I don't have the books, but I am assuming the PDF's are the same? Man I have yet to play this game, or do the interactive tutorials, and only have finished the 7 chapters of videos and have 7 more to go...its like a nasty teasing or that feeling you used to get when you were a kid and at Christmas you had only one 'real' box you wanted to open, what was it going to be this year? Third Reich, Tobruck, or could it be The Longest Day??? And then when you carefully remove the wrapping and discover your new game, slowly removing the shrink wrap and then reading the front and back of the box before slowly removing the top lid and then examine each piece in the box ever so slowly and lovingly...
Well that is what I feel I am doing with MWIF....really enjoying the depths of this and can't wait to push a button...
It depends what floats your boat of course but I love World In Flames because:
- Seriously, where can you get a strategic WWII game that plays the whole war? There are very few and to be honest Eminem puts it best when he warbled "All you other Slim Shady's are just imitating" MWIF is the real Slim Shady
- Where can you get a strategic war game where you can play with every warship (real and some what-if) from light cruiser up (there are a couple of exceptions but otherwise it is every ship).
- The counters are shiny, colourful and simply scream naughty things at you very loudly
- The maps.... the one thing that lets WIF down is the map. But the map Steve has produced for MWIF is, quite simply the BESTEST. EVER. FACT. It is a work of art and frankly I don't really understand why Michelangelo's work still adorns the Sistine Chapel. It should be replaced by Steve's artwork here
- The game is sooooo cleverely done. Unlike SC where so much is scripted and just 'happens'. Nothing in MWIF happens without the players making it so. You command the armies, navies and airforces and you have to plan and think ahead constantly, reacting and making things happen.
- The game tries to have just as few a rules as it can get away with to allow players to do pretty much what they want. However, each option has effects on US entry and so neither side can simply do what it wants without sanction
- There are a very few rules that provide the basic framework for what the Allies and Axis can/can't do - and that framework gives every game a WWII feel regardless of whether ahistorical actions are taken by either side.
- The game has been designed to be won by either side. That does of course mean there are some liberties taken with counters, but that is fine - just don't play if you want ultra realism.
- There is little that is pre-ordained. The mechanics of weather, turn length, who goes first, and of course dice etc. ensure that the best laid plans can go quickly awry.
MWIF, its fantastic!
England expects that every man will do his duty. Horatio Nelson October 1805