My Experience with Learning WIR

War in Russia is a free update of the old classic, available in our Downloads section.
ab067
Posts: 155
Joined: Sat Sep 20, 2014 9:03 am

My Experience with Learning WIR

Post by ab067 »


I tried UV several times, but couldn't get into the game. So I felt to try WITP was be pointless.

Several times I loaded up WIR and PacWac with the same results.

Nothing made sense. It just wasn't intuitive like the Panzer General series.

This time would be different. I started on Aug 26 by reading everything I could find about WIR and played WIR many different ways with varying results. Now on Nov 12 I am comfortable with playing WIR.

In that learning period I was exposed to other Gary Grigsby SSI games:

The Atari version of War in Russia
Second Front
West Front
Updated War in Russia
Matrix WIR

Amiga Carrier Force
Carrier Strike.

All of them were similar and so it was easy to transfer skills from one to the other.

Not surprisingly the game engine/AI routines/data files seem to be ported and upgraded from one game to the next. Even some bugs/emergent behaviour of the AI appeared to have also migrated into newer versions of these games.

I liked the Panzer General General series (even Pacific General) but felt there just wasn't enough depth.

Once I understood WIR it opened up a world of Gary Grigsby games that have fabulous immersion.

Over the next couple of posts I will explain a very easy way to learn WIR to flatten your learning curve.


ab067
Posts: 155
Joined: Sat Sep 20, 2014 9:03 am

RE: My Experience with Learning WIR

Post by ab067 »


First you need a map printed out and the download link is on page 6 under the thread WiR V3.3 MAP.

photo_view.asp?file=0;1829360

War in Russia V3.3 Matrix version

http://www.matrixgames.com/products/236/downloads/

The game runs under windows, however I found Dosbox was easier to use with less ghosting of the mouse on my win xp. It wasn't hard to install dosbox and learn how to use it.





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buchand
Posts: 104
Joined: Mon Nov 22, 2010 4:21 am

RE: My Experience with Learning WIR

Post by buchand »

Fantastic. I used to love WIR and by using the editor could do some "what-if" games.
The [re]learning curve though has been stopping me from going back to a truly innovative game so look forward to your posts.[:)]
Plan? What plan? Attack!!
ab067
Posts: 155
Joined: Sat Sep 20, 2014 9:03 am

RE: My Experience with Learning WIR

Post by ab067 »

OK ...[:)]

The Matrix version of WIR is very pleasant and easy to use compared to the earlier versions of WIR, SF, WF. Improved graphics and mouse use make the game enjoyable.

You will need the manual for WIR that comes with the game. Though it has many errors and omissions, the basics are covered and explained.


The turn sequence is basis of game play and it necessary to understand this to follow the flow of the game.

It is on page 5.

TURN SEQUENCE
Each game turn consists of the following
sequence of phases:
· Axis Player Phase:
Events
Partisan
Supply
HQ Control
Replacements
Readiness Recovery
Orders <----- Axis only
Combat
· Soviet Player Phase:
Supply
HQ Control
Replacements
Readiness Recovery
Orders <----- Soviet only
Combat
Victory Conditions

**********

The only part that you will interact with in the game is the orders phase. Everything else will run by itself.

Basically, you will only control the Air Operations through the HQ's and ground operations through the Korps.

Yes, you can micro manage the production, but I will cover that later as it is not essential in learning the game.








ab067
Posts: 155
Joined: Sat Sep 20, 2014 9:03 am

RE: My Experience with Learning WIR

Post by ab067 »

Air Operations and HQ's:

The complete Unit HQ menu is located on page 7. I have just abbreviated it here for explanation purposes.

UNIT HQ MENU

BUTTON DESCRIPTION
MOVE Move HQ

TRANSFER Transfer Units

RAIL TRAN Rail Transfer

AIR TRAN Air Transfer <----- Air operations

RAIL Rail Move HQ

REPLACE Replacement Level

SET OBJECT Set HQ Objective

HQ CONTRL Set HQ Control

INTERDICT Bomb Units <----- Air operations

BOMB AF Bomb Airfield <----- Air operations

BOMB CITY Strategic Bombing <----- Air operations

AIRLIFT Airlift Supplies <----- Air operations

SHOW OBJ Show Objective

Esc Exit HQ Menu


During the orders phase, to fly Air Operations you just have to know the five (5) sections above marked <----- Air operations.

An expanded explanation of the HQ Air Missions is located on page 23. (Ignore the bomb bridges reference, it is not valid).

*****

Air operations during the orders phase is so easy and intuitive.

You will select a bomb group to do the bombing and a fighter group to escort (if you want).

You will pick a target to bomb.

Targets are:

Enemy HQ's which is the location of the enemy airfields.

Strategic bombing targets cities, which control production of tanks, planes, oil, etc.

Interdiction which targets Korps on the ground.


Airlift brings in supplies. eg airlifting supplies into Stalingrad.

Air transfer allows you to move air groups around. ie they fly to their new airfield (HQ).

*******

Now, when you attack any target or airlift, this air combat will occur during the orders phase. ie when you select and execute the order to bomb a HQ, etc it will happen now and you will see the results immediately.

That is how easy Air operations of WIR during the orders phase is.

I will provide a training exercise to practice this in the next post.












ab067
Posts: 155
Joined: Sat Sep 20, 2014 9:03 am

RE: My Experience with Learning WIR

Post by ab067 »


Air Operations exercise.

*****

From the HQ menu this is all you will be interested in:

AIR TRAN Air Transfer <----- Air operations

INTERDICT Bomb Units <----- Air operations

BOMB AF Bomb Airfield <----- Air operations

BOMB CITY Strategic Bombing <----- Air operations

AIRLIFT Airlift Supplies <----- Air operations

Page 8 of the manual provides a short explanation of each function.

*****

Load the game and make the following selections:

Campaign 41_____Soviet Computer_____Even

Display_____HIGH_____Delay_____HIGH (you may wish to later change this to medium/medium or low/low)

The game will now start the turn sequence and stop at ORDERS with the options menu.

Options Menu
AXIS PLAYER
ORDERS <----- make this selection and then accept.
COMBAT
SAVE
SETUP
ACCEPT

When the map loads use "/" to bring up the keyboard summary. F1 is useful for map zooming.

Make sure you have printed off the V3.3 map in color. Black and white is too washed out.

******

To transfer an air groups into a HQ, select the HQ you want the air groups to come into (left click mouse). The HQ menu will come up and select AIR TRAN.

Next, select a HQ that you will be transferring the air group from.

Now, select a letter or mouse click the air groups you want.

Right click to exit the menu and the air group will be transferred immediately.

You are limited to 10 air groups per HQ and aircraft that transfer cannot fly other missions in the ORDERS phase. However they can fly in the COMBAT phase (which you do not actively control).

You are able to use an air group for any of the other 4 missions and then transfer to another HQ.


*****

Next will be INTERDICT bombing.


ab067
Posts: 155
Joined: Sat Sep 20, 2014 9:03 am

RE: My Experience with Learning WIR

Post by ab067 »

Air Operations ...... bombing.[:)]

*****

These last 4 air operations are essentially the same.

INTERDICT Bomb Units <----- Air operations

BOMB AF Bomb Airfield <----- Air operations

BOMB CITY Strategic Bombing <----- Air operations

AIRLIFT Airlift Supplies <----- Air operations

*****

Page 19/20 of the WIR manual contains more information under the title Air Combat.

Also, page 23 titled HQ Air missions has expanded notes. The bridge bombing info is not valid.


*****

Most players leave their fighter groups on:

Escort_____ applies to ORDERS and COMBAT phases.

Training missions_____ applies to ORDERS and COMBAT phase.

Bombers will be set to any of the following:

Ground attack______only in the COMBAT phase.

Interdiction______only in the ORDERS phase.

Airfield attack____only in the ORDERS phase.

Strategic bombing____only in the ORDERS phase.

Air Transport ____only in the ORDERS phase.

Training_____ applies to ORDERS and COMBAT phase.

*****

Load the game and make the following selections:

Campaign 41_____Soviet Computer_____Even

Display_____HIGH_____Delay_____HIGH (you may wish to later change this to medium/medium or low/low)

The game will now start the turn sequence and stop at ORDERS with the options menu.

Options Menu
AXIS PLAYER
ORDERS <----- make this selection and then accept.
COMBAT
SAVE
SETUP
ACCEPT

When the map loads use "/" to bring up the keyboard summary. F1 is useful for map zooming.

*****

Select a HQ, and right click (RC)

At the bottom of the menu that comes up, select F2 Air Groups.

You should now have a selection of the Air Formations available in that HQ.

Select a fighter group, note the range and select mission as escort.

RC or press ESC to go to the previous menu.

Select a Bomber group, mission and Airfield Attack.

Exit the menu and return to the map display.

******

Now Select the HQ and the HQ menu should display:

TRANSFER Transfer Units

RAIL TRAN Rail Transfer

AIR TRAN Air Transfer

RAIL Rail Move HQ

REPLACE Replacement Level

SET OBJECT Set HQ Objective

HQ CONTRL Set HQ Control

INTERDICT Bomb Units

BOMB AF Bomb Airfield <---- make this selection for Airfield bombing.

BOMB CITY Strategic Bombing

AIRLIFT Airlift Supplies

SHOW OBJ Show Objective

Esc Exit HQ Menu


******

Next select an enemy HQ to bomb, and then LC or press ENTER to execute the mission.

If the enemy HQ is within range (you did note the range of the bomber [;)]), the bomber group will bomb and if the fighter escort has the range, they will defend the bombers.

Read through the reports on the lower left and lower right screen as the action unfolds.

*****

The other three missions are basically the same.

Interdict ..... you will select an enemy division to bomb.

Bomb City ..... select a city from your printed map.

Airlift .....select a friendly unit to supply.


*****

That's all there is to Air operations in the ORDERS phase.

Practice till you are comfortable doing each operation and read ALL the reports to follow what is happening.

*****

After you have finished all air operations in the ORDERS phase move to the COMBAT phase:

Options Menu
AXIS PLAYER
ORDERS
COMBAT <----- make this selection and then accept.
SAVE
SETUP
ACCEPT


The game will now continue the turn sequence. It will cycle through the Soviet turn.

Since you are not attacking with ground forces, the Soviet AI only responds with Air Operations. (In the first few months of this campaign only)

If you were attacking with ground forces, the HQ the ground force is attached to would provide ground support. However, there would be fewer aircraft available for ground support in the COMBAT phase if they had participated in other missions in the ORDERS phase. ie, there would be less aircraft ready to do another mission.

Eventually the turn cycle will come to the Axis turn at the ORDERS menu and you can continue with the next turn.


******


TURN SEQUENCE


· Axis Player Phase:
Events
Partisan
Supply
HQ Control
Replacements
Readiness Recovery
Orders <----- Axis only
Combat
· Soviet Player Phase:
Supply
HQ Control
Replacements
Readiness Recovery
Orders
Combat
Victory Conditions


ab067
Posts: 155
Joined: Sat Sep 20, 2014 9:03 am

RE: My Experience with Learning WIR

Post by ab067 »


Here is a fun exercise to test your skills for Air Operations. The full thread is on page 31 and is about the 17th post down titled "Test your skills for this contest"


CRAZY_HORSE007
Matrix Trooper


Hi,

I will launch just for fun a contest for you guys.

The goal is to destroy the greatest Soviet airplanes on the first turn of campaign 41 using exclusively Airfield attacks.

RULES

1. You use campaign 41 version 3.2 + both human + even.

2. You use exclusively Airfield attack with your German airforces to destroy as many soviets aircraft as you can.

3. There will be no plot moves at all.

4. When finish you save your turn and send it to me at CRAZY_HORSE007@PANDORA.BE

5. Every week I will post the classification with name and number of destroyed aircrafts on these forum here. In order to keep these challenge exciting until the end, the name of the first three will be mentionned but not the numbers of aircrafts destroyed.

6. The contest will begin September 1th 2002 and take an end on December 31th 2002.

Every helps, comments and tips are welcome.

Good fun.

Marc
ab067
Posts: 155
Joined: Sat Sep 20, 2014 9:03 am

RE: My Experience with Learning WIR

Post by ab067 »


If you are practising the Contest above, you will have to select COMBAT on the OPTIONS menu to see your final score. It'll take a few minutes to bring up the final tally.

To bring up the OPTIONS menu from the map, select the ESC button on the lower right of the screen.

Options Menu
AXIS PLAYER
ORDERS
COMBAT <----- make this selection and then accept.
SAVE
SETUP
ACCEPT

ab067
Posts: 155
Joined: Sat Sep 20, 2014 9:03 am

RE: My Experience with Learning WIR

Post by ab067 »


Air Operation during the COMBAT phase.

*****

The AI runs the game during this phase and you have no direct control.

WIR manual page 16:

Combat Air Support

During combat an HQ may reinforce
ground troops with air support. The
aircraft’s firepower is added into the
friendly unit’s artillery strength. The unit
must be within range of the HQ in order to
be supported. Air support is completely at
random and under computer control.
Aircraft may fly an unlimited number of air
support missions in a turn. The number of
aircraft flying from an air group is determined
by the range from the HQ to the
target. Air support missions may be
cancelled if heavy losses are suffered from
enemy fighters.


*****

What you can control is the positioning of air groups and setting their missions during the ORDERS phase.


Most players leave the fighters on escort mission and the fighters can fly during the ORDERS phase AND during the COMBAT phase.


Bombers can only fly one mission during the ORDERS or several Ground Attack missions during the COMBAT phase. Unlike fighters the bombers cannot fly in both the Orders and COMBAT phase.

*****

However, when you Air transfer a bomber or fighter air group to a new HQ, they will fly missions on escort and ground attack during the COMBAT phase. They will not fly a mission during the ORDERS phase after the air transfer.


ab067
Posts: 155
Joined: Sat Sep 20, 2014 9:03 am

RE: My Experience with Learning WIR

Post by ab067 »

We have covered Air group movement using Air transfer. ie the aircraft fly from one airfield (HQ) to another to reposition.

Ground movement is similar.

The Korps can use rail or march/drive to their new location.

*****

On the map use F9 or CNTRL (menu on bottom) to see which are the friendly hexes.

During the ORDERS phase you can use rail or normal movement to move the HQ and Korps anywhere in the friendly hex.

However you cannot move into an enemy hex.

F10 or select rail from a menu under the UTIL selection will highlight the rail network.

Also use "/".

*****

To move a Korps from or through a friendly hex into an enemy controlled hex we can only use the PLOT.

You can either move or plot in the ORDERS phase, not both.

WIR manual page 12 has an explanation of movement.

*****

When you PLOT into an enemy hex combat may occur. PLOT movement is planned during the ORDERS phase, but not executed until the COMBAT phase.

*****

You can use the mouse to move a unit. I find the numbers keypad gives more information when moving the unit hex by hex.






ab067
Posts: 155
Joined: Sat Sep 20, 2014 9:03 am

RE: My Experience with Learning WIR

Post by ab067 »


To move a Korps by rail or non-rail movement select the unit to bring up the unit menu. If the Korps is not on a rail hex, it cannot use rail.

Now select MOVE or RAIL:



UNIT MENU

MOVE Move Unit <----- non rail movement. Use the numbers pad to move Korps.

TRANSFER Transfer Units

PLOT Plot Path for Unit

RAIL Rail Move <----- rail movement. Use the numbers pad to move Korps.

RAIL TRAN Rail Transfer

CHANGE HQ Change Parent

REMOVE Delete Unit from Map

NEXT Get Next Unit

SUPPLY Get Special Supply

CHANGE Change Unit

Esc Exit Unit Menu NONE


Nonmechanized units may move a maximum of 5 hexes off-rail;
Mechanized units may move maximum of 10 hexes off-rail.


Movement of the HQ is done the same way, but from the HQ MENU.

ab067
Posts: 155
Joined: Sat Sep 20, 2014 9:03 am

RE: My Experience with Learning WIR

Post by ab067 »


To transfer a division from any HQ or Korps use the Unit or HQ menu.

It works just like the Air Transfer for Air Groups. After you select transfer, select the HQ/Korps you want to transfer from, a menu of the divisions available pops up, select the divisions you want, ESC, transfer occurs.

UNIT MENU

MOVE Move Unit

TRANSFER Transfer Units <----- Select and then select the HQ or Korps you want to take the division from.

PLOT Plot Path for Unit

RAIL Rail Move

RAIL TRAN Rail Transfer <----- Select and then select the HQ or Korps you want to take the division from.

CHANGE HQ Change Parent

REMOVE Delete Unit from Map

NEXT Get Next Unit

SUPPLY Get Special Supply

CHANGE Change Unit

Esc Exit Unit Menu NONE


Transfers of divisions for the HQ is done the same way, but from the HQ MENU.



ab067
Posts: 155
Joined: Sat Sep 20, 2014 9:03 am

RE: My Experience with Learning WIR

Post by ab067 »


The General Orders menu is the menu bar across the bottom of the map.

The explanation is in the WIR manual page 6 and page 33.


GENERAL ORDERS MENU


SHOW _____ Show Plots

Move Large Increments ____ I, J, K, M

CEN _____Center Cursor ____ F2

MAP ____ Change Map Scale ____ F1

CNTL ____View Enemy-controlled Hexes ____ F9

UTIL ____ Utility Menu <------- brings up the UTILITY menu. (below)

NEXT ____ Next Unit ____ N <----- useful during planning of plots to see the order of battle for Korps.

HQ ____ Get Parent HQ ____ H

CITY ____ Display Factories ____ C <----- select a city on the map, then select "C". Displays factories.

ESC Return to Options Menu Q, Esc


*****

UTILITY MENU


MUR/URAL ____Murmansk/Urals Factories ____ Alt/C

VICTORY ____ Victory Point Display ____ Alt/O

POOLS ____ Production Pools _____ Alt/P <---- shows aircraft/tank pools and which cities are producing them.

ADD UNIT ____ Add New Unit _____ F5

USAAF _____ Examine USAAF _____Alt/U

INDUSTRY View ____ Industry

RAIL ____ View Rail Hexes ____ F10

ADD HQ ____ Add New HQ ____ F6

EXIT _____ Exit Game - Go to DOS ____ Alt/Q

DELAY Set Delay/Display Levels _____ D

MOVE FAC Move Factories _____ U

AX REVIEW Axis Combat Review ____ Alt/N

SU REVIEW Soviet Combat Review ____ Alt/M

FAC CONTROL Human/Comp. Factory Control ____Shift F

EQPT CONTROL Human/Comp <----- new item.

ESC ____ End Orders Phase ____ Q


****

In version 3.204 this change was brought in:


A new menu item is available in the UTIL menu: "EQPT CONTROL". This lets players set computer/human
control of the upgrade of equipment in (ground & air) units independently of factory control (FAC CONTROL).

ab067
Posts: 155
Joined: Sat Sep 20, 2014 9:03 am

RE: My Experience with Learning WIR

Post by ab067 »



Just a couple more posts and we are done.

[:)]
ab067
Posts: 155
Joined: Sat Sep 20, 2014 9:03 am

RE: My Experience with Learning WIR

Post by ab067 »


I found the most difficult part of learning WIR was the menus and understanding what they did. It made more sense when I visualized what I action I was trying to perform.

eg, having air groups change bases, using rail to move a Tank Korps, positioning an infantry Korps in preparation for an offensive, etc.

In addition, watching the combat display and reports coming in during the COMBAT phase was confusing as the map flashed around the screen focussing where the action was taking place and then flashing to another area of conflict.

Eventually I discovered that if I pressed the pause key, I was able to follow the reports at my own pace and cross referencing the locations using the printed map. I covered the map with plastic and was able use it to follow my progress and note areas of potential trouble.

*****

Readiness

WIR manual page 29.


You can play WIR without fully understanding readiness, but you will experience greater losses and missed opportunities because you are pushing your Korps to exhaustion.

Readiness is very simple.

When a tank Korps boards a train in Berlin and travels by rail to the eastern front, the men will be tired, the equipment needs to be unloaded and prepared for combat, etc.

When it arrives at its destination it is not as ready for action as a Korps that has done nothing during the turn.

If an infantry Korps marches it will be less ready after marching 4 hexes, than if it marched 1 hex. When you move a unit, use the number keys keypad and you will see on the screen the amount of readiness lost.

When moving into enemy controlled hexes or advancing after combat a Korps will experience additional losses during the COMBAT phase. This loss of readiness accumulates and can make a Korps ineffective or be subject to defeat if attacked.

******


ab067
Posts: 155
Joined: Sat Sep 20, 2014 9:03 am

RE: My Experience with Learning WIR

Post by ab067 »


Plotting will be the topic of the post after this.

******

To fully understand WIR and prepare you for PacWar, WITP, UV, etc it helps if you understand the evolution of WIR.

From my readings the game engine evolved from game to game, with code being added/deleted/adapted with each new game Gary Grigsby designed.

The data base also appears to have gone through the same process. The AI routines were hardwired and I suspect that some of the routines were forgotten, but emerged as bugs or emergent behaviour over time.

With each new game a manual was printed. Unfortunately important information in one manual, was lacking in the next manual.

I have included some links that will make the game easier to understand.

You don't have to study the manuals, but just lightly read them and they will fill in a lot of gaps that will help you understand WIR and this knowledge will help with GG's later games.


******


The two full articles are located in CGW issues 72 and 73.

http://www.cgwmuseum.org/galleries/inde ... ub=2&id=73

However to fully appreciate WIR and understand the games engine, AI, etc it is necessary to read the manual for the original Atari War in Russia:

http://www.atarimania.com/game-atari-40 ... _5706.html

Also, reading the Second Front manual:

http://lucasabandonware.free.fr/manuels ... 0Front.txt

Western Front manual:

http://www.old-games.com/download/5703/western-front

and the WIR manual:

http://www.old-games.com/download/5264/ ... y-s-war-in


ab067
Posts: 155
Joined: Sat Sep 20, 2014 9:03 am

RE: My Experience with Learning WIR

Post by ab067 »

Plotting

*****

The mechanics of plotting are quite easy.


However, during the COMBAT phase when the execution of your plots takes place you may not understand what is happening or why the units are not carrying out the plots as you had planned.

Simply, the plots are a set of directions or orders that you provide to the AI to carry out. It may not always follow what you intend.

The AI is pedantic. It follows explicit instructions, unfortunately all these instructions have not been provided to us.

The AI routines can be observed during the COMBAT phase by having the Display/Delay on High/High, by pausing the screen to follow what is happening.

*****

The WIR manual on page 9, 13, 15 does a good job of explaining the mechanics of plotting.



When you select a Korps the UNIT menu comes up:


UNIT MENU

MOVE Move Unit

TRANSFER Transfer Units

PLOT Plot Path for Unit <----- Select and this will change the menu bar at the bottom of the screen.

RAIL Rail Move

RAIL TRAN Rail Transfer

CHANGE HQ Change Parent

REMOVE Delete Unit from Map

NEXT Get Next Unit

SUPPLY Get Special Supply

CHANGE Change Unit

Esc Exit Unit Menu NONE

******

Plotting Menu at bottom of the screen:

PLOT MENU

MODE Set Display Mode NONE

CLR ____ Clear Plot _____C

END ____ End Plotting ___ E

STOP ____Static Attack __ S <---- requires a direction and "S". eg 3S

WAIT ____Wait ____0

MAP ____Change Map Scale __ F1

CEN ____ Center Cursor ____F2

NEXT ____Next Unit ____ N <----- normally this is the attacking order.

CNTL ___Show Hex Control ___F9

BOMB ____Artillery Bomb_____ B <----- requires a direction and "B". eg 6B

SHOW ___Show Plot Path ___Shift/P <----- visual display of what you plotted.

ESC ___Exit Menu ____ Esc


All Korps have 5 slots for plotting. However, infantry can only move on two slots whereas armor can move in all 5 slots.

A number in the plot is considered a movement.



ab067
Posts: 155
Joined: Sat Sep 20, 2014 9:03 am

RE: My Experience with Learning WIR

Post by ab067 »


On page 2 of the WIR forum posts, about the 4th post from the bottom titled "Work around for plotting that stops after static attack" has a good explanation for coordinating an attack.


photo_view.asp?file=0;2747160

ab067
Posts: 155
Joined: Sat Sep 20, 2014 9:03 am

RE: My Experience with Learning WIR

Post by ab067 »



When you have completed everything you wished to do in the ORDERS phase, you can now move to to the COMBAT phase. You have no control as the AI follows its programmed routines.

During this phase the Korps will move sequentially and should initiate their first plot. After all the first plots are resolved, the second plots should be resolved, etc. Sometimes plots can be cancelled and sometimes attacks will continue past the 5 slots allotted for plotting.

*****

Combat Sequence (on page 16 WIR manual)

The sequence of events for each battle
is as follows:

1. Bombard/Artillery Fire

Attacker Bombardment
Defender Bombardment

2. Anti-Tank Fire

Defender Anti-Tank Fire
Attacker Anti-Tank Fire

3. Assault Fire

Defender Combat Fire
Attacker Combat Fire

*****

Over the various versions there has been some changes to the formulas within the "Fire" phases.




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