenarios. For example, the Chinese Attack Weakness optional rule cannot affect the Barbarossa scenario because it only has Germany and the USSR as playable nations.
Below are captures of the Start A New Game Screen, Select Optional Rules form. When a player right clicks any optional rule on that screen a Contextual Help form displays the rules governing it. These captures show those help forms to give you an idea of how large this game is and can be.
Divisions
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**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
- Missouri_Rebel
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RE: Optional Rules
Artillery
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**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
- Missouri_Rebel
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RE: Optional Rules
Ski Troops
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**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
- Missouri_Rebel
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RE: Optional Rules
Engineers - Combat
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**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
- Missouri_Rebel
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RE: Optional Rules
Engineers - Construction
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**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
- Missouri_Rebel
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RE: Optional Rules
If there is interest, I have been granted permission to post more of these.
mo reb
mo reb
**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
- Joseignacio
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RE: Optional Rules
That could be most valuable when selecting options, everybody knows something about them, but very few know all about them, so it takes time to agree, checking the rulebook back and forth, and when you are in the game later, some people have unexpected (and unpleasant) surprises...
- Missouri_Rebel
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RE: Optional Rules
Territorials
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**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
- Missouri_Rebel
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RE: Optional Rules
Partisans
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**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
RE: Optional Rules
I remember Steve indicating that there are some standard packages of optional rules for players to select, which I would assume are fairly well balanced between those that favor Axis and those that favor Allies. I'd still be interested to see some relative ranking of the many different options (neutral, slightly favor Axis/Allies, strongly favor Axis/Allies, etc.) to get a better feel for how each option affects gameplay. Players who choose to customize their game could use information like that.
Bill Macon
Empires in Arms Developer
Strategic Command Developer
Empires in Arms Developer
Strategic Command Developer
- Missouri_Rebel
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RE: Optional Rules
I remember Steve indicating that there are some standard packages of optional rules for players to select, which I would assume are fairly well balanced between those that favor Axis and those that favor Allies. I'd still be interested to see some relative ranking of the many different options (neutral, slightly favor Axis/Allies, strongly favor Axis/Allies, etc.) to get a better feel for how each option affects gameplay. Players who choose to customize their game could use information like that.
If you look to the bottom right, Default Optional Rules, there are some preset templates; Novice, Standard, and Advanced. Personal Set allows you to save your own sets also.
**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
- Missouri_Rebel
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RE: Optional Rules
Chinese Warlords
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**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
RE: Optional Rules
Great stuff on the optional rules. Keep it coming! [:)]
- Missouri_Rebel
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RE: Optional Rules
Siberians
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**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
- Missouri_Rebel
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RE: Optional Rules
Pilots
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**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
- Missouri_Rebel
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RE: Optional Rules
Carrier Planes
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**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
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RE: Optional Rules
Please keep adding additional optional rules screens to this thread. The more I see, the more I'm considering ordering. One question. Since this title has no AI, will this version tell you when you are doing something against the rules? For example, Chinese Warlords has specific movement and unit removal rules. If I forget and do something against the rules I'm hoping that there will be a prompt to inform me. Until there is an AI version, I'll be playing this game solo so there won't be an opponent to let me know if I violate any rules.
Thank you.
Thank you.
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RE: Optional Rules
ns, everybody knows something about them, but very few know all about them, so it takes time to agree, checking the rulebook back and forth, and when you are in the game later, some people have unexpected (and unpleasant) surprises...
Wait a sec.
For the Partisan entry "There is a maximum to the number of partisans that can be organized in a country"
I don't remember any such rule being in the board game. Granted, it might have been there and never came up, those guys have a short shelf life, but was that something that was added in for the computer game? And if so, what's the maximum # of partisans per country?
Edit: And the thing about Carrier planes CV only? Was that the rule, I think it was suggested in one of the annuals, that a CVP can only do rebase missions if not on a CV? (So no using them as backup fighters or nav2s)
"When beset by danger,
When in deadly doubt,
Run in little circles,
Wave your arms and shout."
When in deadly doubt,
Run in little circles,
Wave your arms and shout."
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RE: Optional Rules
WIF FE controlled the number of partisans in a country by the counter limit.ORIGINAL: Ur_Vile_WEdge
ns, everybody knows something about them, but very few know all about them, so it takes time to agree, checking the rulebook back and forth, and when you are in the game later, some people have unexpected (and unpleasant) surprises...
Wait a sec.
For the Partisan entry "There is a maximum to the number of partisans that can be organized in a country"
I don't remember any such rule being in the board game. Granted, it might have been there and never came up, those guys have a short shelf life, but was that something that was added in for the computer game? And if so, what's the maximum # of partisans per country?
Edit: And the thing about Carrier planes CV only? Was that the rule, I think it was suggested in one of the annuals, that a CVP can only do rebase missions if not on a CV? (So no using them as backup fighters or nav2s)
With unlimited counters available in MWIF we had to do something to prevent a country becoming covered in partisan units. As more partisans appear in a country, the likelihood of more arriving increases. Without some upper limit it would be quite possible for the number to increase to an insane number. The actual mechanism for this is explained in the Players Manual section on Deviations from RAW.
In MWIF, carrier air units do not participate in combat unless they are flying from a carrier. However, that does enable them to fly missions to land hexes. Port attacks being the obvious case, but also ground strikes, ground support, and even paradrops - where they would only be able to fly as fighters.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.