Shannon V. OKeets
From: Honolulu, Hawaii
I have read the rules, read the posts and I am amazed how you WIF boardgamers played this game. I am assuming that when you make a wrong move in Mwif computer game eg. put one of your assets in the wrong sea box etc. Mr. Okeets will have some kind of an electrical charge go through the computer and zap you, maybe even send you to an ER in the hospital which will guarantee that you will never make that mistake again WHEW! How did you people play this game, did you make mistakes that werent caught by either side or maybe with six players in the game not noticing an error. Looking up tables on dice rolls etc. wow! Were you able to play others who may not have been in your house with some kind of mail [guess not] or were all games played in someones home, did alot of you play solitare and was that a decent way to play this game for your enjoyment, how did you find other players? Were they neighborhood people or friends from another town or city and you got together for a game once in awhile? How could you remember these rules, would you look them up while playing the game? I am truly interested how you gentlemen did this.
My circle of friends are wargamers. Since we were in our early teens (I'm 43), we played games of Third Reich, Starfleet Battles, and yes World in Flames. I certainly would not have recommended WiF to someone who had never played a wargame before as it is obviously a little more complex then Tactics or Afrika Corps. But this is definitely a playable game and so I'll answer some of your questions.
We always played this game in one of our homes as there are just too many in turn decisions to make Play by Mail realistically possible (good luck to Steve on getting a computer to do it -- I'm impressed). We'd play 3 or 4 turns a sitting and the leave the game set up for the next time.
And mistakes? heck I own 172 wargames and have yet to play one mistake free. Usually the first 2 or 3 games are riddled with rule misinterpretations. We even revel in them -- accusing our opponents of "cheating to win". I really think MWiF will help because it won't let you misinterpret a rule - what is coded shall be. In fact I'm certain I and those of my group will learn some rule we've been using incorrectly because of MWiF. As for strategic mistakes, they are what make the game.
World in Flames is an excellent solitaire experience. The scale, the nature of WWII and this game's initiative system lend to allowing the solitaire player to play both sides quite easily. The Axis have the initiative at the start and so long as you set up the Allies as you would versus a real opponent it's a great play.
And goodness yes we would look up rules while we played. After the first game or two, you'll remember all of the common rules pretty easily. But in every game you'll to go to the rules for something, just to refresh.
If you don't have a circle of grognards as friends, don't despair. You not only have this forum, which will soon be chock full of "MWiF game opponents wanted" posts, but you can try your local hobby shop to find a gaming group (play whatever they're playing) or go to a gaming convention where you can see fanatics wage war on each other.
If all else fails, try the game solitaire and ask questions on this forum as you get stuck. Answering rule and gaming questions is the next best thing to playing for us old wargamers.
When things were looking very bad for one side, they would spend more time reading the rules, looking for some reason to declare the entire game flawed because an 'importnat' rule had been misplayed. but this was true for all board games, not just WIF.
Perfection is an elusive goal.