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Rules for MWiF

 
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Rules for MWiF - 3/14/2010 12:28:30 AM   
vaincre

 

Posts: 1
Joined: 3/13/2010
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I was just wondering if there's any list of rules that are changed from the original WiF. For example, the tutorials say that there are two new terrain types: ice and tundra. How do those work? Also, are there any other exceptions to the original Wif rules?
Post #: 1
RE: Rules for MWiF - 3/14/2010 1:44:01 AM   
Shannon V. OKeets

 

Posts: 18415
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
quote:

ORIGINAL: vaincre

I was just wondering if there's any list of rules that are changed from the original WiF. For example, the tutorials say that there are two new terrain types: ice and tundra. How do those work? Also, are there any other exceptions to the original Wif rules?

Welcome to the forum.

Here is a section of the Players Manual that partially answers your questions.
===
2.2 Differences between Matrix Games WIF and the board game WIF

2.2.1 Rules as Coded
The Rules as Coded document is faithful to the Australian Design Group’s World in Flames Final Edition Rules Booklet, commonly known as Rules as Written (RAW). Following in that tradition, Rules as Coded is frequently referred to as RAC. It contains changes that reflect the transition of World in Flames (WIF) from paper maps and cardboard counters to a computer screen, with units manipulated and decisions made using a keyboard and mouse. Yet, 98% of the RAC text is directly from RAW. The changes to RAW can be divided into cosmetic, essential, clarifying, and deviations.

Cosmetic
Cosmetic changes were made to improve legibility. RAW was laid out in a compressed black and white format so it could be printed on as few pages as possible. In that, it succeeded admirably, requiring only 64 pages. Since RAC is a PDF file and likely to be read using a computer screen, color and extensive white space have been used to improve clarity. These changes are required to show text on a computer screen, and have the benefit of making printed copies more legible. Of course the down side is that the number of pages in RAC is almost triple the number in RAW.

Essential
Essential changes are few and obvious. There are no paper maps to lay out on a table, nor are there cardboard counters that have to be sorted into groups. Units are not turned over during play. Instead, they have colored indicators around their edges to show changes in their status. So, rather than ‘face-up’ and ‘face-down’, the words ‘organized’ and ‘disorganized’ are used in RAC. Continuing in that vein, “rolling the dice” is replaced by computer generated “random numbers”. Other references to paper elements of the board games, such as the production circle, initiative track, etc. are replaced by references to the informational forms the player can call up and examine whenever he likes.

I also placed the conversion of the multiple paper maps using different scales into a single unified global map as an essential change, [but that’s just me being a programmer]. This resulted in references to off-map boxes and communication lines disappearing. Similarly, special rule sections pertaining to different maps were excised.

Clarifying
One of the challenges of converting World in Flames (WIF) to Matrix Games’ World in Flames (MWIF) was to make the rules absolutely air tight. Rendering rules into software doesn’t permit the luxury of ambiguity. The code will always function precisely the same way, without the advantage (?) of having humans interpret/adjudicate rules during game play. To achieve this goal, Harry Rowland, from Australian Design Group, carefully and fully answered over 700 questions that had been raised by experienced WIF players over the last decade.

Deviations
Though few in number, there are places where RAC distinctly deviates from RAW. The use of the unified world map is far and away the most important. Many other deviations are handled as optional rules. Still, there are some places where I decided to make changes to exploit the capability of the computer. For instance, the computer can generate an infinite number of generic counters, so there is no counter-imposed limit on the number of partisan units. Nor are the US Entry chits drawn from a finite chit pool, but rather from an infinite pool according to a statistical distribution.

2.2.2 World in Flames Add-ons from Australian Design Group

Included:
• Ships in Flames (integrated into MWIF and not optional)
• Planes in Flames (integrate into MWIF and not optional)
• Asia Aflame (map replaced by the unified scale global map; optional rules included as such)
• Africa Aflame (map replaced by the unified scale global map; optional rules included as such)
• Mech in Flames (as optional rules)
• Carrier Planes in Flames (as optional rules)
• Cruisers in Flames (as optional rules)
• Convoys in Flames (as optional rules)

Not included:
• Days of Decision III (pre-1939)
• America in Flames (post 1945)
• Patton in Flames (post 1945)
• Politics in Flames (adds complexity); units that do not need new rules are included (e.g., Guderian).
• Leaders in Flames (adds complexity)
• Factories in Flames (a new addition in 2008)

2.2.3 Optional rules

Included optional rules (in parentheses is the numbering from Rules as Written):
• Divisions (2)
• Artillery (3)
• Fortifications (5)
• Supply units (6)
• Combat engineers (7)
• Construction engineers (7)
• Flying boats (8)
• Territorial units (10)
• Limited overseas supply (11)
• Limited supply across straits (12)
• HQ support (13)
• Emergency HQ supply (13)
• Synthetic oil plants (14)
• Off city reinforcement (15)
• Recruitment limits (16)
• HQ movement (17)
• Bottomed ships (18)
• In the presence of the enemy (19)
• Surprised zones of control (20)
• Bounce combat (22)
• V weapons (23)
• Atomic bombs (23)
• Frogmen (24)
• Surface combat ship transports (25)
• Amphibious rules (26)
• Optional carrier planes searching (27)
• Pilots (28)
• Food in flames (29)
• Factory construction (30)
• Saving resources (31)
• Carpet bombing (32)
• Tank busters (33)
• Motorized movement rates (34)
• Bombers as air transports (35)
• Large air transports (36)
• Railway movement (37)
• Defensive shore bombardment (38)
• Blitz bonus (39)
• Chinese attack weakness (40)
• Fractional odds (41)
• Allied combat friction (42)
• Two 10 sided dice land combat results table (43)
• Extended aircraft rebasing (44)
• Variable reorganization costs (45)
• Partisans (46)
• Isolated reorganization limits (47)
• Oil rules (48)
• Hitler’s war (49)
• USSR-Japan compulsory peace (50)
• En route interception (51)
• Night missions (52)
• Twin engine bombers (53)
• Fighter-bombers (54)
• Outclassed fighters (55); renamed as Backup Fighters
• Carrier planes (56)
• Limited aircraft interception (57)
• Internment (58)
• Flying bombs (59)
• Kamikazes (60)
• Offensive chits (61)
• Ukraine (62)
• Intelligence (63)
• Japanese command conflict (64)
• Ski troops (65)
• The Queens (66)
• City based volunteers (67)
• Siberians (68)
• Naval supply units (69)
• Guard banner armies (70)
• Chinese warlords (71)
• Partisan HQs (72)
• Cruisers in Flames (75)
• Rough seas (75)
• Convoys in Flames (76)
• Oil tankers (76)

Not included:
• African and Scandinavian maps (1). These are subsumed by the unified global map.
• Pacific and Asian map zones of control (4). Irrelevant with the unified global map.
• Ships in Flames (9). Integrated into MWIF and no longer optional.
• Hidden task forces (21).
• Heavy weapons units (73). Part of post 1945 add-ons.
• Air Cav (74). Part of post 1945 add-ons.
• Optional rules from the 2008 Annual.

Additional optional rules:
• Scrap units (this is not optional in WIF FE; it is in MWIF)
• Add Chinese cities (to accommodate the increased number of hexes in China)
• Unlimited breakdown (since there is no printing constraint on the number of unit counters)
• Extended game (a commonly used house rule in over-the-board games)
• Naval offensive chit (an old variation on the optional rule for offensive chits)
• Breaking the Nazi-Soviet Pact (makes it somewhat easier for Germany to declare war on the USSR in 1941).

See section 9 for a comprehensive description of each of the 81 optional rules in MWIF.

===

And here is Section 10 of the Players Manual which goes into more detail on some points.

===
10.0 Rules as Coded (RAC)

10.1 Introduction to Rules as Coded
Rules as Coded is a separate PDF file since the complete document is 150+ pages long. It is faithful to the Australian Design Group’s World in Flames Final Edition Rules Booklet, commonly known as Rules as Written (RAW). Following in that tradition, the title for this document is Rules as Coded (RAC). It contains changes that reflect the transition of World in Flames (WIF) from paper maps and cardboard counters to a computer screen, with keyboard and mouse. Yet, 98% of the text is directly from RAW. The changes to RAW can be divided into cosmetic, essential, clarifying, and deviations.

10.2 Cosmetic Changes from Rules as Written
Cosmetic changes were made to improve legibility. RAW was laid out in a compressed black and white format so it could be printed on as few pages as possible. In that, it succeeded admirably, requiring only 64 pages. Since RAC is a PDF file and likely to be read using a computer screen, color and extensive white space have been used to improve clarity. These changes are required to show text on a computer screen, and have the benefit of making printed copies more legible. Of course the down side is that the number of pages in RAC is almost triple the number in RAW.

Color is used sparingly. First, it separates optional rules using a dark red color. Second, it separates examples, using an italicized dark blue. Third, it’s used for points of emphasis - a bold, italicized green. Fourth, a bold blue is used for major section headings and to identify terms that are being defined. Fifth, clarifications are shown using an italicized red. Lastly, deviations from RAW are shown in an italicized purple. Happily, the conversion of the figures from black and white to color adds glitz, while giving accurate pictures of how the map and units appear on the screen.

10.3 Essential Changes from Rules as Written
Essential changes are few and obvious. There are no paper maps to lay out on a table, nor are there cardboard counters that have to be sorted into groups. Units are not turned over during play. Instead, they have colored indicators around their edges to indicate changes in status. So, rather than ‘face-up’ and ‘face-down’, the words ‘organized’ and ‘disorganized’ are used in RAC. Continuing in that vein, “rolling dice” is replaced by computer generated “random numbers”. Other references to paper elements of the board games, such as the production circle, initiative track, etc. are replaced by references to the informational forms the player can call up and examine whenever he likes.

I also placed the conversion of the multiple paper maps using different scales into a single unified global map as an essential change, [but that’s just me being a programmer]. This resulted in references to off-map boxes and communication lines disappearing. Similarly, special rule sections pertaining to different maps were excised.

10.4 Clarifying Changes from Rules as Written
One of the challenges of converting World in Flames (WIF) to Matrix Games’ World in Flames (MWIF) was to make the rules absolutely air tight. Rendering rules into software doesn’t permit the luxury of ambiguity. The code will always function precisely the same way, without the advantage (?) of having humans interpret/adjudicate during game play. To achieve this goal, Harry Rowland, from Australian Design Group, answered hundreds of questions that had been raised by experienced WIF players.

10.5 Deviations from Rules as Written
Though few in number, there are places where RAC distinctly deviates from RAW. The use of the unified world map is far and away the most important. Most other deviations are handled as optional rules. Still, there are some places where I decided to make changes to exploit the capability of the computer. For instance, the computer can generate an infinite number of generic counters, so there is no counter-imposed limit on the number of partisan units. Nor are the US Entry chits drawn from a finite chit pool, but rather from an infinite pool according to a statistical distribution.

The decision making for converting RAW to RAC involved dozens of people and for the most part was based on group consensus. Although, of course, I had the final say, so all errors are mine.

Here is a complete list of the Deviations in RAC:
1.2 Scale
Units
MWIF permits an unlimited number of: partisans, fortifications, factories, and infantry-type divisional units. The last is an optional rule which has important restrictions.

1.3 Markers
You are not limited by the number of generic units in the game except for synthetic oil plants. This includes unlimited: pilots and offensive, US entry, and neutrality pact chits.

2.1.2 Sea areas
The hexside northeast of Amsterdam is a canal hexside but it can not be used for naval movement.

2.3.1 Stacking Limits
Any and all hexsides of a land hex can be fortified, but only one fortification per hexside.

2.5 Control
Initial hex control
To determine start lines for a scenario, use the toggle switch for turning on flags. Every hex will then display a flag indicating which major power controls the hex. At the start of a game, your major power controls all hexes within its home country borders, except any hexes flagged as belonging to the enemy. Again, if you are not sure who controls what, the flags indicating hex control should be toggled on. There are many changes to the non-European parts of the world. For example, North Borneo has been split into 3 separate territories, all of which are controlled by the Commonwealth in 1939: Sarawak, British North Borneo, and Brunei.

Changing control
Starting communist Chinese cities, when playing with the optional rule for additional Chinese cities, are: Lanchow, Sian, Yennan, Sining, Tianshui, Ningsia, and Tungkwan.

9.2 How to declare war
The player is given the opportunity for making some special decisions during the DOW on Minors subphase: Finland Borderlands and Bessarabia claims by the USSR, Occupy Greenland Iceland and Occupy Northern Ireland by the US, Close the Burma Road by Japan, Add Polish units by the Commonwealth and Add Interned Units. The DOW on Minors subphase is also when a player can announce he is breaking a neutrality pact.

9.4 US entry
Attempting to Declare war
Other players are informed how many chits were needed. The US player decides exactly how many are reported if a range of possibilities exists.

9.5 Neutrality pacts
Effect of neutrality pacts
Once a pact is broken, both major powers remove the entry markers they have placed on their common border (see below) from the game.

11.7 Strategic bombardment
Damaged factories are shown as black stacks.

11.10 Rail movement
Factories
For the USSR, an additional restriction applies. Either both the enemy in-supply land unit and the moving factory’s city of origin are in European USSR or they both are in Siberia (eastern USSR). Similarly, either the destroyed factory and the moving factory’s city of origin are both in European USSR or both in Siberia. The destination for the moving factory can be anywhere in the USSR. Here the European USSR and Siberia are defined by the demarcation line running north-south, three hexes to the east of Stalingrad.

Limits
The number of hexes the unit traverses determines the number of rail moves it expends as shown in the following table:
Hex Distance Land or Aircraft Unit Factory Unit
1 - 60 hexes 1 rail move 2 rail moves
61 - 120 hexes 2 rail moves 3 rail moves
121 + hexes 3 rail moves 4 rail moves

11.16.5 Resolving attacks
Choosing combat tables
If units from different major powers (on the deciding side) might take the losses, the major power with the most units involved in the combat chooses.

13.1 Partisans
Getting partisans
There is no die roll to select a row on the partisan table. Instead, each country has a probability of partisans appearing as a value in the data for the country. The probability of partisans appearing in each country is the same as in the table. However, a separate random number is generated for each country and tested against the probability of partisans appearing in that country. The result is that partisans might appear in more than 8 countries.

Setting up partisans
Set up partisans that are drawn randomly from a fixed distribution that is redefined annually. They are drawn simultaneously for all major powers and set up simultaneously. After all partisans have been placed, the effects upon any overrun hexes are implemented one hex at a time.

Countries
There are 3 additional ‘red’ countries in MWIF: Iraq, Persia, and Saudi Arabia.

13.2 Entry markers
New markers are added to the marker pool at the start of each year, which changes the distribution from which a marker is randomly drawn.

13.3.1 US Entry markers
The regular entry markers drawn have no effect on the markers drawn for neutrality pacts.

13.3.2 US entry options
Other players are informed how many chits were needed. The US player decides exactly how many are reported if a range of possibilities exists.

13.6.5 Building units
When units are randomly drawn, you do not see the actual units selected until after all your production decisions are final.

13.7.3 Mutual peace
The area ceded by the USSR is everything east and south of hex row 46 and hex column 155, inclusive, plus the 3 ports Okhotsk, Magadan, and Petropavlovsk.

14.2.1 Fighters
Combat air patrol (CAP)
CAP may only be flown for hexes where an enemy attack is possible. For example, you may not fly CAP during the port attack phase over an empty port.

14.4 Carrier air units
If the carrier air units are flying from a land hex, they can only fly rebase missions.

22.4.7 Siberians
Siberia is defined as that part of the USSR which is east of the north-south demarcation line running 3 hexes east of Stalingrad.

22.4.9 Fortification units
The gearing limits for fortifications is +3 per turn. For example, if you built 2 fortification hexsides in the previous turn, you could build up to 5 in the current turn. All six hexsides can be fortified, but, regardless of type, only one fortification is permitted per hexside.

22.4.15 Chinese Warlords
Warlord units are treated like any other unit for all purposes except that no Warlord unit may move nor advance after combat more than 6 hexes from its home city. They can attack from that 6th hex to a hex where they could not move to, but could not advance after combat.

22.4.17 Heavy weapons units
Not part of MWIF product 1.

22.4.18 Air Cav
Not part of MWIF product 1.


_____________________________

Steve

Perfection is an elusive goal.

(in reply to vaincre)
Post #: 2
RE: Rules for MWiF - 3/14/2010 2:02:20 PM   
pzgndr

 

Posts: 1681
Joined: 3/18/2004
Status: offline
This is an impressive number of options for players to choose from.  And for new players, perhaps overwhelming!  As a suggestion, could these options be "packaged" based on levels of complexity and compatibility with other optional rules?  For example, Novice, Advanced, Expert, Historical, etc.  Obviously players should be able further refine which options are on/off within a package but at least they would have a place to start.  Reason I mention compatibility, in DG's Computer War in Europe there are some options designed to be used with other options, and not appropriate otherwise for play balance.  Hopefully this has already been considered and the pros/cons of each option discussed in the rules.  Options could also be used to handicap the computer opponent, where something may benefit one side more than the other and vice versa.  So maybe a list of which options benefit Axis AI versus Allied AI would be helpful.

(in reply to Shannon V. OKeets)
Post #: 3
RE: Rules for MWiF - 3/14/2010 5:51:21 PM   
lomyrin


Posts: 3243
Joined: 12/21/2005
From: San Diego
Status: online

quote:

ORIGINAL: pzgndr

This is an impressive number of options for players to choose from.  And for new players, perhaps overwhelming!  As a suggestion, could these options be "packaged" based on levels of complexity and compatibility with other optional rules?  For example, Novice, Advanced, Expert, Historical, etc.  Obviously players should be able further refine which options are on/off within a package but at least they would have a place to start.  Reason I mention compatibility, in DG's Computer War in Europe there are some options designed to be used with other options, and not appropriate otherwise for play balance.  Hopefully this has already been considered and the pros/cons of each option discussed in the rules.  Options could also be used to handicap the computer opponent, where something may benefit one side more than the other and vice versa.  So maybe a list of which options benefit Axis AI versus Allied AI would be helpful.



Your suggeston is already included:

The option choices are: Novice set, Standard Set, Advanced Set, and Personal Set which can be saved and reused.

Lars

(in reply to pzgndr)
Post #: 4
RE: Rules for MWiF - 3/14/2010 6:52:09 PM   
Shannon V. OKeets

 

Posts: 18415
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: lomyrin


quote:

ORIGINAL: pzgndr

This is an impressive number of options for players to choose from.  And for new players, perhaps overwhelming!  As a suggestion, could these options be "packaged" based on levels of complexity and compatibility with other optional rules?  For example, Novice, Advanced, Expert, Historical, etc.  Obviously players should be able further refine which options are on/off within a package but at least they would have a place to start.  Reason I mention compatibility, in DG's Computer War in Europe there are some options designed to be used with other options, and not appropriate otherwise for play balance.  Hopefully this has already been considered and the pros/cons of each option discussed in the rules.  Options could also be used to handicap the computer opponent, where something may benefit one side more than the other and vice versa.  So maybe a list of which options benefit Axis AI versus Allied AI would be helpful.



Your suggeston is already included:

The option choices are: Novice set, Standard Set, Advanced Set, and Personal Set which can be saved and reused.

Lars

Here are the details on those - they were determined primarily based on a consensus of the forum members.
===
NoviceDefaultOptions: TOptions = (
Divisions: False;
Artillery: False;
Fortifications: False;
SupplyUnits: False;
CombatEngineers: False;
FlyingBoats: True;
Territorials: False;
LimitedOverseasSupply: False;
LimitedSupplyAcrossStraits: False;
HQSupport: False;
EmergencyHQSupply: False;
SyntheticOilPlants: False;
OffCityReinforcement: True;
RecruitmentLimits: False;
HQMovement: False;
BottomedShips: False;
InThePresenceOfTheEnemy: False;
SurprisedZOCs: False;
BounceCombat: False;
VWeapons: False;
AtomicBombs: False;
Frogmen: False;
SCSTransport: False;
AmphibiousRules: False;
OptionalCVSearching: False;
Pilots: False;
FoodInFlames: False;
FactoryConstruction: False;
SavingResources: True;
CarpetBombing: False;
TankBusters: False;
MotorizedMovementRates: True;
BomberATR: False;
LargeATR: False;
RailwayMovement: False;
DefensiveShoreBombardment: False;
BlitzBonus: True;
ChineseAttackWeakness: False;
FractionalOdds: False;
AlliedCombatFriction: False;
TwoD10LandCRT: False;
ExtendedAircraftRebasing: True;
VariableReorganizationCosts: False;
Partisans: True;
IsolatedReorganizationLimits: False;
OilRules: False;
HitlersWar: False;
USSRJapanCompulsoryPeace: False;
EnrouteInterception: False;
NightMissions: False;
TwinEnginedFighters: False;
FighterBombers: False;
BackupFighters: False;
CarrierPlanes: False;
RoughSeas: False;
LimitedAircraftInterception: False;
Internment: False;
FlyingBombs: False;
Kamikazes: False;
Offensive: True;
Ukraine: False;
Intelligence: False;
JapaneseCommandConflict: False;
SkiTroops: False;
Queens: False;
CityBasedVolunteers: False;
Siberians: True;
NavalSupplyUnits: False;
GuardsBannerArmies: False;
ChineseWarlords: True;
PartisanHQs: False;
CruisersInFlames: False;
ConvoysInFlames: False;
OilTankers: False;
ConstructionEngineers: False;
ScrapUnits: False;
AddChineseCities: True;
UnlimitedBreakdown: False;
ExtendedGame: False;
BreakingNaziSovietPact: False;
NavalOffensiveChit: False;
);

StandardDefaultOptions: TOptions = (
Divisions: True;
Artillery: True;
Fortifications: True;
SupplyUnits: True;
CombatEngineers: True;
FlyingBoats: True;
Territorials: False;
LimitedOverseasSupply: True;
LimitedSupplyAcrossStraits: True;
HQSupport: True;
EmergencyHQSupply: True;
SyntheticOilPlants: True;
OffCityReinforcement: True;
RecruitmentLimits: False;
HQMovement: False;
BottomedShips: False;
InThePresenceOfTheEnemy: False;
SurprisedZOCs: False;
BounceCombat: False;
VWeapons: True;
AtomicBombs: True;
Frogmen: False;
SCSTransport: True;
AmphibiousRules: True;
OptionalCVSearching: True;
Pilots: True;
FoodInFlames: False;
FactoryConstruction: False;
SavingResources: True;
CarpetBombing: True;
TankBusters: True;
MotorizedMovementRates: True;
BomberATR: True;
LargeATR: True;
RailwayMovement: False;
DefensiveShoreBombardment: False;
BlitzBonus: False;
ChineseAttackWeakness: True;
FractionalOdds: True;
AlliedCombatFriction: True;
TwoD10LandCRT: True;
ExtendedAircraftRebasing: True;
VariableReorganizationCosts: True;
Partisans: True;
IsolatedReorganizationLimits: True;
OilRules: True;
HitlersWar: False;
USSRJapanCompulsoryPeace: True;
EnrouteInterception: False;
NightMissions: False;
TwinEnginedFighters: True;
FighterBombers: True;
BackupFighters: True;
CarrierPlanes: True;
RoughSeas: False;
LimitedAircraftInterception: False;
Internment: False;
FlyingBombs: False;
Kamikazes: True;
Offensive: True;
Ukraine: False;
Intelligence: False;
JapaneseCommandConflict: False;
SkiTroops: True;
Queens: True;
CityBasedVolunteers: True;
Siberians: True;
NavalSupplyUnits: True;
GuardsBannerArmies: True;
ChineseWarlords: True;
PartisanHQs: False;
CruisersInFlames: False;
ConvoysInFlames: False;
OilTankers: False;
ConstructionEngineers: False;
ScrapUnits: True;
AddChineseCities: True;
UnlimitedBreakdown: False;
ExtendedGame: False;
BreakingNaziSovietPact: False;
NavalOffensiveChit: False;
);

EnhancedDefaultOptions: TOptions = (
Divisions: True;
Artillery: True;
Fortifications: True;
SupplyUnits: True;
CombatEngineers: True;
FlyingBoats: True;
Territorials: True;
LimitedOverseasSupply: True;
LimitedSupplyAcrossStraits: True;
HQSupport: True;
EmergencyHQSupply: True;
SyntheticOilPlants: True;
OffCityReinforcement: True;
RecruitmentLimits: False;
HQMovement: False;
BottomedShips: True;
InThePresenceOfTheEnemy: True;
SurprisedZOCs: False;
BounceCombat: True;
VWeapons: True;
AtomicBombs: True;
Frogmen: True;
SCSTransport: True;
AmphibiousRules: True;
OptionalCVSearching: True;
Pilots: True;
FoodInFlames: False;
FactoryConstruction: True;
SavingResources: True;
CarpetBombing: True;
TankBusters: True;
MotorizedMovementRates: True;
BomberATR: True;
LargeATR: True;
RailwayMovement: False;
DefensiveShoreBombardment: True;
BlitzBonus: False;
ChineseAttackWeakness: True;
FractionalOdds: True;
AlliedCombatFriction: True;
TwoD10LandCRT: True;
ExtendedAircraftRebasing: True;
VariableReorganizationCosts: True;
Partisans: True;
IsolatedReorganizationLimits: True;
OilRules: True;
HitlersWar: False;
USSRJapanCompulsoryPeace: True;
EnrouteInterception: False;
NightMissions: True;
TwinEnginedFighters: True;
FighterBombers: True;
BackupFighters: True;
CarrierPlanes: True;
RoughSeas: False;
LimitedAircraftInterception: False;
Internment: True;
FlyingBombs: True;
Kamikazes: True;
Offensive: True;
Ukraine: False;
Intelligence: False;
JapaneseCommandConflict: False;
SkiTroops: True;
Queens: True;
CityBasedVolunteers: True;
Siberians: True;
NavalSupplyUnits: True;
GuardsBannerArmies: True;
ChineseWarlords: True;
PartisanHQs: True;
CruisersInFlames: True;
ConvoysInFlames: True;
OilTankers: True;
ConstructionEngineers: True;
ScrapUnits: True;
AddChineseCities: True;
UnlimitedBreakdown: True;
ExtendedGame: False;
BreakingNaziSovietPact: False;
NavalOffensiveChit: False;


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Post #: 5
RE: Rules for MWiF - 3/14/2010 10:18:58 PM   
michaelbaldur


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and off cause there are a button to select all options ...

my personal option set..is.. all - oil rules


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Post #: 6
RE: Rules for MWiF - 7/12/2010 6:21:35 PM   
brian brian

 

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well without access to cWiF any longer, I don't know the answer to the question in the OP

specifically, how will tundra terrain work in terms of combat effects and movement points?

and how many movement points will jungle cost in the european scale hexes?


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Post #: 7
RE: Rules for MWiF - 7/12/2010 6:36:08 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: brian brian

well without access to cWiF any longer, I don't know the answer to the question in the OP

specifically, how will tundra terrain work in terms of combat effects and movement points?

and how many movement points will jungle cost in the european scale hexes?



Here are the 4 pages from the tutorials. They are also accessible from the drop down Help menu on the Main form. Since the map has a unified scale, these apply everywhere in the world.




Attachment (1)

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Post #: 8
RE: Rules for MWiF - 7/12/2010 6:46:18 PM   
brian brian

 

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excellent stuff, thanks

carry on

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Post #: 9
RE: Rules for MWiF - 7/12/2010 11:49:20 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: brian brian

excellent stuff, thanks

carry on

I should have mentioned that Patrice prepared those 4 pages for me.

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Post #: 10
RE: Rules for MWiF - 7/13/2010 12:55:24 AM   
BallyJ

 

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Great to see that the Qattara depression is still the
only place in earth that combat units can't go.
Must be a ruff place.
LOL

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Post #: 11
RE: Rules for MWiF - 7/13/2010 3:18:51 AM   
Shannon V. OKeets

 

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quote:

ORIGINAL: BallyJ

Great to see that the Qattara depression is still the
only place in earth that combat units can't go.
Must be a ruff place.
LOL

I did a little reading on this.

There have been several schemes to build a canal from the Med to the Qattara Depression, since the latter is below sea level. Water from the Med would fill the Depression to the height of sea level. Presently, very few people live there (mostly nomads if I remember correctly) and there is almost no vegetation. The idea is to include a power plant in the canal and control the flow of water, thereby generating hydroelectric power.

This may be a way to lower the sea level if it rises too high.

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Post #: 12
RE: Rules for MWiF - 7/13/2010 4:28:40 AM   
Skanvak

 

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I don't know. how impracticable the depression is, it is by no mean uncrossable by man, some alpine hex side are more rough. uncrossable seems too much but a special rule seems very complicated (something like the alpine). It seems that the LRDG crossed it during WWII.

< Message edited by Skanvak -- 7/13/2010 11:19:25 PM >


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Post #: 13
RE: Rules for MWiF - 7/13/2010 7:07:49 AM   
warspite1


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quote:

ORIGINAL: Skanvak

I don't know. how impracticable the depressionis, it is by no mean uncrossable by man, some alpine hex side are more rough. uncrossable seem too much but a special seem very complicated (somethimg like the alpine). It seems that the LRDG crossed it during WWII.

Warspite1

The LRDG (a handful of specially trained men travelling light) may have crossed it but you must remember the scale of MWIF and the turn length.

Even if you said an alpine division - not a corps or army (Italy) - then that is still 10,000 - 20,000 men for at least two months. How would they be supplied? What movement would they be given? A division (much less a corps) would not be able to take their heavy weapons through that terrain so would they get a reduced attack/defense factor once they came out the other side?

Personally I can't see the point of a special rule for this given the scale.

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Post #: 14
RE: Rules for MWiF - 7/13/2010 2:37:05 PM   
brian brian

 

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I like that idea of cutting a channel to the Mediterranean, now there is an interesting application of geo-engineering. You truly do learn something new everyday in the strangest of places if you look at it right.

I think I read once that there was an oasis deep within it that may have changed hands during the war. A German soldier called his brief visit there "my nicest day of the war." Maybe this was further west in the regular desert in deep southern Libya, but I seem to recall his description of even his party's plane having to fly down into it to be able to sort out ground conditions at the eventual floor of it. Can't recall which memoir this was in though. A captain/major level type staff officer in the Afrika Korps, iirc.

I think the game handles it right. The other day I found my Factories in Flames counter sheet, now I just wish someone would return my copy of the 2008 Annual itself to figure out how the commando units work again. I'm itching to command the LRDG or the Brandenbergers on some esoteric mission somewhere.

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Post #: 15
RE: Rules for MWiF - 7/13/2010 11:27:50 PM   
Skanvak

 

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To warspite :

Considering that supply cannot cross alpine hexside and that the depression has alpine hexside all around, they would have to be supply by air, that is still feasable. In reality I wont rule out crossing it if I have a reason and means to do it. For Wif the effect is minor (how much alpine div/corps in north africa?) and I need more research anyway.

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Post #: 16
RE: Rules for MWiF - 7/14/2010 8:19:59 AM   
Froonp


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quote:

ORIGINAL: Skanvak

To warspite :

Considering that supply cannot cross alpine hexside and that the depression has alpine hexside all around, they would have to be supply by air, that is still feasable. In reality I wont rule out crossing it if I have a reason and means to do it. For Wif the effect is minor (how much alpine div/corps in north africa?) and I need more research anyway.

In the game, the Qattara depression don't have alpine hexside all around.

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Post #: 17
Rules for MWiF - 10/25/2010 2:15:52 PM   
bommerrang


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I have a question about a game we are playing...
air-to-air combat in a sea zone. 4 surprise points.
If you spend surprise points to modify the air-to-air rating will that modification carry over into the second round of air-to-air combat or is the modification only during the first round?

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Post #: 18
RE: Rules for MWiF - 10/25/2010 2:43:31 PM   
michaelbaldur


Posts: 3787
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From: denmark
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quote:

ORIGINAL: bommerrang

I have a question about a game we are playing...
air-to-air combat in a sea zone. 4 surprise points.
If you spend surprise points to modify the air-to-air rating will that modification carry over into the second round of air-to-air combat or is the modification only during the first round?


from rule 11.5.9 Naval air combat

Then you resolve air-to-air combat (see 14.3). For every 2 surprise points you spend, increase your air-to-air combat value by 1 or decrease your opponent’s by 1. This modification lasts for the whole naval-air combat.

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Post #: 19
RE: Rules for MWiF - 10/25/2010 2:55:31 PM   
Extraneous

 

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quote:

ORIGINAL: bommerrang

I have a question about a game we are playing...
air-to-air combat in a sea zone. 4 surprise points.
If you spend surprise points to modify the air-to-air rating will that modification carry over into the second round of air-to-air combat or is the modification only during the first round?


IMO: It would carry over for that entire naval air combat.

quote:

11.5.6 Surprise points - Spending surprise points

Increase your air-to-air combat value - 2 per point
Decrease opponent’s air to air - 2 per point

You can only spend points to modify air-to-air combat values at the start of the naval air combat (not during each air-to-air combat round).





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Post #: 20
RE: Rules for MWiF - 5/12/2011 9:41:44 PM   
michaelbaldur


Posts: 3787
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From: denmark
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who is the controlling major power of Chinese partisans

from rules
The controlling major power can place a partisan unit in any enemy controlled hex in its country that is not in an enemy ZOC. If there are no such hexes, put the partisan back into the force pool.

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Post #: 21
RE: Rules for MWiF - 5/12/2011 11:51:47 PM   
Orm


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quote:

ORIGINAL: michaelbaldur

who is the controlling major power of Chinese partisans

from rules
The controlling major power can place a partisan unit in any enemy controlled hex in its country that is not in an enemy ZOC. If there are no such hexes, put the partisan back into the force pool.

RAC: 13.1 Partisans
....
Controlling partisans
...
Partisans in China are always communist Chinese units.

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Post #: 22
RE: Rules for MWiF - 5/23/2011 4:29:59 AM   
Ur_Vile_WEdge

 

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Quick question of my own.

On setup, can you break down a corps into divisions? I'm currently asking because I'm looking at the Italian setup in the Global War, and I want to know if I can turn that MTN into a MTN div and a mot div. Another guy who can spring an invasion on the surprise impulse can sure be useful.......

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Post #: 23
RE: Rules for MWiF - 5/23/2011 5:34:01 AM   
Red Prince


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quote:

ORIGINAL: Ur_Vile_WEdge

Quick question of my own.

On setup, can you break down a corps into divisions? I'm currently asking because I'm looking at the Italian setup in the Global War, and I want to know if I can turn that MTN into a MTN div and a mot div. Another guy who can spring an invasion on the surprise impulse can sure be useful.......


In MWiF you can. I assume that means it's legal. If not, I'll report it as a bug.

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Post #: 24
RE: Rules for MWiF - 5/23/2011 6:58:37 AM   
BallyJ

 

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Yes

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Post #: 25
RE: Rules for MWiF - 5/23/2011 8:02:59 AM   
Joseignacio


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Yes, it's legal and I have suffered it as a Commonwealth player.

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Post #: 26
RE: Rules for MWiF - 5/26/2011 12:06:07 AM   
Ur_Vile_WEdge

 

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Many thanks for the clarification. :)

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Post #: 27
RE: Rules for MWiF - 5/29/2011 3:44:36 AM   
Shannon V. OKeets

 

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Here is something that came up in beta testing.

The Italian bomber just conducted a ground strike on the hex NW of Athens (the Greek 4-3 is in Athens). Now although both Italy and Germany are at war with Greece, Italy is still 'neutral' because it is not at war with any Allied major power. Hence, Germany and Italy do not cooperate. Furthermore, when the Italian bomber executes its return to base here, it can not traverse any Germany controlled hexes.

Therefore, it must fly around the German units and uses all 9 of its range to return to Tirana (from whence it started the impulse). The program correctly counts the RTB hexes and does not permit the bomber to RTB to Italy proper, since that would require a range of 10.

If I had been playing this over-the-board, I would never have questioned the ability of the bomber returning to base in Taranto.




Attachment (1)

< Message edited by Shannon V. OKeets -- 5/29/2011 3:46:04 AM >


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Post #: 28
RE: Rules for MWiF - 5/29/2011 5:40:01 AM   
warspite1


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From: England
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quote:

ORIGINAL: Shannon V. OKeets

Here is something that came up in beta testing.

The Italian bomber just conducted a ground strike on the hex NW of Athens (the Greek 4-3 is in Athens). Now although both Italy and Germany are at war with Greece, Italy is still 'neutral' because it is not at war with any Allied major power. Hence, Germany and Italy do not cooperate. Furthermore, when the Italian bomber executes its return to base here, it can not traverse any Germany controlled hexes.

Therefore, it must fly around the German units and uses all 9 of its range to return to Tirana (from whence it started the impulse). The program correctly counts the RTB hexes and does not permit the bomber to RTB to Italy proper, since that would require a range of 10.

If I had been playing this over-the-board, I would never have questioned the ability of the bomber returning to base in Taranto.



Warspite1

No, I am sure I never played that subtle rule properly either ........this sort of thing is where you really see the benefit of a computer game vs the board version

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Post #: 29
RE: Rules for MWiF - 5/29/2011 8:22:15 AM   
Froonp


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quote:

ORIGINAL: Shannon V. OKeets

Here is something that came up in beta testing.

The Italian bomber just conducted a ground strike on the hex NW of Athens (the Greek 4-3 is in Athens). Now although both Italy and Germany are at war with Greece, Italy is still 'neutral' because it is not at war with any Allied major power. Hence, Germany and Italy do not cooperate. Furthermore, when the Italian bomber executes its return to base here, it can not traverse any Germany controlled hexes.

Therefore, it must fly around the German units and uses all 9 of its range to return to Tirana (from whence it started the impulse). The program correctly counts the RTB hexes and does not permit the bomber to RTB to Italy proper, since that would require a range of 10.

If I had been playing this over-the-board, I would never have questioned the ability of the bomber returning to base in Taranto.




Beautifully true !

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Post #: 30
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