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A World Ignites... (AAR)
Posted: Mon Sep 16, 2013 5:47 pm
by Orm
And a game begins... again.
This is my second attempt to create a thread where I make a walkthrough or after action report of the first turn of a Global War campaign.

The opening screen when beginning a new game.
RE: A World Ignites... (AAR)
Posted: Mon Sep 16, 2013 5:49 pm
by warspite1
Good man! - would have been understandable if you couldn't be bothered going through all that again.
RE: A World Ignites... (AAR)
Posted: Mon Sep 16, 2013 5:53 pm
by Neilster
Here we go again... [:)]
Only the "Additional Units" section of the Select Optional Rules part of this form are being displayed. There are other check-box sections for "Land Rules" etc.
The flags are decoration only and don't relate to the sections they are in.
Cheers, Neilster
RE: A World Ignites... (AAR)
Posted: Mon Sep 16, 2013 5:54 pm
by Orm
I decided to lend the F2A "Buffalo" to have a fighter with a long range available to be built in India. It is not a good fighter but the range is nice and the fact that it arrives in India after it is built compensate the poor air to air rating somewhat.

RE: A World Ignites... (AAR)
Posted: Mon Sep 16, 2013 6:05 pm
by Orm
Next up when beginning a new Global War campaign is picking three US entry chits. I strongly recommend that at least two of them should be placed in the EuroAxis pool. The value of the chits goes from 0 to 5 in 1939 so I picked very good chits. This will affect some of my Allied actions somewhat. More on US entry later on.

RE: A World Ignites... (AAR)
Posted: Mon Sep 16, 2013 6:31 pm
by Orm
First country to set up its units is US. But before I get to place their units I must decide which units to scrap (remove from the game). Removing the bad units improve the quality of the units on the map but if one scrap to many units then there might be a shortage of those units later on.
I tend to scrap more units than most WIF players with USA. This is especially true in regards of transports (TRS). But I prefer to ensure that I begin the game with fast TRS with long range.

RE: A World Ignites... (AAR)
Posted: Mon Sep 16, 2013 7:04 pm
by Orm
Onwards to actually place the units. The first unit I place is only allowed to be placed in one hex so MacArthur creates his HQ in Manila.

RE: A World Ignites... (AAR)
Posted: Mon Sep 16, 2013 7:19 pm
by Orm
On the US east coast I decided to place my entire fleet in Norfolk, Virginia along with one infantry division. 22 ships all in all of various types.

RE: A World Ignites... (AAR)
Posted: Mon Sep 16, 2013 7:24 pm
by Orm
On the US west coast I place the Pacific fleet in San Diego. In Long Beach I place the units I plan to move into the Pacific theatre first for easy access.
US has restrictions on where most of the convoy points (CP) must be placed. You can see where I placed the CPs on the Global Map.

RE: A World Ignites... (AAR)
Posted: Tue Sep 17, 2013 1:41 am
by Neilster
This is the global map, by the way. Each dot represents a game hex.

RE: A World Ignites... (AAR)
Posted: Tue Sep 17, 2013 1:43 am
by Neilster
The following posts help explain the land and air unit counters. I don't have the naval chart so someone else will have to add that.
Here are how land units are designated...

RE: A World Ignites... (AAR)
Posted: Tue Sep 17, 2013 1:44 am
by Neilster
More land unit info...

RE: A World Ignites... (AAR)
Posted: Tue Sep 17, 2013 1:45 am
by Neilster
Air units...

RE: A World Ignites... (AAR)
Posted: Tue Sep 17, 2013 1:45 am
by Neilster
more air unit info...

RE: A World Ignites... (AAR)
Posted: Tue Sep 17, 2013 1:53 am
by Neilster
You may have noticed that some units on the maps above have little dots above them. These are Unit Status Indicators and are used to portray what a unit is doing, whether it is in supply etc etc. These can also be on the left-hand side of the unit too and are very important.
I don't have the form to explain them all but I'm sure someone will post it soon. It looks very complicated but in practice one quickly gets used to the status indicators and can read them at a glance. There are other ways of examining a unit's status too.
Cheers, Neilster
RE: A World Ignites... (AAR)
Posted: Tue Sep 17, 2013 2:08 am
by bo
There are more pictures somewhere I will try to find them.
Bo

RE: A World Ignites... (AAR)
Posted: Tue Sep 17, 2013 2:08 am
by Neilster
ORIGINAL: Orm
First country to set up its units is US. But before I get to place their units I must decide which units to scrap (remove from the game). Removing the bad units improve the quality of the units on the map but if one scrap to many units then there might be a shortage of those units later on.
I tend to scrap more units than most WIF players with USA. This is especially true in regards of transports (TRS). But I prefer to ensure that I begin the game with fast TRS with long range.
This is perhaps a good time to introduce Force Pools and production. Units are produced (by using resources in factories...more later) from a set of potential units called Force Pools. These are added to with time to reflect technical development and industrial potential. Produced units are randomly drawn from the Force Pool, so it is often advantageous to remove or "scrap" poorer quality units from the pool to avoid receiving low quality reinforcements. As Orm has described, if you scrap too many units there may not be enough to build if the need arises.
Cheers, Neilster
RE: A World Ignites... (AAR)
Posted: Tue Sep 17, 2013 2:09 am
by Neilster
Thanks bo
Cheers, Neilster
RE: A World Ignites... (AAR)
Posted: Tue Sep 17, 2013 2:21 am
by bo
oops wrong one
RE: A World Ignites... (AAR)
Posted: Tue Sep 17, 2013 2:32 am
by bo
ORIGINAL: Neilster
Thanks bo
Cheers, Neilster
Neilster go on the general forums and go to the tutorials 5 down from [when?] and select naval tutorial and everything you want is there, I would do it but I am not good at sizing pictures and such.
Bo