[.T Action Choice (see RAC 10)

.P At the start of each impulse where you are on the phasing side, you must
choose an action (see RAC 10) for each major power you control.  The action type
you choose affects what that major power can do in the rest of the action stage.
You can choose one action type in one impulse and a different type in the next
impulse of the same turn.

.P Action types

.P The actions you can choose are:
.H
.B Pass action (good for ending the turn faster),
.B Air action (good for flying aircraft missions),
.B Naval action (good for moving and fighting naval units),
.B Land action (good for moving land units and fighting land combats), or
.B Combined action (lets you do a bit of everything).

.P If you are a neutral major power, you must choose either a Pass or a Combined
action.  The only exception is that Germany may choose a Land action during the
first impulse of Sep/Oct 1939.

.P Activity limits

.P What your major power can do in an impulse depends on what action you choose
for it.  If you pick a pass action, it can�t do any further activities that
impulse.

.P If you choose a Land, Air, Naval or Combined action, you can do a number of
activities depending on the action type.  The table tells you what activities,
and how many of each, can be done for each action type.  In general, activities
are moves, air missions, and land combats.

.P What counts against a limit
.H 
.B Every group of naval units that moves counts as a naval move.
.B Moving a land unit during the land movement (see RAC 11.11), air transport
(see RAC 11.12), debarkation (see RAC 11.13), invasion (see RAC 11.14) or
paradrop (see RAC 11.15) step counts as a land move.
.B Every aircraft or land unit that moves 60 hexes, or portion thereof, by rail
counts as a rail move; moving a factory costs 2 rail moves for the first 60
hexes (see RAC 11.10).
.B All land attacks, including an invasion and/or paradrop, count as a land
attack.  Even an attack against a zero strength defender counts against this
limit.
.B Every aircraft unit that flies counts as an air mission, but see the
exceptions listed immediately below.

.P The limit on air missions, if you choose a Land, Naval, or Combined action,
limits the total number of air missions you can fly in the impulse.  Which
missions you fly is up to you.  However, the following do not count against your
air mission limits:
.H 
.B combat air patrol,
.B escort and interception missions.
.B naval air interception, and
.B ground support.

.P Activity limits may be different for each major power, but they do not change
from turn to turn.  If a major power changes from neutral to "at war" or
vice-a-versa, the actions the major power can choose changes, as mentioned
above.

.P One dramatic way you can change your activity limits is by using an Offensive
chit.  When you possess an offensive chit, and are allowed to use it (i.e., the
major power is at war with another major power), the check boxes below the table
are enabled.  By checking a box, you can see the effect using the offensive chit
will have on your activity limits.  Be aware that using the offensive chit
consumes it completely.

.P You can set a default action type, though that doesn't save you a lot of time,
since it is easy enough to make your selection anew each impulse by clicking on
a radio button.  Once you click on a radio button, the OK button is enabled.

.P This form also lets you check on the weather and displays the statistical
probability of the turn ending when this impulse is over.]





[.T Activity Limits (see RAC 10.2)

.P What your major power can do in an impulse depends on what action you chose
for it.  If you picked a pass action, it can�t do any further activities this
impulse.

.P If you chose a Land, Air, Naval or Combined action, you can do a number of
activities depending on the action type.  The table tells you what activities,
and how many of each, you have remaining.  In general, activities are moves, air
missions, and land combats.

.P What counts against a limit
.H 
.B Every group of naval units that moves counts as a naval move.
.B Moving a land unit during the land movement (see RAC 11.11), air transport
(see RAC 11.12), debarkation (see RAC 11.13), invasion (see RAC 11.14) or
paradrop (see RAC 11.15) step counts as a land move.
.B Every aircraft or land unit that moves 60 hexes, or portion thereof, by rail
counts as a rail move; moving a factory costs 2 rail moves for the first 60
hexes (see RAC 11.10).
.B All land attacks, including an invasion and/or paradrop, count as a land
attack.  Even an attack against a zero strength defender counts against this
limit.
.B Every aircraft unit that flies counts as an air mission, but see the
exceptions listed immediately below.

.P The limit on air missions, if you choose a Land, Naval, or Combined action,
limits the total number of air missions you can fly in the impulse.  Which
missions you fly is up to you.  However, the following do not count against your
air mission limits:
.H 
.B combat air patrol,
.B escort and interception missions.
.B naval air interception, and
.B ground support.]





[.T Add Minor Units (See RAC 19.4)

.P The MWIF world is divided into several types of political entities.  At the
top of the heap is the major power - independent and powerful.  Then there are
minor countries - still independent but not in the same military league as a
major power.  In World in Flames, every major power home country, and every
minor country, has a capital city.

.P We represent the independence of true minor countries by making them neutral
until they enter the war.  They enter the war when someone declares war on them
or when they otherwise align themselves with a major power.  In either case, for
game purposes you select a major power to run their affairs.

.T Aligning Minor Countries

.P When a minor country aligns with you, set up its initial units immediately.
You must set up in hexes controlled by that minor.  At least half a minor
country�s initial units must set up in its home country.

.P Set up each of the minor�s land and aircraft units that has an earlier
availability year than the current year.  If its availability year is the
current year or is a Reserve unit, it is placed in the production pool to arrive
as a reinforcement in the next turn (Pilots Optional Rule: along with its
pilot).

.P Set up on the map each of the minor�s naval units that has an availability
year that is at least 2 years earlier, except those sunk prior to the start of
the scenario.  For example, in the Global War campaign, if your opponent
declares war on Spain in 1940, you would set up all the Spanish ships that have
an availability year of 1938 or earlier except for the Espa�a.

.P If the availability year for a naval unit is 1 year earlier, put the unit
into the construction pool.  If it is the current year, the units are not yet
set-up.

.T Restrictions on use

.P Minor country units can move and fight outside their home country.  However,
you can only move a minor country land or aircraft unit from inside the home
country to outside the home country, if half or more of its on- map land and
aircraft units are currently inside its home country (exception: Rumania becomes
a full Axis ally ~ see 19.6.2).

.T Production

.P Minor countries do not spend build points.  Their controlling major power
uses their resources and factories instead.

.P After a minor country has aligned with you, you can choose to add its units
(those not yet set-up) to your major power�s force pools.  You can do this at
any time while the minor is not conquered (incompletely or completely) but, once
you do, its units must always go into your force pools as they become available.
From then on, you can only voluntarily remove them from your pools by production
(see RAC 13.6.5), or scrapping (see RAC 13.6.9).

.P Before you add them to your pools, that minor country won�t produce any units
(except its reinforcements on the turn after it enters the war).

.T Process

.P This form lets you add minor country units to your force pool.  Simply select
those minor countries from the list that you want to add to your force pool.
When you have made your selections, click the OK button.]





[.T Air Attacks
.P This is a multi-purpose form which is used to show the results of different
air missions:
.H 
.B Ground strikes,
.B Ground support,
.B Strategic bombardment,
.B Carpet bombardment,
.B Paradrops, and
.B Air transport.

.P Ground strike missions allow bombers to attack enemy land units and aircraft
units on the ground.  If you are successful, the enemy units will be more
vulnerable to attack by land units.  After any air-to-air combat (see Player's
Manual 14.3), each bomber attacks each organized enemy land or aircraft unit in
the hex.

.P MWIF rolls 1 die for each attack.  If the result is less than or equal to the
aircraft�s tactical factors, the ground strike is successful and the target unit
becomes disorganized.  Offensive chits (see RAC 16), weather (see RAC 8.2.3) and
terrain (see RAC 14.5) may affect an aircraft�s tactical factors.  When the
defending units are surprised (see RAC 15), MWIF rolls 2 dice for each attack
instead of 1.  If either is less than or equal to the aircraft�s tactical factor,
the ground strike succeeds.  When using the optional rule Tank busters, units
which have their tactical factor printed in a red circle add an extra die roll
if the target unit is MECH, ARM or HQ-A.  This is cumulative with surprise (see
RAC 15.1) and offensive chits used in an air action (see RAC 16.1).  For example,
during a surprise impulse, a tank buster ground striking a MECH with the benefit
of an offensive chit during an air action would roll 4 dice.  This benefit does
not apply to a ground strike on a self-propelled artillery unit.

.P Ground support missions permit you to support a land attack with bombers.
Both sides can fly ground support into the same combat. ART units can also
provide ground support into adjacent hexes (see RAC 22.4.2).  An aircraft�s
tactical factors may be reduced by the weather (see RAC 8.2.3) and terrain (see
RAC 14.5) in the target hex.  You ignore any tactical factors (after
modification) flown by the attacking side that exceed the total (modified)
combat factors of the attacking land units.  Similarly, you ignore any
(modified) tactical factors on the defending side that exceed the total
(modified) combat factors of the defending land units.  Return all aircraft to
their bases before you resolve the land attack.

.P When using the optional rule Tank busters, units which have their tactical
factor printed in a red circle double their tactical factor if any of the enemy
units in the combat is a MECH, ARM or HQ-A unit.  This benefit does not apply to
ground support missions against self-propelled ART units.

.P Carpet bombing missions let your strategic bombers destroy enemy land and
aircraft units, not just disorganize them.  Add up the strategic factors of your
surviving bombers modified by terrain (see RAC 14.5) and weather (see RAC 8.2.3).
Locate this total on the strategic bombardment table and roll a die.  Add 1 to
the die roll if the bombers did not fight any air-to-air combat for this mission.
For each asterisk result, destroy 1 land or aircraft unit (including its pilot)
in the target hex (chosen randomly).  Ignore the number result.  You may carpet
bomb with atomic bombs and V-weapons.  When carpet bombing, A-bombs have 25
strategic bombardment factors.

.P Strategic bombardment missions allow aircraft to attack enemy production and
resources.  After any air-to-air combat (see RAC 14.3) and anti-aircraft fire
(see RAC 22.4.2) total the strategic factors of all surviving bombers.  These
may be affected by weather (see RAC 8.2.3).  Locate the total on the strategic
bombardment table and roll a die.  The result is the number of points lost by
the target hex.  Add 1 to the die roll if the bombers did not fight any
air-to-air combat this mission (i.e. were not intercepted).  If the target is an
oil hex, that number of oil resources is lost from the hex for the turn.

.P If the target is a factory hex, that number of production points will be lost
from the factory owner�s production point total for the turn (see RAC 13.6.3).
Destroyed factories are still destroyed if ownership changes hands.  Production
points are still lost to the major power that controlled the factory during the
bombing, even if it changes hands later in the turn.  You can�t lose more
production points in a turn than there are usable factories in the hex or more
oil than there are oil resources there.  The maximum production point loss is
determined at the time of strategic bombardment.

.P Ignore asterisks in the standard game.  But if using the optional rule
Factory Construction & Destruction, after implementing the above result, each
asterisk in the result destroys 1 usable factory as well. Damaged factories are
shown as black stacks.  It is permitted to apply a production point loss to a
factory that is destroyed by an asterisked result in the same strategic
bombardment.

.P When there is more than one target in the hex, the order for applying point
losses is: production points, synthetic oil points (RAC 22.4.11), oil resources,
saved oil (see RAC 13.5.1), and saved build points (RAC 13.6.8).  For destroyed
facilities the order is: green factories (i.e., new blue factories), blue
factories (RAC 22.2), red factories (RAC 22.2), synthetic oil plants (RAC
22.4.11) and oil resources (RAC 22.4.11).  Point losses are immediate.  A
destroyed factory is not counted during the production phase.

.P Paradrop missions let PARA and air landing units fly into an enemy hex
without having to move by land through the intervening hexes.  PARAs can only
fly a paradrop mission if they start the mission in supply and stacked with an
ATR.  The Commonwealth 51st air-landing and German 5th mountain divisions can
also paradrop if accompanying a PARA (see RAC 22.4.1).  Only the weather in the
target hex: neither the ATR�s starting hex�s nor its return to base hex�s
weather affects paradrops.  That is, paradrop missions can not be flown to
target hexes experiencing storm or blizzard.  Paratroops can paradrop onto hexes
where an ATR cannot land (e.g., a mountain hex).

.P After any air-to-air combat (see RAC 14.3), a surviving paradropping unit
ends its move in the hex it drops into.  If the hex costs it more movement
points than it has, it becomes disorganized after any combat (even if you got an
asterisk result).  A unit which paradrops into an enemy controlled hex must
attack the defending land units (even if only a notional unit) in the land
combat step (see RAC 11.16).  It can attack together with land units that are
not paradropping.

.P Air transport missions allow you to transport some land units to a friendly
hex (or a hex occupied by a partisan you co-operate with), by air.  You can
unload the cargo either at the target hex, or keep it with the ATR and unload it
when the ATR returns to base.  The ATR becomes disorganized after completing the
mission.  However, the cargo only becomes disorganized if it commenced the
impulse out of supply, or the ATR was aborted in either air combat.

.T Process

.P There is nothing for you to do here except "read 'em and weep" or exult
joyfully.]





[.T Air-to-air Combat (see RAC 14.3)
.P The mission rules dictate when air-to-air combat occurs.  You only need to
fight air-to-air combat if both sides have air units or carrier air units
present and either has a fighter amongst them.  Air-to-air combats are resolved
one at a time.  Each air combat is fully resolved before the next one starts.

.H Arrangement

.P For each combat, divide your aircraft into two groups: bombers and fighters.

.P The mission sequence usually separates units into fighters and bombers for
you, but in naval air combat (see RAC 11.5.9) you may be able to choose whether
a particular unit will be a bomber or a fighter.  In those cases, both sides
decide simultaneously (and secretly) which of their FTRs and carrier air units
will fly as bombers and which as fighters.  You can change these roles from one
Naval Combat round to the next but not during (within) a Naval Combat round.  To
be clear about this, you can't change roles from one Air-to-air Combat round to
the next.

.P Arrange each group into a line from front to back.  Usually it is better to
place your best air-to-air rated fighter unit at the front of your fighter line
and your best bombers (in terms of bombing factors) at the back of your bomber
line.  The front unit in each group is the only unit that can be adversely
affected by combat (unless playing with Bounce combat, see RAC 14.3.3), until it
is destroyed, aborted or cleared through, thus exposing the second unit in the
next round.

.H Air-to-air Combat Rounds

.P Air-to-air combat is fought in a series of rounds, which continue until every
aircraft on one side is either destroyed, aborted, or cleared through.  If a
side starts a round with no fighters, all opposing bombers are immediately
cleared through to the target.  After all air-to-air combats are completed, and
any anti-aircraft combat fought, cleared through bombers carry out the bombing
mission.

.H Combat values

.P Your air-to-air combat value for each round is equal to:
.H 
.B your air-to-air strength - your opponent�s air-to-air strength.

.P For example, if your air-to-air strength was 5 and your opponent�s 3, your
combat value would be 5 - 3 = 2 and theirs would be 3 - 5 = -2.

.P A new air-to-air strength is calculated at the start of each air-to-air
combat round.  It is equal to the air-to-air rating of your front fighter, +1
for each other FTR, and +0.5 (Carrier Planes optional rule: one tenth its
air-to-air strength) for each other carrier air unit, in your fighter group (you
ignore bombers� air-to-air ratings).

.P If you have no fighter group, your air-to-air strength equals the air-to-air
rating of your front bomber (only).

.P A bomber with a bracketed air-to-air rating is unarmed.  If an unarmed bomber
is your front bomber and is being used to determine your air-to-air strength,
you don�t roll dice.  You only use its rating to reduce your opponent�s
air-to-air combat value.  Such bombers just have to hope they get cleared
through.

.P Twin-engined Fighters optional rule: In air-to-air combat during the day, all
front fighters with an orange air-to-air rating achieve one result less than
normal when the front enemy fighter in the combat does not have an orange
air-to-air rating.  In these cases an AX result becomes a DX, a DX becomes an
AA, an AA becomes a DA and so on. A DC result is unaffected. The pilot death
result is never changed.

.P Fighter-bombers optional rule: Reduce the air-to-air rating of the front
bomber by 1 if it is a FTR.

.P Backup Fighters optional rule: Back-up fighters only increase your
air-to-air strength if their modified air-to-air rating is at least half that of
the modified rating of the front opposing fighter.  This does not apply to
back-up carrier air units.

.P All modifiers are cumulative.

.H Resolving the combat

.P The air-to-air combat sequence is:
.H 
.B 1. The inactive side rolls two dice and adds them together.
.B 2. Locate the result on the air-to-air combat table and implement it.
.B 3. The active side rolls two dice and adds them together.
.B 4. Find the result on the air-to-air combat table and implement it.
.B 5. The active side can voluntarily abort the air-to-air combat.
.B 6. The inactive side can voluntarily abort the air-to-air combat.

.P Losses from the inactive side�s roll do not affect the combat value the
active side uses.  However, the active player must suffer any result before
knowing what their own roll will be.

.P If you decide to voluntarily abort the air-to-air combat, apply an �A� result
(see RAC 14.3.3) to every air unit and carrier air unit you have in the combat
(exception: in naval air combats, you return air units and carrier air units
that voluntarily abort to the sea-box section they started from).

.P It is possible for both sides to voluntarily abort the same combat. Land
based air units, voluntarily aborting from an air-to-air combat back to the sea
box section from which they originated, do not become disorganized.

.H Combat results

.P The combat results are:
.H 
.B AX: The player rolling the dice chooses whether to destroy the opposing front
bomber or front fighter. Any unit being air transported by the destroyed unit is
also destroyed.  If the chosen unit is a carrier air unit and you are not
playing with the optional rule Carrier Planes, then its CV becomes damaged and
its temporary carrier air unit is destroyed - if it�s not a naval air combat,
the CV goes straight into the repair pool. Carrier Planes optional rule: the CV
is unaffected.
.H 
.B DX: Same as �AX� except that the side that didn�t roll the dice chooses
whether to destroy their own front fighter or front bomber.
.H 
.B AC: The player rolling the dice chooses any 1 opposing bomber to clear
through to the target.  It need not be the front bomber.  The unit is removed
from the line-up and placed on the target hex.  If there are no enemy bombers,
this result is ignored.
.H 
.B DC: Same as �AC� except that players who didn�t roll the dice choose which of
their own bombers to clear through.
.H 
.B AA: The player rolling the dice chooses whether to abort the opposing front
bomber or front fighter.  The owning player must return the chosen unit to any
friendly controlled hex within range (see RAC 11.3) (or, for a carrier air unit,
to the sea-box section from which it started).  An aborted air unit (and any
unit being air-transported by it) becomes disorganized.  If a carrier air unit
was flying in a naval air combat, it remains as it was, either organized or
disorganized. In any other case, a carrier air unit also becomes disorganized.
.H 
.B DA: Same as �AA� except that the player who didn�t roll the dice chooses
whether to abort their own front fighter or front bomber.
.H 
.B �: No effect.

.P Note: Your units never suffer an effect when you roll dice in an air-to-air
combat - any result you get only applies to opposing units.

.H Form Layout

.P The air-to-air combat form is one of the more complex forms in the game.
There are up to 4 groups of units displayed, with the Allied fighters and
bombers in the upper left and the Axis fighters and bombers in the upper right.
In between these lists as many as 4 units are displayed at maximum resolution.
Those units are the front units for each side in each group.  The Allied lists
have the front unit on the far right, with the units arranged right to left
behind the front unit.  If the front unit is aborted, destroyed, and cleared
through, then the new rightmost unit becomes the front unit in the list.  The
Axis lists are similar but reversed.  It is the leftmost unit which is in the
front and the units are arranged behind it from left to right.

.P Underneath each side�s units are standard unit data panels.  The content of
the panel is for the unit under the cursor; so you can scan through your units
by passing the cursor over each one in turn and viewing the refreshed unit data
panel.

.P At the very top of the form is the sequence of play for the air-to-air combat
subphase.  The entries are the sub-subphases, and begins with Select Combat.

.P In the lower left is a standard insert map, which is centered on the
air-to-air combat hex.  In the lower right is a list of the die rolls and
results for each round of air-to-air combat.  For your convenience, this shows
the projected odds and other information for the next round.  That can be very
useful to know when deciding whether to abort or stay.  And then there is the
Air-to-air Combat Chart button, which lets you review the likely results if you
do decide to stay and fight another round.

.P Finally, at the bottom of the form is a list of units that have already been
affected by the current combat: either destroyed, aborted, or cleared through.
At one time those units were all in one of the 4 unit lists at the top of the
form.

.H Process

.P The team leader for the phasing side chooses which air-to-air combat to
implement next.  Note that the team leader may or may not be the decision maker
for the air-to-air combat he selects.

.P There is one decision maker for each side, and the program works out which
major power that will be, based on the units in the combat.

.P Your units will be placed in two lines, fighters and bombers, but you can
rearrange their order by selecting a unit and pressing Up-arrow to move it
towards the front, or Down-arrow to move it towards the back.  You will not be
able to move units between the fighter and bomber lines, however.  While
deciding, you will be able to see the opposing units, though you will not know
the arrangement of those units, since an enemy player will be making those
decisions at the same time you are making your decisions.

.P Once you have decided, click the Axis/Allied Ready button.  Once both sides
have done that, the program rolls the dice for the Defending side.

.P Each side rolls 2 dice, starting with the Defending player, and the result
of first roll is implemented before the second die roll is made.  Someone is
likely to have to make decisions as a result of the combat, choosing which unit
is affected and possibly deciding whether to scrap a destroyed unit or not.

.P The results of each round of combat in a hex is recorded in the "Results from
Current Combat" grid, and any affected units are placed in "Units Affected by
Current Combat" list.  The latter have their disposition shown: either Force
Pool or Scrapped for destroyed units, or Aborted, or Cleared through.

.P At the end of every round of air-to-air combat in a hex, each side gets to
decide whether to voluntarily abort all units from the combat or to stay and
fight another round.  If either side aborts, then the air-to-air combat in that
hex is over.

.P You can then select the next air-to-air combat.  Once all the air-to-air
combats have been resolved, the program closes the form and the game advances to
the next subphase in the air mission (i.e., anti-aircraft fire by the defender.]





[.T Air Reserves
.P Background 

.P Instead of putting reinforcing aircraft onto the map, you can put them into 
the air reserve pool (see RAC 14.6.1). For each available pilot, you can select 
1 aircraft and put it on the map as a normal reinforcement.  You don't have to 
do this, you may keep aircraft in the pool and maintain some available pilots as 
you see fit.  For each aircraft you do put on the map, reduce your available 
pilots by 1.

.P After you have finished putting on new reinforcements, you can remove 
organized aircraft from the map and put them into the reserve pool.  They must 
be on a city in their home country to do this.  For each aircraft you move to 
the pool, increase your available pilots by 1.  For carrier based air units, it 
does not matter whether they are on the carrier or not.

A pilot is automatically added to your Available Pilots' total when you move an 
aircraft from the map into the air reserve pool and a pilot is automatically 
subtracted from your Available Pilots' total when you move an aircraft from the 
air reserve pool to the map.  EXCEPTION: when you set up air units belonging to 
minor countries your Available Pilots' total does not decrease.

.P Process

.P This form is straightforward.  The units in the air reserve that might 
receive a pilot are shown at the top and the number of available pilots shown in 
the center.  You select an air unit and then click on Assign pilot to transfer 
the air unit from the air reserve pool to the setup pool.  In the next subphase 
of the reinforcement phase you will be able to place the unit on the map.  You 
do not have to assign all your pilots; you can save some for the next turn if 
you know you will have better air units available then.]





[.T Air Transport Landing
.P Background

.P You can unload a unit transported by air either at the air transport�s
�destination� hex, or keep it with the air transport and unload it when the air
transport returns to base.  The transported unit only becomes disorganized if it
commenced the impulse out of supply, or if the air transport was aborted in an
air combat.

.H Process

.P The Land a Unit Transported by Air form simply asks you whether you want the
unit to disembark from the air transport and land in the hex it currently
occupies.  If you click on the "Do not Land" button, then the unit remains
aboard the air transport and will land once the air transport completes its
return to base.]





[.T Anti-Air Fire
.P Background

.P Anti-aircraft fire is used to abort or destroy attacking enemy air units 
prior to their attack.  Naval units and specialist anti-aircraft artillery have 
an intrinsic anti-air strength and will automatically defend against attacking 
enemy air units.  All other land units and any non-flying air units do not have 
an intrinsic anti-air strength and will not impede the attack.

.P You resolve anti-aircraft fire after air-to-air combat and before the cleared 
through bombers attack their target.  Anti-aircraft fire from units of a major 
power that is surprised is halved if directed exclusively against bombers 
controlled by a major power that declared war on it (see RAC 15.1).

.P Naval units provide anti-aircraft fire during port attacks and naval air 
combats.  During a naval combat you may spend Surprise Points (see RAC 11.5.6) 
to increase your anti-aircraft fire or decrease your opponent's anti-aircraft
fire.  It costs 2 surprise points per column shift.  If anti-aircraft fire 
reduces the attacker's air-to-sea factors to the zero column, then combat is 
over.  Surprise points may not be used to increase the attack to a positive 
number.

.P Divisional anti-aircraft artillery (see RAC 22.4.2) are land units that have
an intrinsic anti-aircraft strength and can fire at any enemy air mission within 
range (except at-sea naval combat):
.H 
.B Port attack (see RAC 11.2),
.B Strategic bombardment (see RAC 11.7),
.B Carpet bombing (see RAC 11.8 : option 32),
.B Ground strike (see RAC 11.9),
.B Air transport (see RAC 11.12),
.B Paradrops (see RAC 11.15).  Note that the Commonwealth 51st air landing and 
German 5th mountain divisions are MTN units that can paradrop, but only into the 
same hex as a co-operating PARA (see RAC 22.4.1).  If the PARA is destroyed or 
aborted by air-to-air combat or anti-aircraft fire but the air landing division 
survives, it must return to base.
.B Ground support (see RAC 11.16.4), and
.B Air supply (see RAC 11.18.1).

.P Organized in-supply anti-aircraft units can shoot at enemy aircraft flying a 
mission to the AA unit's hex or to any adjacent hex (this represents the AA 
units being spread over a wider area).

.P Each AA unit can fire up to 4 times a step.  It can fire 4 times at one hex, 
three times at one hex and once at another, etc.  If you fire twice at one hex, 
double the unit's AA value.  If you fire 3 times at a hex, triple the unit's AA 
value.  If you fire 4 times at a hex, quadruple the unit's AA value. You can add 
several AA units' values together.

.P Halve the AA factors fired by light AA units at a hex containing only LND 
that took 4 or more turns to produce.

.P You resolve anti-aircraft fire after air-to-air combat and before the cleared 
through bombers attack their target.  Resolve anti-aircraft fire against the 
cleared through bombers (only) exactly like naval anti-aircraft fire 
(see RAC 11.5.9), reducing tactical, strategic or air-to-sea factors as 
appropriate.

.P In a port attack mission, you add the AA units' factors to those of any ships 
in the port.

.P If an AA unit uses anti-aircraft fire, it becomes disorganized at the end of
the step.  If firing against aircraft providing ground support, the AA unit 
becomes disorganized after the Advancing after combat step (see RAC 11.16.5).
 
.P If an AA unit uses anti-aircraft fire, it becomes disorganized at the end of
the step.  In particular, if firing against aircraft providing ground support,
the AA unit becomes disorganized after the Advancing after combat step (see RAC
11.16.5).  If night and day missions are being flown to the same hex (see RAC
14.2.3 : option 52), treat them as separate hexes for anti-aircraft fire.  If an
offensive chit is used during a Land action, AA units selected to receive the
benefits are doubled for land combat only, not for AA fire (see RAC 16.3).

.P It is important to know that these �shots� do not convert directly into
effects on the aircraft you have targeted.  Instead, the number of shots, in
combination with the number of target aircraft in the hex, is used to look-up
how many dice will be rolled using the anti-aircraft combat results table (table
11.5 Naval Combat).  When deciding how to allocate your shots (or whether to
fire at all), you should have familiarity with that CRT, which can be viewed by
clicking on the Anti-aircraft Combat Chart button.

.P The cells of that CRT have entries like -1/6, -2/4, 1/1, and 3/5.  The second
number is how many 10 sided dice are rolled.  The first number is the number of
dice to add together, and the plus/minus indicate whether to take the
highest/lowest dice, respectively.  So, -1/6 means to roll 6 dice and take the
value of the lowest die.  -2/4 means that 4 dice will be rolled and the two
lowest will have their values summed.  3/5 indicates that 5 dice will be rolled
and the 3 highest summed.  It is possible to have between 1 and 50 points to
�spend� on the attacking aircraft in a hex.

.P This form displays all the possible target hexes in the list in the upper 
left.  Each entry is for a hex, which may contain multiple aircraft units.  When 
you select a hex, you are firing at all the enemy bombers in that hex.  At the 
bottom of the form are several buttons that enable you to split your fire, 1 
shot at a time at different hexes, or to fire all your shots at once at one hex.
There is no purpose in �saving� your shots, so the OK button only becomes
enabled after you expend them all.

.P Process

.P When this form appears, it is for an individual AA unit.  You have 4 'shots' 
with each unit and when there is more than one adjacent hex containing enemy 
bombers, you have the option of splitting your shots between different hexes.  
Once you have allocated all 4 of your shots for the current AA unit, click on 
the OK button to close the form.  Should you decide to not fire the current AA 
unit, you can exit using the Cancel button.]





[.T Anti-Air Combat Results
.P Background

.P For the purpose of this section, 'Bomber' includes any fighter using its 
tactical or strategic attack factors.

.P The results of anti-aircraft fire are expressed as a number.  For every 10 
points in the total, the owner may choose to:
.H 
.B destroy 1 land-based bomber; or
.B destroy 2 carrier planes; or
.B destroy 1 carrier plane and abort 1 land-based bomber.

.P If there are 5 points left, the owner may choose to:
.H 
.B abort 1 land-based bomber; or
.B destroy 1 carrier plane.

.P For every remaining point in the total, 1 further tactical, strategic or 
air-to-sea factor (as appropriate) does not press the attack.  Normally the 
owner chooses which aircraft will be destroyed or aborted.  However, for every 3 
surprise points the opponent spends (see RAC 11.5.6), the opponent can select 
the (legal) target instead of the owner.

.P If a CV's carrier plane is destroyed, the CV becomes damaged unless you are 
playing with separate carrier planes (see RAC 14.4.1).

.P If an air unit is destroyed by anti-aircraft fire the pilot is considered to 
have died (see RAC 14.6.4) or be forced to bail out over enemy territory and sit 
out the rest of the war in a Prisoner of War camp, the effect is the same.

.P This form lists the enemy bombers in the upper left.  Above that list is the
result from the anti-aircraft fire table.  Those results are always a set of die 
rolls with the chosen die/dice either the highest or the lowest within the set.  
Some examples are: lowest 1 of 5, highest 2 of 3, lowest 3 of 5.  When there is 
more than one die chosen, the dice are summed.  

.P For instance, if the result is lowest 2 of 4 and the die rolls were 3, 5, 5, 
7, then the 3 and a 5 would be the lowest and the ultimate result would be 8 
damage points.  Underneath the unit data panel is the total damage points to be 
applied.  The buttons at the bottom of the form let you choose how those damage 
points are to be applied.

.P Process

.P You select one of the bombers and then click on one of the 3 buttons at the 
bottom: Destroy Bomber, Abort Bomber, or Reduce Bombs.  The latter reduces the 
bomber's effectiveness.  That is, a tactical factor of 5 would be reduced to 4 
if a single damage point were applied.  Once you have allocated available damage
points, click on the OK button to close the form.]





[.T Bid for Major Powers
.P ]





[.T Break Down Units
.P Background

.H Breakdown

.P Only units from major powers can breakdown and reform.  You can break down an
on-map organized corps or army that isn�t in an enemy ZOC into divisions at the
start of the production step (see RAC 22.4.1).  Each corps or army breaks down
into 1 division of the same type and 1 INF or MOT division (your choice).  SS
corps break down into 1 equivalent SS division and 1 SS or normal INF or MOT
division.

.P When you break down a corps or army, you can select any divisions from your
force pools but their total combat factors can�t exceed half (rounding up) those
of the corps or army you break down.  You cannot breakdown an armored corps into
the 79th or US marine DIVs, though you can reform them into corps of their type.
These two units are halved when they invade and have no other MAR special
abilities.  Non-British CW units (e.g., Indian) can breakdown into, and reform
from, British DIVs.

.H Form Layout

.P  The original corps/army unit is displayed at the top, with its accompanying unit data panel.
Available divisions of the same type are displayed in the box under First Division Choice,
and all available INF and MOT divisions that could be used to break down the corps/army are
shown in the box under Second Division Choice. 

.P When using the optional rule Unlimited Breakdown (see Player's Manual section 9.3.8), the divisions
are created by the program. That is, the divisions in the force pool are never used.  There is only one
first division, whose factors depend on the unit type, combat factors, and movement points of the corps/army.
In most cases, two divisions are shown as possible second division choices: an infantry and a motorized.
The sole exception is for German SS unit.  When breaking down a German SS corps/army,
there are 4 choices for the second division, depending on whether you want the division to be German SS or not.

.P Process

.P Select one division from each division list and then click on OK to break down the corps/army.
If you change your mind, you can click on Cancel to avoid breaking down the unit.  This process is the same
whether or not you are using the optional rule Unlimited Breakdown (see Player's Manual section 9.3.8).
The primary difference is that when not using the optional rule, you can only break down units
into divisions available in your force pool.

.H Reforming

.P Divisions can reform into a corps or army.  If 2 organized divisions are
stacked together outside of enemy ZOCs at the end of the production step, and 1
of them is a MOT division, you can reform a corps or army of the same type as
the other division.  If there are no corps or armies of that type available, you
can reform them as an INF corps or army instead.  Choose the corps or army
randomly from the force pools.  Keep picking until you find one that has combat
factors less than twice those of the 2 divisions.

.P You cannot reform an armored corps using the 79th or US marine DIVs.  The
merged divisions are automatically placed back into the force pools and replaced
on the map by the reformed corps or army.

.H Form Layout

.P  The divisions to be reformed are on the left, and all the possible corps/army units
they can be reformed into are shown on the right, with a unit data panel underneath
so you can examine the details of each corps/army unit.

.P If there are three divisions in a hex, the words "Use division above" or "Use division below"
tell you which one is being used to reform a corps/army unit.

.P Note that when playing with the optional rule Unlimited Breakdown, the only divisions
that can be used to reform a corps/army are those that were created by breaking down a corps/army. 
That is, the divisional units that start in the force pool can not be used to reform corps/army units.
Instead, they either start the game on the map or can be build individually, like any other unit.

.P Process

.P Click on a division on the left to select the one you want to reform into a corp/army unit.
You can click on each one in turn to view the pool of units which may be reformed.
If only one non-MOT division is in the hex, only one choice is available and is automatically selected.

.P If you are not using the optional rule Unlimited Breakdown, simply click on OK and the program
randomly selects one of the displayed corps/army units.  If you are using the optional rule Unlimited Breakdown,
you first select a corps/army unit you want to reform and then click on OK.  Should you change your mind and decide
not to reform a unit, click Cancel at any time to exit the form.]





[.T Disable Phases and Combat Air Patrol
.P Background

.P A fighter flying CAP is attempting to anticipate an attack on a threatened
location.  Generally, you should only use it if the target hex is likely to need 
fighter protection and your fighter could not fly interception to the hex.  A 
fighter flying CAP uses its printed range.  The opportunity to fly CAP occurs 
during:
.H 
.B Port attack (see RAC 11.2), 
.B Strategic bombardment, (see RAC 11.7), 
.B Carpet bombing (see RAC 11.8),
.B Ground strike (see RAC 11.9), 
.B Air transport (see RAC 11.12), 
.B Paradrops (see RAC 11.15), 
.B Ground support (see RAC 11.16.4), and 
.B Air supply (see RAC 11.18.1), 

.P The advantage of CAP is that your fighters are able to fly their full range
to reach the desired hex, while fighters that are intercepting have their range 
halved.  The disadvantage of CAP is that you move before the attacking aircraft, 
which gives the attacker the option of not proceeding with the attack in that 
impulse or changing their attack from (say) a Port attack to a Strategic 
Bombardment.

.P Fighters that fly CAP are:
.H 
.B only considered to be flying in the target hex for a single combat phase so 
if, for example, they fly CAP during the Port Attack phase they not present for 
any subsequent air combat phase (i.e., Strategic Bombardment , Carpet Bombing , 
Ground Strike, Air Transport, Paradrop, Ground Support, or Air Supply);
.B automatically disorganized at the end of the phase regardless of whether an 
air combat takes place;
.B do not count against mission limits (see RAC 10.2).
 
.P 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.  
Nor may you fly CAP over a port where the only ships are those of a surprised 
ally.  If enemy aircraft are flying both day and night missions to the same hex 
in the same step, you choose which of your aircraft flying CAP over that hex 
will fight which mission, after all aircraft have flown to the hex (see RAC 
14.2.3).
 
.P Since units cannot be committed to any combat or mission involving a unit 
with which they do not co-operate (see RAC 18.2), it is not possible to fly CAP 
over a hex controlled by a non-cooperating ally unless the combat involves a 
unit with which you co-operate.  For example, only a Commonwealth fighter may
fly CAP over a Commonwealth infantry unit located in a factory hex in France 
during the Ground Strike phase (when the CW infantry unit is attacked) but only 
a French fighter may fly CAP over that hex during the Strategic Bombardment 
phase (when the French factory is attacked).  This doesn't apply to naval air or
naval air support missions.

.P Combat Air Patrol (CAP) can be flown practically every air phase, every
impulse, every turn, for every major power.  However, players rarely choose to 
fly CAP.  Instead they keep their fighters on the ground and only fly them as 
interceptors, in response to enemy air missions.

.P This results in the non-phasing major powers being given the opportunity to 
fly CAP missions as the first subphase of each air mission phase.  Players often 
immediately click on the End-of-Phase button to terminate the CAP subphase. 

.P To avoid this boring (and tedious) execution of CAP subphases in the sequence 
of play, MWIF provides each major power with the ability to disable CAP.  A form 
can be called up at any time.  

.P Form Layout

.P The Skip Phase check boxes enable entire phases of the game to be skipped by
a major power.  The advantage of doing this is it eliminates the need to keep
clicking on the end-of-phase button.  For example, the Chinese are unlikely to
ever want to employ their oh-so-precious air force in a pathetically weak port
attack on Japanese naval units.  By disabling the port attack phase for China,
the question will never even be asked.  Another phase that is often skipped is
Emergency HQ Supply.  That only gets used a few times in a game, so you might
want to eliminate it from consideration until one of those rare situations
occurs.

.P At the top of the form is the list of major powers that the current player
controls.  The other two lists are for Skip Phases and Skip CAP in Phases.  Both
of those are by major power, so the settings in the two lower lists only pertain
to the currently selected major power in the top list.  Each of the Skip lists
have their own set of buttons on the right.  These enable you to Select All and
Select None quickly.  The Save As and Restore buttons are for saving and
restoring the default settings for a single major power, which are written out
to the MWIF INI file.

.P At the bottom of the form is a single checkbox for Skip Initiate Peace Phase,
which applies to all the major powers that the player controls.  When this box
is checked, the end-of-turn phase that enables players to initiate peace talks
with the major power with which they are at war is skipped.  The clear benefit
here is that Germany and the Commonwealth are not constantly clicking on No when
prompted whether they want to sue for peace.  Since MWIF is all about conquering
the world through military might, almost all players choose to skip this phase.
Should the optional rule for USSR-Japan Mandatory Peace be active and one or
both of those major powers satisfies the unusual conditions of that optional
rule, then the Initiate Peace phase is not skipped, regardless of these
settings.

.P Process

.P First select a major power.  The Skip Phases and Skip CAP in Phases lists
will update with the current settings for that major power.  By checking or
unchecking a box, you can control when the phase or CAP subphase is skipped for
each major power for each of the 8 air missions.  Note that unchecking a box
means that MWIF skips the phase/subphase completely for that major power.
Whenever the Skip Initiate Peace Phase is changed, the new setting is written
out to the MWIF INI file.]





[.T Captured Facilities
.P Control of a hex changes when:
.H 
.B an enemy land unit (except for partisans or supply units) enters it; or
.B an island, territory, minor country or major power is conquered or liberated; or
.B France is declared Vichy; or
.B it is a Communist Chinese controlled city entered by a Nationalist Chinese 
land unit or vice versa; or
.B you return control to the original owner during the liberation step.

.P The facilities in that hex are affected as follows:
.H 
.B You can use any Railroad already controlled by your side (subject to Activity 
limits see RAC 10.2). Control of the railroad is determined at the instant of 
rail movement.
.B You can instantly use any Major Port that you occupy or conquer however it 
only functions as a Minor Port until repaired.  It is repaired after the first 
production step that you have an ENG unit (even disorganized) in that port hex.
.B You can instantly use any Minor Port that you occupy or conquer.
.B If you overrun a Naval supply unit which is already functioning as an 
Upgraded Minor Port in that hex (see SiF option 69) then it reverts to being a 
disorganized TRS unit and treated in the same manner as other disorganized naval 
units that are overrun.  If captured, a naval supply unit can be used as such by 
its new owner.
.B Fortification Hexes and Fortification Units are both destroyed as soon as an 
enemy land unit enters their hex (see RAC 22.4.9).
.B You can use any Resource (oil or general) you control at the start of the 
production step (you don't need to have controlled it at the start of the turn) 
if you are able to transport it to a usable factory in that step.
.B You can use any Red Factory if you control it in the production step except 
that you can only use an occupied or conquered red factory, after the first 
production step that you had an ENG unit (even disorganized) in that factory 
hex.  This rule also applies to red factories that have been retaken by their 
original owner.
.B You can use any Blue Factory or Green Factory if you control it in the 
production step and it is either in your  (current and/or 1939) major power's 
home country or in an aligned (not conquered) minor country. In practice this 
means that you cannot use a blue (or green) factory that you conquer but you can 
use one that you liberate.  An exception to this rule is that destroyed 
factories in Italy, in hexes controlled by Germany, become German when Italy is 
incompletely conquered however Germany may revert them to Italian control if the 
German player wants to do so.

.P Treat any naval and aircraft units in a hex which passes to enemy control as 
if they had been overrun (see  RAC 11.11.6). A-Bombs can captured by overrun  
(see RAC 11.7.1 & PiF option 23).
 
.P The Captured Facilities form simply lists ports and factories that have been 
captured.  If you click on the name a captured facility, the insert map is 
centered on its location.]





[.T Land Combat Chart (8.7.2.21  Land Combat Resolution)
.P 1 Die 10 Land CRT

.P The blitzkrieg table allows retreats and leaves the attacker organized 
more often.  The assault table will generally increase the casualties for both 
sides.

.P (...)

.P 2 Die 10 Land CRT (an optional rule)

.P When using this optional rule, that table replaces the standard land combat 
results tables included in the combat charts.  If you play with the 2 Die 10
CRT, whenever you normally roll one die for land combat, you now roll 2 and add 
up their values.  You then apply the modifiers below the tables, and cross-index 
the modified total with the table being used, to find the result.

.P There are two columns, rather than two completely separate tables.  All the 
factors that go into determining which cell of the table contains the result to 
be applied have been converted into die roll modifiers, starting with the combat 
odds ratio.  See the last two pages of RAC for a full explanation of how the die 
roll modifier is calculated.  Again, you do not need to perform those 
calculations, since MWIF takes care of it whenever necessary.

.P The highest row on the 2D10 table is +23.  Should the die roll + the die 
modifier exceed +23, then the +23 row is used.

.P The 2 Die 10 table includes 2 new results, the half disrupted and the extra
loss to the attacker in bad weather or terrain.  The half disorganized result 
means that during the disorganization step (see RAC 11.16.5), half of the 
surviving organized attackers remain organized, owner's choice.  The extra loss 
in bad terrain and/or bad weather will mean the attacker takes more losses and 
makes bad terrain even more of a premium.  However, the table is also slightly 
more bloody for the defender too so the net effect is heavier casualties all 
around.  The other change to the current combat system is to increase the 
modifier from +/-1 to +/-2 in most cases.  Thus being disorganized is worse now 
than it was, placing a greater premium on air-ground co-operation. 

.P When using the 2 Die 10 land CRT, the odds shifts due to HQ support are added 
to the total odds shift before either are rounded.  After summing, the total is 
rounded.  This also applies if playing with the optional rule for fractional 
odds.  An ARM corps defending behind a fort hexside in a non-city, Clear/Desert 
terrain hex receives a -2 modifier.  Attacking bonuses of Nationalist Chinese 
are not halved even if playing with the optional rule Chinese Attack Weakness.  
The 79th marine ARM DIV and US marine ARM DIV receive the 2 ARM bonus when 
invading in Clear/Desert terrain hexes and using the Blitz table. However, these 
two units are halved when invading, since they are not marines.  Offensive Blitz 
modifiers do not apply if using the Assault table; but defensive ARM and MECH 
modifiers do apply, even when using the Assault table.

.P The 2D10 Chart form has a full explanation of what each cell in the two 
columns means.  It can be quite complex and the version shown here is a faithful 
copy of this table from RAW.
 
.P You might find the color and formatting used in the depiction of this table 
in the last two pages of RAC easier to read than what is shown here.]





[.T Chat

.H Chat Form

.P The Chat form enables you to review messages you have received from other players and to send them
messages.  To send a message, simply type in your new message in the New Message panel and click on the Send
Message button.  You will probably want to clear that panel first.  Click on the Refresh Messages button to update
the Sent & Received Messages panel.  It updates automatically when you send a message, but not when you receive
messages (i.e., there might be some queued messages not yet displayed).]





[.T Carrier Classes
.P The carrier's class determines which carrier air untis can be on the carrier.
A carrier air unit can fit onto a carrier if the carrier air unit's class is the
same size as, or less than, the carrier's class.

.P Most carrier air units have 2 or 3 class years associated with them.  You can
examine these at any time by right clicking on the unit and selecting the
carrier air unit�s classes from the popup unit menu that appears.  The colored
boxes determine the carrier air unit's current class and what it will be in
later years.  The 7 classes are:
.P 1. light blue
.H .T 2. orange
.H .T 3. green
.H .T 4. royal blue
.H .T 5. red
.H .T 6. violet
.H .T 7. black

.P Each carrier air unit has an initial class and year.  The latter specifies
the year the plane enters your force pool.  The other boxes determine the
carrier air unit's later classes and the years that it switches to them.  When
its class drops, the carrier air unit can fit onto lower class carriers.

.P Example: The French add an SBC-4 carrier air unit into the force pool at the
start of 1939 (because that is the unit's starting year).  Until the start of
1941, the SBC-4 can only fly from a class 3 or higher carrier CV (e.g. the St.
Cyr).  From the start of 1941, the SBC-4 becomes a class 2 carrier plane (the
1941 inside the orange square), so it can now fit on a class 2 carrier or larger
(e.g. the Joffre).  From the start of 1943 onwards, this carrier air unit can
fit on any French carrier (they don�t come any smaller than class 1�s).

.P You may stack up to 2 carrier air units on each carrier, provided that the
sum of the size of all carrier air units stacked on a single carrier is no more
than that carrier's class.  Each carrier air unit may conduct missions
separately from other carrier air units based on the same carrier, and each
carrier air unit counts separately against air mission activity limits.]





[.T Find Country
.P Background

.P There are over 250 names countries, subcountries, and territories on the MWIF 
world map, and while many of them are names with which you are likely to be 
familiar, others are more obscure (for example, Karelia).  At times you will 
want to locate a particular political entity.  This form enables you to have the 
detailed map jump immediately to any country, subcountry, or territory.

.P This form is simply an alphabetical list of all the countries, subcountries, 
and territories.

.P Process

.P If you type in the first few letters of a country/subcountry/territory name 
(not too slowly) the list jumps to the first name that matches what you type 
(for example, 'Bu' jumps to Bulgaria).  However, if you type in the letters 
slowly, then it jumps to the last letter instead (for example, 'B' ... 'u' jumps 
to Uganda).  Clicking on OK closes the form and repositions the current detailed
map on the country's capital (if it has one) or the 'center' of the subcountry 
or territory.]





[.T Commit Subs
.P Background

.P The naval combat sequence has these steps:
.P 1. Both sides (side initiating the combat first) fly aircraft to the area 
(naval air interception).
.H .T 2. Both sides (side initiating the combat first) commit SUBs
.H .T 3. Search for the enemy.  If neither side finds the other, the combat is 
over.
.H .T 4. Determine type of combat (air, surface, or submarine).
.H .T 5. Resolve combat.
.H .T 6. Both sides can abort the combat (active side first).
.H .T 7. If both sides remain, start again from step 1.  If not, the combat is 
over.

.P You have a choice whether or not to commit your side's SUBs.  If you decide 
to do so, you must commit all your side's SUBs in the area.  The side initiating 
the naval combat decides whether to commit its SUBs first.
 
.P The form simply displays all the units in the sea area.  Both their status 
indicators and their sea box section are shown.  In addition, you can pass the 
cursor over any unit to have the unit data panel display more information on the 
unit under the cursor.

.P Process

.P You click on Yes to commit all your subs in the sea area to the naval combat, 
or you click on No if you want your submarine units to avoid the combat.

.P Note that this decision is made by one player for all submarines on his side.  
It is not made by each major power individually.]





[.T Over the Internet (NetPlay)

.P This mode of play uses the subset of code in MWIF called NetPlay.  That
enables you to play MWIF using multiple computers, with each player having his
own computer.  The computers need to be connected worldwide over the Internet.
Even though they may be on a Local Area Network (LAN), MWIF needs to connect to
the NetPlay Private World in Flames Forum to start/restart an internet game -
hence the need for the global internet connection.  One player initiates the
game and the other players join the game-in progress.  See Starting and
Restarting a Multiplayer game below for details on that process.

.P NetPlay requires players to be logged into the Matrix Games/Slitherine Games
server dedicated to running NetPlay games.  Everyone needs to be logged in for
the entire duration of a game session.

.H Private World in Flames NetPlay Forum

.P Matrix Games/Slitherine Games provides a dedicated server to host the private
forum for World in Flames NetPlay games.  Herein the abbreviation NPF is used to
reference this NetPlay Private Forum.  The purpose of NPF is to enable players
to find opponents, chat with other players about NetPlay games, and begin
NetPlay game sessions.

.P Besides the obvious advantage of supporting a community of World in Flames
internet players, the NPF also simplifies setting up an internet game session by
eliminating the technical details of computer communications over the internet.
The NPF is only accessible by clicking on the button labeled Private WIF NetPlay
Forum on the Opening Splash Screen.  When you click on that button, the program
brings up a mostly blank form and requests that you click on the Log In button.
After you have done that, the program validates your serial number.  The first
time you log in, the program also displays the registration form.

.H Registration

.P Registration is required for using the NPF.  It is a fairly painless process
since the program looks up the serial number.  Note that the serial number data
field cannot be edited.

.P Be careful when choosing your user name and password, since you will not be
able to modify them later.  The user name is especially important.  Please
choose something that is easy to remember and easy to type.  For instance,
�TheGreatGambini' would be a poor choice; �Fred' would be much better.  The
program records all the registration information in the data file
NetPlayRegistration.txt so you do not need to type it in each time you log into
the forum. Getting back to the user name and password, very few special
characters are permitted.  You may only use: a through z, A through Z, _
(underscore), and 0 through 9.  Specifically, blanks are not allowed.  The user
name must be between 4 and 20 characters and the password between 5 and 20.

.H Sending and Receiving Messages Layout

.P After you have registered your game, (and when you log in after you have
registered), MWIF brings up the NPF form so you can see what is happening in the
forum.  There is a slight delay at this time while the program connects to the
forum and downloads data. The program also �pings' the NPF every 2 and a half
minutes so the NPF doesn't �drop' you from the list of on-line players.

.P You can create a new message at the bottom of the form and then click on the
Send Message button to send it to all the players currently on-line.  There is a
button labeled Refresh Messages.  You should click on that occasionally to make
sure your list of messages received is up-to-date.  MWIF does not automatically
update the messages received panel when someone sends you a message.  The list
of players currently on-line is displayed in the upper left.  You might want to
refresh that list too from time to time.

.P Whenever you desire, you can clear all the text from the New Message and
Messages Received panels by selecting all the text (Ctrl-A) and then pressing
Delete on your keyboard.

.H Seeking Opponent Layout

.P Players who are seeking opponents can post information about what scenario
they would like to play, where they live, and when they would like to play.
Let's call these �Requests'.  Requests are collected in a NPF database and
remain active until they are deleted by the original poster or have no replies
for 1 month.  Note that you can keep your request �alive' by simply posting a
�reply' to it once a month.  To delete one of your requests, simply send a reply
with the single word �Delete'.

.P The list of active Seeking Opponent requests is displayed in a grid in the
upper right of this layout.  See New Post Layout immediately below for a
description of the fields in this grid.

.P By clicking on a request in the Seeking Opponent grid, you can review all the
replies to the request in the bottom right corner.  You can send your own reply
to a request by entering it in the lower left corner and clicking on Seeking
Opponent - Reply.  If you want to review the proposed optional rules from the
original post, click on the Optional Rules column in the Seeking Opponent grid.
That brings up the Optional Rules Help form which shows each optional rule that
the person requesting a game wants to have ON.


.H New Post Layout

.P When you want to add a new post to the list of Seeking Opponents, click on the radio button labeled New
Post which brings up a form. The data fields for this form are described fairly well in the
form itself.  Please only enter the name for one scenario.  If you have an interest in playing other scenarios, then
create a separate post.  The program stores the values you type in, so the next time you access this form, the form is
preloaded with the values you used last time.                         

.P Side is the side you want to play.  If you have no preference, you should type �Either' in that data field.

.P Optional rules has a label that provides a general description of the optional rules you want to use.  The
purpose of the label is to communicate quickly to other forum members how you would like to play the game vis-a-
vis optional rules.  If you want to use a lot of optional rules in the Advanced Set, then that is what you should enter. 
Novice players will then know to avoid playing against you.  But more experienced players may express an interest in
being your opponent.

.P You can craft exactly which optional rules you want to use by clicking on the Specific Optional Rules button and 
using the Optional Rules Help form. Notice that this form has 4 buttons on the middle right which 
let you start from something close to what you want to use: Novice, Standard, Advanced, and Personal.  From those 
starting points you can tweak individual rules On/Off by right clicking on them.  Left clicking on an optional rule brings up
a description of the rule; it is the same text that appears in the Players Manual.  Your Personal Set of optional rules can be
created using the Start New Game form (see Players Manual section 4.3).
               
.P Days of the week is simply when you would like to play.  This is a free form field so you could type in: "any 
except M or Tu".  Hours per session is simply how long you want to play each time you start a session with your opponent. 
What you enter in these two fields has no effect on the game itself.  Their sole purpose is to start a discussion with your
prospective opponent about when and for how long you would play.

.H Active Games Layout 

.P There is a fourth radio button in the panel labeled Form View, which lets you see a list of game sessions that
have been started in the past 2 months.  There is nothing you can do with this information other than read it. 
However, you may want to send a message to someone playing a game who is currently logged in; you could ask him
about the game in progress.

.H Starting and Restarting a Multiplayer Game

.P To start a new NetPlay game you need to decide who is going to �originate�
the game.  That player goes through the normal start new game procedure,
choosing Internet as the mode of play.  He needs to select the scenario and all
the optional rules too.  The only tricky bit is typing in the player names.
Those have to be the names the players are using in the NPF.  If the names
aren�t spelled correctly, then MWIF will be unable to �find� the players when
connecting to the NPF.  Once the originator sets which player is playing which
major power group and clicks on the Major Powers OK button, MWIF switches to the
NPF screen.  Here the originator has one last chance to cancel starting a new
game: by pressing the Exit Forum button.  Otherwise he should press the Log In
to Forum  button.  MWIF then checks to see if the second player is logged in.

.P The second player simply logs into NPF and waits for the originator to send
him a message about starting a game.  Once both players are logged into the NPF,
MWIF asks the second player if he wants to start the game.  The second player
chooses Yes or No.  If he chooses No, the originator is so informed.  But if the
second player says Yes, then MWIF begins loading the game data on both
computers.  Whichever player sets up units first, will see the normal setup
tray.  As he places units on the map, the units will appear on the other
player�s map too.

.P Restarting a NetPlay game is just as easy.  Both players use the Game Restore
procedure from MWIF�s opening screen.  MWIF will detect that it is a NetPlay
game and log the player into the NPF.  Once both players are logged in, MWIF
restores the saved game on both computers.  After that task is finished, MWIF
restarts the game at the point in the sequence of play where it was saved.  Note
that MWIF checks that the restored games �match� and will generate an error
message if they do not.]
               






[.T Carrier Based Air Unit Classes
.P If you are playing with the optional rule Carrier Planes (see RAC 14.1.1), a
carrier's complement of planes is represented as a separate unit.  These are
referred to in MWIF as carrier air units, to differentiate them from land based
air units.

.P A carrier air unit has the values shown on its counter, not those calculated
from the carrier class.  The carrier's class does not increase over time as in
the standard game.

.P A carrier air unit does not count as a unit for stacking purposes when it is
on the CV.  In other cases, it counts as an aircraft unit.  A status indicator
shows when a carrier air unit is on a carrier.

.P The carrier's class determines which carrier air untis can be on the carrier.
A carrier air unit can fit onto a carrier if the carrier air unit's class is the
same size as, or less than, the carrier's class.

.P Most carrier air units have 2 or 3 class years associated with them.  You can
examine these at any time by right clicking on the unit and selecting the
carrier air unit�s classes from the popup unit menu that appears.  The colored
boxes determine the carrier air unit's current class and what it will be in
later years.  The 7 classes are:
.P 1. light blue
.H .T 2. orange
.H .T 3. green
.H .T 4. royal blue
.H .T 5. red
.H .T 6. violet
.H .T 7. black

.P Each carrier air unit has an initial class and year.  The latter specifies
the year the plane enters your force pool.  The other boxes determine the
carrier air unit's later classes and the years that it switches to them.  When
its class drops, the carrier air unit can fit onto lower class carriers.

.P Example: The French add an SBC-4 carrier air unit into the force pool at the
start of 1939 (because that is the unit's starting year).  Until the start of
1941, the SBC-4 can only fly from a class 3 or higher carrier CV (e.g. the St.
Cyr).  From the start of 1941, the SBC-4 becomes a class 2 carrier plane (the
1941 inside the orange square), so it can now fit on a class 2 carrier or larger
(e.g. the Joffre).  From the start of 1943 onwards, this carrier air unit can
fit on any French carrier (they don�t come any smaller than class 1�s).

.P You may stack up to 2 carrier air units on each carrier, provided that the
sum of the size of all carrier air units stacked on a single carrier is no more
than that carrier's class.  Each carrier air unit may conduct missions
separately from other carrier air units based on the same carrier, and each
carrier air unit counts separately against air mission activity limits.

.P Air-to-air combats

.P Instead of adding the usual 0.5, carrier air units add one-tenth of their
air-to-air strength as back-up fighters (see RAC 14.3.2).

.P Naval combats

.P A disorganized carrier air unit can take part in a naval air combat but only
if it is flying from an undamaged carrier in that area.  Carrier air units can
never fly a naval air mission from a carrier into another sea area.

.P Landing

.P When a carrier air unt that flew from a carrier returns to base, it must
return to a carrier onto which it can fit, in the same sea box section from
which it flew.  It can�t return to another major power�s carrier.  If there is
no carrier to which it can return, it is destroyed (optional rule Pilots: any
pilot is destroyed too).

.P A carrier air unit that aborts from an air-to-air combat returns immediately
to a carrier.  All other carrier air units that flew from a carrier must return
to base after all results against naval units are implemented but before
aborting naval units return to base (see RAC 11.5.8).

.P An organized carrier air unit does not become disorganized after it returns
from a naval air combat.  If it returns from any other mission, it does become
disorganized.  A carrier never becomes disorganized because of an air mission.

.P Carrier planes as aircraft

.P A carrier air unit can fly a mission from a hex just like any other aircraft.
Treat it as a land based fighter if it flew as a fighter and as a land based
bomber if it flew as a bomber.  If it hasn�t yet decided its role (i.e. it is in
a sea area), it has the effects of a land based bomber.

.P Damage to carriers

.P If the carrier air unit gets shot down, the carrier is not damaged, it merely
no longer has any planes.

.P If a carrier air unit is on a carrier that aborts, the carrier air unit
aborts with it.  Then both of them become disorganized.

.P If a carrier is damaged, carrier air units can still land on it but can no
longer fly from it.  When the combat ends, you put the damaged carrier into the
repair pool and its carrier air unit(s) in the production pool to arrive in the
next turn.  If you are playing with the optional rule Pilots, a pilot is added
to your available pilots total.

.P A carrier air unit on a carrier which is destroyed, is destroyed too.  If you
are playing with the optional rule Pilots, and a carrier air unite is on a
carrier that is destroyed, the pilot is also lost.

.P Rebasing

.P During the rebase aircraft step of each turn, you can rebase an organized
carrier air unit, up to double its range, from its carrier to a hex or vice
versa (including the cost to get into or out of the sea-box section).

.P You can also rebase a carrier air unit from a carrier to another carrier in
the same sea-box section or port or from a carrier to the port hex it is in or
vice versa.  Each of these counts as a rebase for activities limits.  Like all
other rebases, the carrier air unit remains organized.

.P Moving into port

.P When a carrier ends its move in port, it becomes disorganized (see RAC
11.4.1).  Its carrier air unit(s) becomes disorganized if the carrier moved into
the port during the action segment and started the step at sea.]





[.T Destroy Factory
.P Background

.P There are three types of factories:
.H 
.B Red factories exist on the map at the beginning of the scenario.  You cannot 
build a new Red factory although you can repair a destroyed one.  You cannot 
move a Red factory.
.B Blue factories exist on the map at the beginning of the scenario and can also 
be built during the game.  You can repair a destroyed Blue factory.  Only blue 
factories can be moved by rail (see RAC 11.10).
.B Green factories are a convenient term to indicate Blue factories that have 
been built by players during the game.  They are colored Blue on the map and 
function just like Blue factories in all respects except they cannot be 
repaired.

.P Factory Destruction

.P All factories can be destroyed by strategic bombardment (see RAC 11.7).  If 
there is a choice, the Blue factories are destroyed first (the order is: Green, 
Blue, and Red).  

.P You may also destroy a Blue or Green factory if an enemy land unit occupies 
a hex in the country where the factory is located.  To destroy the factory, one 
of your land units must be in supply in that hex during the victory check step 
(see RAC 13.8).  Each land unit can only destroy 1 factory stack a turn.  If the 
hex has 2 factories, you may only destroy both in the same turn if you have 2 
land units there.  The Axis may not destroy factories in France after Vichy is 
declared, unless an enemy Allied unit (e.g., CW unit) is in France.  For this 
purpose, partisans do count as Allied units.

.P None of the factories in China is destroyed at the start of any scenario.

.H Factory Construction

.P You can build a maximum of 1 new factory a turn for each major power.  They
cost 8 build points each and take 4 turns to arrive.  When a new factory
arrives, you must choose a city in your home country as its location (only in
Britain for the Commonwealth until Britain is conquered).  You can never have
more than 2 Blue factories in a hex.  New factories are always Blue factories
(although they are called Green in order to differentiate them from the Blue
factories that exist at the beginning of scenarios).

.H Factory Repair

.P If a Red or Blue factory is destroyed, you don't have to rebuild it from 
scratch; you can repair it.  This is cheaper and faster than building a new 
factory (4 build points and 2 turns).  You cannot repair factories you have 
constructed (Green) or factories you have moved.  If you are playing with 
ENG units (see RAC), you can't repair a destroyed factory unless an ENG unit is 
stacked in the factory hex on the turn you pay to repair it.
 
.P Process
Your choices as to what can be destroyed are usually limited.  You just click on 
the OK button to destroy the factory.]





[.T Defected Units
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.

.P ===============

.P Currently this form displays Vichy French units that have defected.  It is
purely informational.]





[.T Die Rolls
.P Background

.P WIF has numerous occasions where 10 sided dice are rolled to determine the 
outcome of an event.  In MWIF this is simulated by using a random number 
generator to create a random number between 1 and 10, or between 1 and 100 (when 
two dice are called for).

.P This form simply shows the die roll(s) and some of the units involved.

.P Process

.P There is nothing to do with this form other than to bemoan your bad luck or 
cackle gleefully.]





[.T Distance Calculations
.P Background

.P When playing MWIF there will be times when you want to know how far it is 
from one hex to another.  Especially tricky is determining air distances, which 
are calculated to the closest hex within a sea area.
 
.P The form permits you to enter the two points on the map using hex column and 
row numbers, city/port names, or sea area names.  Checking the box causes the 
program to calculate not only the direct distance, but also the air distance.  
Note that the air distance calculation between two points always avoids flying 
over hexes controlled by neutral countries (e.g., it goes around Switzerland).

.P Process

.P Simply enter a column & row, city name, port name, or sea area name for both 
the top line (From) and the second line (To).  Then either check the Calculate 
air distance check box, or not, and click on the Calculate button.  The answer 
appears below the Calculate button.  You can do as many calculations as you 
like.  To exit, Click on the Close button.]





[.T DOW Align Minors
.P Background

.P If a neutral minor can align with your major power (see RAC 19.6, 19.7 and 
19.8), you can declare that it is aligning with you.  You can only declare one 
minor aligned with your major power in each friendly impulse.  Your major power 
controls a minor that aligns with it exactly as if another major power had 
declared war on it.

.P This form simply lists the minor countries that the current major power may 
align.  It is usually a very short list.  For your convenience, a button to 
access the weather report is provided since you might want to know how likely 
the turn is to end.

.P Process

.P To voluntarily align a minor country, select one of the minor countries 
listed and then click on Align.  You will be given the opportunity to set up 
the aligned country's units in a later subphase of the Declaration of War phase.

.P If you want, you can skip to another major power that you control and have it 
declare align a minor country first.  For instance, this might happen if you are 
playing all the major powers on the one side.  Clicking on OK - Done terminates 
the decision making for the current major power.  If there are multiple major 
powers that can align minor countries, then each of them needs to click on OK - 
Done to end this subphase. ]





[.T DOW Major Powers
.P Background
 
.P A Declaration of War (DOW) creates a state of war between a major power and 
the country on which it declares war.  A DOW on a major power is handled 
slightly differently than a DOW on a minor power.  During the DOW phase all 
major powers on the phasing side implement their desired DOW on major powers 
first and in any order they choose (see RAC 9.2).  The success/failure of a US 
attempt to DOW on a major power is calculated and reported immediately to all 
players, so other Allied major powers can delay deciding whether to DOW until 
they know the whether the US succeeded or not.

.P DOW on minor countries are done second.  Only after all DOWs on minor powers 
have been completed are the calculations for US entry effects made.  A DOW on a 
major power is a DOW on all its controlled minors, though only one US entry 
effect calculation is made.

.P Any minor country that becomes controlled during the game is automatically at 
war with all the countries with which its controlling major power is at war.

.P You can't declare war on:
.H 
.B any major powers or minor countries on your side; or
.B a country you are already at war with; or
.B a minor country that is already controlled by a major power on the other 
side.  However, a DOW on a major power is also a DOW on every minor country 
aligned to that major power.

.P Each declaration of war on a major power or neutral minor country could 
trigger a US entry effect (see RAC 13.3.3).  The effect is calculated after all 
DOW.  There is no effect on US entry if you DOW a major power that has (its own, 
or its controlled minor country's) units in your major power's home country (for 
example France could declare war on Italy without any effect on US entry if 
Italian controlled units were in German controlled hexes in Metropolitan 
France).

.P Germany must declare war on Poland in the first impulse of any game that 
starts in Sep/Oct 1939 (see RAC 9.3).  No major power may make any other 
declaration of war in that impulse.  France and the Commonwealth must declare 
war on Germany on their first impulse after Germany has declared war on Poland.  
No major power may make any other declarations of war in that impulse.

.P The USA can declare war on Germany and Italy in the same step but it can't 
attempt to declare war on Japan in the same step as it attempts to declare war 
on either of the others.  If it attempts declarations of war against both 
Germany and Italy in the same step, resolve it as one attempt, rather than one 
for each.  If the attempt succeeds, it would count as 2 declarations for US 
entry purposes (see RAC 13.3.2).

.P The USA has a Japanese entry pool and a Germany/Italy entry pool and the 
contents of those pools limits its ability to declare war (see RAC 9.4 and 
13.3).  By manipulating the markers in these pools, the US will be able to go to 
war with the Axis powers once it has judiciously applied pressure to control 
war-like Axis tendencies.  If there are no markers in the entry pool, the USA 
can never declare war on that pool's major power(s).

.P The USA may declare war on Vichy France (see RAC 17) in any declaration of 
war step provided the USA is at war with Germany or Italy.  This is 
automatically successful (see RAC 13.3.3: action 32).  

.P China may never declare war.

.P In some cases you might have to break a neutrality pact before you can 
declare war, so there are separate panels listing the neutrality pacts you can 
break and the major powers on which you can declare war.  Each of them has an 
associated button.  The list to the far right are all the declarations of war 
that have been made in the current impulse.  This lets you see what the other 
players on your side have done.
 
.P Process

.P To break a neutrality pact, select the pact you want to break and click on 
the Break Pact button.  The same process applies for declaring war.  Because 
declaring war is such a momentous act, you will be prompted to confirm your 
decision, and once made it is irrevocable.  Note that you are permitted to break 
a neutrality pact and then immediately declare war.

.P If you want, you can skip to another major power that you control and have it 
declare war first.  For instance, this might happen if you are playing all the 
major powers on the one side.  Clicking on OK - Done terminates the decision 
making for the current major power.  If there are multiple major powers that can 
declare war, then each of them needs to click on OK - Done to end this 
subphase. ]





[.T DOW Minors
.P Background

.P DOW on minor countries are done after DOW on major countries are completed.  
Only after all DOWs on minor powers have been completed are the calculations for 
US entry effects made.  For more on declaring war in general, see section 
8.7.2.14 of the Player's Manual.
 
.P Some players are given the opportunity for making 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 potentially Add 
Interned Units by all major powers.

.P The USA can't declare war on a minor country unless it has reached the US 
entry level that allows it to do so (see RAC 9.4 and 13.3.2).

.P Form Layout

.P .  On the left is the long list of minor countries on which Germany can
declare war.  In the upper right is a list of other declarations of war that
have been made during the current DOW phase.  This lets you see not only on
which major powers war has been declared, but also on which minor countries the
other major powers on your side have declared war in the present subphase.
Superimposed on the DOW on Minor Countries form is the pop-up message box asking
for confirmation.  Since declarations of war are such major events, all DOWs
need to be reaffirmed by you before MWIF implements them.

.P Process

.P To declare war select a minor country and click on the Declare War button.  
You can declare war on as many minors as you like in the current impulse.  To 
effect a special event, select one and click on Special.

.P If you want, you can skip to another major power that you control and have it 
declare war on minor countries first (or effect special events first).  For 
instance, this might happen if you are playing all the major powers on the one 
side.  Clicking on OK - Done terminates the decision making for the current 
major power.  If there are multiple major powers that can declare war on minor 
countries, then each of them needs to click on OK - Done to end this subphase. ]





[.T Embark/Debark Units
.P Background

.P Transport capacity

.P An organized TRS may transport aircraft or land units when it moves. The 
transport capacity of a TRS is:
.H 
.B 1 land unit, or
.B 1 aircraft, or
.B 1 V-weapon, or
.B 2 divisions and/or artillery, or
.B 1 frogman, or
.B 1 supply unit.

.P Embarking and transporting land or aircraft units does not count against 
limits on the activities of land or aircraft units.

.P When using the optional rule SCS transport, you can transport 1 non-motorized 
infantry class division on each SCS.  The division can embark on, and debark and 
invade from the SCS, as if it were a TRS.  An SCS cannot shore bombard while 
transporting a unit.

.P Embarking

.P You can only embark a unit if it is organized.  A TRS can embark organized 
units it starts the impulse stacked with, or it can embark them when it moves 
through the port the embarking unit occupies.

.P Alternatively, a TRS with unused transport capacity can end its move in a sea 
area and immediately embark organized land or aircraft units (after any 
interception attempts ~ see RAC 11.4.6).  They must be in a coastal hex in that 
sea area.  A unit in an iced-in port, which is experiencing storm or blizzard 
weather, may embark onto a transport that stops in a sea area to which the port 
is adjacent.

.P If a unit you embark is out of supply, it immediately becomes disorganized.  
This means it can't debark at sea or invade (see RAC 11.13 and RAC 11.14).  If 
you are using the optional amphibious rule (see RAC 22.4.12), there are 
restrictions on embarking.

.P Debarking in port

.P If a TRS ends its move in a port, any cargo debarks automatically at the end 
of its naval movement.

.P The cargo debarks disorganized if:
.H
.B it is already disorganized; or
.B it is the action segment and the TRS started the step at sea.

.P All other cargo debarks organized.

.P Debarking at sea

.P Organized land units can debark from an organized TRS at sea during the land 
movement step (see RAC 11.13).  Organized aircraft units can debark from an 
organized TRS at sea during the aircraft rebase step (see RAC 11.17).  In both 
cases the TRS then becomes disorganized after units debark.  A transport at sea 
may enter a port to pick up a unit (cargo) and then move to another port to 
debark it.  However, the cargo arrives disorganized.  Chaining naval transports 
is legal.  However, the second and subsequent transports need to pick up the 
unit by Amoving through@ the port.  If the second (or subsequent) transport 
starts in the port where it picks up cargo that just arrived on another 
transport, it costs 1 MP but 0 range to pick up the cargo.

.P Process

.P After you select a unit, click on the OK button to load it.  Or you can click 
on the Cancel button to not load any units.]





[.T Fortification Hexside
.P Background
.P A fortification hex is one containing a fortification symbol.  There are two 
types of fortifications: printed and newly built.  The fortifications around 
Lulea are equivalent to being newly built.  Fortification units cannot move and 
they do not prevent enemy units from entering their hex.  They are destroyed 
permanently as soon as an enemy land unit enters their hex.  The orientation of 
the fortification determines which hexside(s) are fortified.  Though all six 
hexsides can be fortified, only one fortification is permitted per hexside, 
regardless of type (printed or newly built). 

.P Newly built fortification units are a gearing limit class.  The gearing 
limit 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.  Newly built fortifications (see RAC 22.4.9) can arrive in any hex 
controlled by their major power that isn't in an enemy ZOC. 

.P Fortification units have no intrinsic combat value and cannot attack.  Their 
combat benefits are not affected by lack of supply and ground strikes and 
artillery bombardment have no effect on them.  They cannot be used to satisfy 
losses in combat.

.P The defensive benefits of fortifications are:
.H
.B You can't overrun a land unit in a fortification hex across a fortification 
hexside.
.B The defender chooses the land combat results table if all attacking units 
attack across a fortification hexside.
.B A unit that attacks into a fortification hex across a printed fortification 
hexside has its combat factors reduced to one third.  There is no effect when
you attack out of a fortification hex.
.B Newly built fortifications (see RAC 22.4.9) only halve, not third, the
attacker. 
.B A unit that attacks across a river and a printed fortification hexside has 
its combat factors reduced to one sixth (one half of one third).
.B A unit that invades across a printed fortification hexside (this only applies 
to Singapore) has its combat factors reduced to one sixth.  Those of a MAR unit 
would only be reduced to one third (fortification effects only).
.B Attacking or invading across both a river and a newly built fortification 
only quarters, not sixths, the attacker.
.B Organized ENG are not halved or thirded when attacking across a fortification 
hexside.  They also provide this benefit to as many land units they are stacked 
with as the ENG unit's combat value.  If an offensive chit is used to double the 
ENG's combat factors, then the ENG can provide this benefit to twice as many 
units.  ENG attacking across both a river and a fortification hexside, ignore 
only the fortification hexside.  When an ENG is used in the attack, the defender 
still has all other combat benefits if behind a fortification hexside.

.P Each fortification unit to be placed on the map protects a single hexside.  
So, after you have chosen in which hex to place a fortification, MWIF displays 
this form so you can specify the hexside.  The 6 checkboxes on the left side of 
the form identify where you can/can not place the fort.  If the hexside checkbox 
is disabled, then there is already a fortification protecting that hexside - and 
only one fortification is permitted per hexside.

.P Notice the legend above the checkboxes which identifies the numbers assigned 
to each hexside.

.P Process
.P To place a fortification in a hex simply check one of the checkboxes and 
click on OK.]





[.T Flyouts
.P Flyouts is a popup form that lets you see up to 9 units in a hex at a time.  
If there are more than 9 units in a hex, you can scroll forward and backward 
through the complete list of units, viewing them in groups of 9 at a time.  If 
there are fewer than 9 units in the hex, then the Flyouts form shrinks its 
footprint, so it obscures less of the map.

.P To activate the Flyout form, simply double left click on any empty land hex.  
Once you have done that, any time you move the cursor over a hex containing 
units, the Flyouts form will appear.  To deactivate the Flyouts form, double 
left click on any empty land hex.

.P The images of the units in a flyout are always drawn at zoom level 6, which 
makes the units easy to see, especially if you are examining a detailed map at 
zoom level 4 or less.

.P At the bottom of a flyout for a hex containing tens of units there are two 
panels.  The smaller one, on the left, moves backwards one page in the list of 
units when you left click on it.  The larger one, which also indicates the 
number of units in the hex and the current page, moves forward (to the next 
page) when you left click on it.  The paging loops around, so the last page 
'advances' to the first page and 'back' from the first page takes you to the 
last page.  Clicking on the bar at the top with the label Flyout also advances
to the next page, when there are more than 9 units.

.P The units in this form are sorted with the land and air units shown first, 
though if either of those unit types are being transported, then they appear
immediately before the unit that is transporting them.  To select a unit, simply
left-click on it.  Left-clicking on a selected unit, deselects it.  When you
move the cursor outside of the Flyouts, after having selected one or more units,
the Flyout form closes and the moving cursor shows the units �in hand� as it
would if you had picked them up directly from the map.  As implied in the
previous sentence, it is possible to select multiple units in the Flyouts form
and then �move� them as a group.

.P During a setup or air rebase phase, if the moving stack (units you have 
picked up from some other location) contains a carrier air unit and you click on 
a carrier in the Flyouts form, then the form Land Carrier Air Unit is displayed 
- to place carrier air unit(s) on the carrier(s) in the Flyout's hex.  That is, 
if there are multiple carriers in the hex, you can choose on which one to place 
each carrier air unit.

.P This form has special processing for dealing with a large number of naval 
units.  MWIF selects or deselects all naval units in the hex if you double left 
click on a naval unit in the Flyouts form.  If the unit on which you double left 
clicked was already selected, then all naval units are deselected.  If the unit 
was not selected, then all naval units are selected.  The primary use for this 
ability is to pick up all, or almost all, naval units, (for example selecting 
all naval units except naval transports).  To do that, you double left click on 
any unselected naval unit (that selects all naval units).  Then you scroll to 
the page containing the naval transports (or other units you do not want to 
select) and click on them one at a time, to deselect them.]





[.T Detailed Map
.P As in all war games, the detailed map is where you spend most of your time 
and make most of your decisions.  For more information on mouse and keyboard
commands, use the drop-down Help menu on that topic.

.P Scrolling

.P Scrolling the maps in MWIF is the same as in most wargames, with a couple of
differences:
.H
.B Autoscroll region around the border of the map.
.B Horizontal scroll bar.

.P If the autoscroll region is visible around the border of the detailed or
global map, whenever the cursor hovers over this border, the map automatically
scrolls in that direction.  This lets you scroll the map without having to click
on the scroll bar.  You can eliminate this automatic scrolling region if you
want, by changing the Player Interface settings (see Players manual section
8.3.5).  Without the automatic scroll border in use, more of the map is visible.

.P One thing that is not standard, is the positioning of the slider controls.
The vertical control is �normal� in that the location of the slider control
indicates the relative position of the current map vis-a-vis the entire map.
When the slider is near the top, then the displayed map is near the top of the
world map.  When it is near the bottom, then it is near the bottom of the world
map.  The horizontal slider control is different.  It is always in the middle of
the scroll bar. You can scroll left and right by any means you like and the
slider control remains fixed in the center.  That is because the world map wraps
around and there is no left or right edge.  Without defined left and right
edges, there is no relative location to measure against.  Therefore, the
horizontal slider control is always in the center.

.P Should you be more comfortable using keystrokes to scroll, then clicking on
the arrow keys scrolls the map one hex in the direction the key points.  If you
hold down the Ctrl key at the same time, then they scroll one page in the
direction indicated.  Lastly, you can also scroll the map using the wheel on the
mouse.  Moving the wheel up and down scrolls the map up and down (duh) and if
you do that while holding down the Shift key the map scrolls left and right
respectively.]





[.T Player Interface Menu
.P MWIF provides several ways that you can modify the player interface to suit 
your personal preferences.  

.P The automatic cycling option causes the program to go from one selectable 
unit to the next.  For instance, after you return one unit to base, the program 
automatically will reposition the map on the next selectable unit.  Left-click 
and Ctrl-left-click perform two different functions when manipulating units that 
are on the map.  You might want to switch the meaning of those controls.

.P The safety, screen layouts, map behavior, and sound groups are pretty 
obvious.  The historical videos can be turned on/off as you wish.  Under the 
visual group the check box for primary monitor lets you restrict the program to 
just one monitor, if you want to do that for some reason.  The autoscroll region 
for the detailed maps and global map appears around the border of those maps.  
It can be turned off by setting the sensitivity to zero.  Higher numbers 
indicate how long the mouse needs to be over the region before the map 
automatically scrolls.]





[.T Global Map
.P The global map permits you to see the entire world at a glance.  Of course 
that means everything is very tiny, so it is rarely practical for selecting or 
moving units, though for placing convoys during setup it works fairly well.  
There is a set of icons at the top of the global map which you can use to 
control what information it displays.  Reading from left to right they enable 
you to view: terrain, weather, hex control, units, markers, and convoys.  If you 
need help interpreting the colors, the Global Map Legend can be called up by 
clicking on that button. 

.P Notice the black rectangle that is visible.  That indicates the area currently
being displayed in the linked detailed map.  Clicking anywhere on the global map
moves the black rectangle and causes the linked detailed map to change its map
view to match.

.P Scrolling

.P Scrolling the maps in MWIF is the same as in most wargames, with a couple of
differences:
.H
.B Autoscroll region around the border of the map.
.B Horizontal scroll bar.

.P If the autoscroll region is visible around the border of the detailed or
global map, whenever the cursor hovers over this border, the map automatically
scrolls in that direction.  This lets you scroll the map without having to click
on the scroll bar.  You can eliminate this automatic scrolling region if you
want, by changing the Player Interface settings (see Players manual section
8.3.5).  Without the automatic scroll border in use, more of the map is visible.

.P One thing that is not standard, is the positioning of the slider controls.
The vertical control is �normal� in that the location of the slider control
indicates the relative position of the current map vis-a-vis the entire map.
When the slider is near the top, then the displayed map is near the top of the
world map.  When it is near the bottom, then it is near the bottom of the world
map.  The horizontal slider control is different.  It is always in the middle of
the scroll bar. You can scroll left and right by any means you like and the
slider control remains fixed in the center.  That is because the world map wraps
around and there is no left or right edge.  Without defined left and right
edges, there is no relative location to measure against.  Therefore, the
horizontal slider control is always in the center.

.P Should you be more comfortable using keystrokes to scroll, then clicking on
the arrow keys scrolls the map one hex in the direction the key points.  If you
hold down the Ctrl key at the same time, then they scroll one page in the
direction indicated.  Lastly, you can also scroll the map using the wheel on the
mouse.  Moving the wheel up and down scrolls the map up and down (duh) and if
you do that while holding down the Shift key the map scrolls left and right
respectively.

.P The global map displays the terrain world wide when you click on the green
hex icon in the top left of the form.   The terrain represented by each is
displayed in the Global Map Legend form (see Players Manual section 8.5.7).

.P The global map displays the current weather world wide when you click on the
sun icon.

.P The global map displays which major powers control which hexes when you click
on the flag icon at the top of the form.  White is used for neutral countries.
The other colors match the colors for the major powers (e.g., brown for USSR,
dark green for USA).

.P The global map displays which units are in which hexes when you click on the
unit icon.  Typically, the units are difficult to see unless there are lot of
them covering a solid mass of hexes.  The colors match the colors for the major
powers (e.g., brown for USSR, dark green for USA).

.P One of the most frequent uses of the global map is to determine where convoy
pipelines exist and their vulnerability.  The global map displays which units
are in which sea areas when you click on the ship icon.  There are several
options for viewing units at sea using the global map and when you click on the
ship icon, a popup menu lets you select what you want to see.  Up to 4 numbers
may be shown in each sea area.  They represent (for the current filter):
.H
.B The number of convoys in the sea area.
.B The number of surface ships (including carriers).
.B The number of submarines.
.B The number of land based air units in the sea area.

.P You can use the global map to see the ships at sea for individual major
powers, all major powers on a side, or all major powers on both sides.  Although
this doesn�t give you any insight into what naval units are in port (or land
based air units), this map is helpful for understanding the risks currently
being faced by the merchant marine.

.P At double size resolution, the name of each sea area is displayed.  The
double size resolution also makes it easier to see the objective hexes, which
are shown as lavender hexes on the global map�s terrain map view.  You can
toggle the global map resolution between single and double resolution using the
Zoom button at the top of the form.

.P The production view of the global map is lets you see all the resource hexes
for the selected major power(s) whose convoys are being displayed.    The bright
green hexes indicate factories that are receiving resources and producing
production points while non-functioning factories are shown in red.  Oil
resources are shown as a bright lavender hex and non0oil resources are shown as
a brown hex.

.P The purpose the production display of the global map serves is to let you
plan how to convoy your resources to your factories.  Notice that there are 4
resources in India but only two factories.  To make use of the other 2
resources, the Commonwealth has to put a convoy pipeline in place to ship them
to England.  Hexes controlled by friendly and neutral countries are shown in
white and enemy controlled hexes are shown in gray.  The logic behind this is
that resources can be shipped (by rail) through hexes controlled by neutral
countries.  For the purpose of planning how you are going to route your
resources to your factories, friendly and neutral countries are equivalent.]





[.T Global Map Legend
.P Global Map Legend form explains what the various colors mean for the terrain 
and weather views respectively.  Each type of weather has two color squares one 
on the left and one on the right.  The left square is for land and the right is 
for sea.  In general, the brighter/lighter color is used for land and the darker 
color for sea.  By using two colors for the same weather type, the global map 
clearly defines the land masses and sea areas.  There are other variations on 
the global Map Legend.  Which one is shown depends on which global map is being 
viewed: terrain, weather, hex control, units, production, or convoys.]





[.T Ignore Notional
.P Background

.P Each hex defends against an invasion and/or paradrop with a notional land 
unit, in addition to any actual land unit in the hex.  The notional unit is the 
same nationality as any major power or minor country with a real unit in the hex 
(owner's choice if more than one).  If there are no real units, it is the same 
nationality as the major power or minor country that controls the hex.

.P The notional unit has 1 combat factor, modified by:
.H 
.B +1 if it is a city hex;
.B +1 if the hex is in the home country of the major power that controls the 
hex;
.B +1 if it is not stacked with a land unit, but is in the ZOC of a friendly 
corps or army;
.B + the shore bombardment modifier for each invading unit;
.B -1 if it cannot trace a basic supply path of any length; and
.B -1 if surprised (see RAC 15).

.P The shore bombardment modifier applies to each unit that invades.  Use the 
modifier from the section of the sea-box the unit invades from (remembering the 
effect of weather ~ see RAC 8.2.7).

.P These modifications are cumulative but the notional unit can never have less 
than 0 combat factors. 
 
.P Add the notional unit's combat factor to those of any land units in the hex.  
Then modify their total combat factors for terrain and weather.

.P The  notional unit is treated like a normal unit for all purposes during 
combat except that it only has a ZoC into its own hex and is always 
disorganized.

.P At the end of the attack declaration step (see RAC 11.16.1), you can state 
that your notional unit is to be ignored; you might do this to prevent 
breakthroughs by units attacking in conjunction with an invasion and/or 
paradrop.  If you do so (and there are no other friendly land units in the hex), 
then the result is that there is no attack, and the attacker occupies the hex as 
if debarking onto a friendly hex/performing an air transport mission (see RAC 
11.13).

.P Process

.P The form simply poses the question of whether you want to include the
notional unit or not.  For your reference, the odds with and without the
notional unit are displayed.  If you click on Yes, then the notional unit is
part of the combat.  If you click on No, then the notional unit is not included
as part of the land combat calculations.]





[.T Initiative
.P Background

.P In the initiative phase you work out which side has the initiative.  This 
affects who has the first impulse and who goes first in various other 
activities.  Once you have the initiative, you keep it until the next turn.

.P To determine who has the initiative, each side rolls a die.  The current 
initiative setting will give one side a modifier, except when it is in the 
middle.  The side with the higher modified roll wins the initiative.  If tied, 
the side that had the initiative from the previous turn loses.

.P The current initiative setting will indicate if you can demand a re-roll.  If 
any active major power on a side demands a re-roll, the current initiative 
setting changes by one in the other side's favor (for example if the Axis 
demands a re-roll, it changes from +2 Axis to +1 Axis, +1Axis to 0, or 0 to +1 
Allied).  Both sides now re-roll (with the new modifiers).  The re-roll stands 
- there can be no further re-rolls.

.P The side that won the initiative now decides which side has the first impulse 
of this turn.  That side is called 'the first side'.  Note: who goes first 
doesn't affect who has the initiative.  Usually, you will want to go first 
because there is always something you 'just have to do immediately'.  However, 
you might let the other side go first if you want to move the initiative setting 
to your advantage ~ if they go first and last in the turn, it improves for you.  
This can be important if you want to secure the first move in a later turn (for 
example Germany's first turn of war with the USSR).

.P If all players on the side winning the initiative cannot agree as to which 
side should go first, the major power with the highest production last turn from 
that side, decides.

.P The initiative track runs from +2 Axis through +2 Allies.  The pointer on the 
left indicates the current setting.  In the upper right is an explanation of the 
most recent die rolls.  The bottom half of the form shows the current impulse 
number and the impulse track, where the relationship between the impulse and the 
chances of the turn ending are given.
 
.P For example, if the Allies side has won the die roll, the Axis player can
decide whether to demand a reroll or not.  If the Axis won the die rolls and if 
the initiative track is at Axis +2, the Allies are not able to demand a reroll.]





[.T Tutorial Overview
.P A definitively comprehensive set of tutorials would take the player through 
the entire rule book, explaining every section in detail with screen shots. It 
would include all the optional rules and give examples of tactics, operations in 
the different theaters of the war, and strategy. While that would be a good and 
noble thing to do, it is clearly impractical for MWIF due to the game�s massive 
size.

.P Instead, the tutorials focus on two things: (1) World in Flames Final Edition 
rules as coded in MWIF, and (2) the MWIF user interface. To do this, the 
tutorials have been separated into two groups: Picture & Text and Interactive. 
The former are a series of screen shots with a few short paragraphs of 
explanation. The interactive tutorials are just that: a saved game is loaded and 
you are given a series of mouse and keyboard commands to try at different points 
in the sequence of play.

.P While the tutorials describe game elements, many of the rules, and the player 
interface, they omit one important aspect of the game: how to play well. Mostly 
that is each player�s responsibility, to learn through experience. But to give 
new players a glimpse into the thinking of World in Flames grognards, section 
3.4 of the Player's Manual provides a ton of advice on what expert players 
consider Important Decisions, and how to make them.]





[.T Land Combat
.P Background

.P After you have finished any paradrops, your land units can attack enemy land 
units they are adjacent to.  Combat is not compulsory (except if you are 
invading or paradropping).

.P The land combat sequence is:
.P 1. declare all attacks, (the defender then announces whether any notional 
units are to be ignored);
.H .T 2. add defensive shore bombardment (option 38);
.H .T 3. add offensive shore bombardment;
.H .T 4. announce defensive HQ support (option 13);
.H .T 5. announce offensive HQ support;
.H .T 6. fly and resolve ground support missions;
.H .T 7. resolve HQ support;
.H .T 8. the combats are then resolved one by one (attacker choosing the order 
of combat resolution).

.P To resolve an attack, add up the attacking units' (modified) combat factors, 
shore bombardment and ground support.  Round the total to the nearest whole 
number (rounding 0.5 up).  Total the defending units' factors in the same way.  
The major power on the attacking side that is involved in the most land combats, 
decides which combat to resolve first (or next).
 
.P Choosing combat tables

.P You must now select one of the two land combat results tables: blitzkrieg or 
assault.

.P The attacker chooses the table if:
.P 1 the defending hex is a non-city hex in clear, forest or desert; and
.H .T 2 any attacking unit is not attacking across a fort hexside; and
.H .T 3 either the attacker has more:
.B ARM and HQ-A units than the defender; or
.B MECH units than the defender and the defender has no ARM or HQ-A units.

.P Note that a paradrop on a fort satisfies condition #2.  So if the 1st and 3rd 
conditions are met, Blitz can be chosen.  Divisions count as 2 a unit (rounding 
up).  Each defending anti-tank unit counts as an ARM corps.  AA units which have 
a combat factor circled in red or pink are treated as AT units for the choice of 
land combat.

.P In all other cases the defender chooses.

.P Odds ratios
 
.P Compare the attacker's total to the defender's total and work out the basic 
ratio between them.  Round the ratio to a whole number.  Always round in favor 
of the defender.  When using the optional rule Chinese attack weakness, halve 
the combat factors of Nationalist Chinese land units that are attacking.  Reduce 
the ratio for the effects of jungle (see RAC 11.16.1) and weather (see 
RAC 8.2.7).  If, after all modifications, you are attacking 0 defending combat 
factors, the combat result is an automatic "*/2B" result in a blitzkrieg attack 
or an "*/2S" if it is an assault.

.P When using the optional rule Fractional odds, round to a whole number in 
favor of the defender, then work out how far to the next odds ratio you are.  
Round this in favor of the defender to the next 10%.  Roll a die just before 
rolling the combat die (you could roll it with the combat die if you want), to 
see if you find the result on the lower odds or the higher odds.  If you roll 
the percentage or less, you resolve it on the next higher odds, otherwise on the 
lower odds.
 
.P Rolling dice

.P The attacker now rolls a die.  Add 1 to the roll for each disorganized land
unit defending in the hex.  Subtract 1 from the roll for each odds level below 
1:2.  Subtract 1 from the roll if the only land units attacking are 
territorials.  Add 1 to the roll if the only land units defending are 
territorials (see RAC 22.4.5).

.P When using the optional rule Blitz bonus, add 1 to the die roll for each two 
attacking ARM, MECH and HQ-A units conducting a blitz attack against a clear or
desert (non-city) hex in fine weather.  Subtract one from the roll per defending 
ARM, MECH and HQ-A in a (non-city) clear or desert hex in fine weather.  Add 1 
to the roll for each paradropping unit (after air to air combat and anti 
aircraft fire, if any).  When using the optional rule Allied combat friction, 
Subtract 1 from the die roll for each attacking major power providing combat 
factors to the attack except the first (for example if Commonwealth land units 
are attacking with French shore bombardment and US ground support, subtract 2 
from the die-roll).
 
.P Results

.P Cross-reference the (modified) roll with the final odds column.  For odds 
less than 1-2, use the 1-2 column. For final odds of more than 7-1 (blitzkrieg) 
or 10-1 (assault), use the right-most column.  The result is expressed as 'X/Y'.  
If X is a number, destroy that number of attacking land units.  If Y is a 
number, destroy that number of defending land units.  The owning player always 
chooses losses in a land combat.  If players on a side can not agree on which 
unit(s) to lose, choose from all eligible units randomly.

.P Retreats

.P If the result includes an 'R', the attacker retreats all surviving defending 
land units 1 hex (even if disorganized).  You retreat units individually and you 
can retreat them into different hexes.  You can't retreat a unit into a hex it 
couldn't move into.

.P If a unit could retreat into several hexes, you must retreat it according to 
these priorities:
.P 1. a hex not in an enemy ZOC and not causing over-stacking.
.H .T 2. a hex not in enemy ZOC and causing over-stacking.
.H .T 3. a hex in an enemy ZOC containing a friendly land unit and not causing 
over stacking.
.H .T 4. a hex in enemy ZOC containing a friendly land unit and causing over 
stacking.

.P A unit cannot retreat 'back into' the hex from which it started its retreat.  
Note that #2 takes precedence over #3, which can result in units being 
overstacked (and destroyed) even though a #3 retreat path exists which would not 
destroy any units.  There are no overstacked hexes at the end of this step, 
because as part of this step, units are destroyed rather than remain 
overstacked.  The attacker chooses the retreat path and may choose a path of #4 
priority hexes that results in a retreating unit being destroyed due to 
overstacking, even if an alternative path of #4 priority hexes exists that lets 
the units survive.

.P Destroy a unit if it can't retreat under any of these priorities.  If 
overstacking causes units to be destroyed, retreating units are destroyed.  If 
units from different major powers might take the losses, the major power with 
the most units involved in the combat chooses.  If the unit ends in a hex which 
is still to be attacked, or where it is overstacked, continue retreating the 
unit according to the same priorities (or destroy it if this is not possible).

.P Shatter

.P If the result includes an 'S' (shatter) or a 'B' (breakthrough), put each 
surviving defending land unit in the production pool if it could have retreated.  
These units will arrive as reinforcements next turn. Destroy any units that 
could not have retreated.  If it is possible for only 1 unit to retreat and 
there are 2 or more units to retreat, then all the units will survive and the 
excess placed in the production pool to arrive next turn - provided the attacker 
changes the S/B result to a retreat.

.P The attacker can choose to treat an 'S' or a 'B' result as a retreat result 
('R') instead.  You decide this after you get the result (but before the next 
combat).

.P Advancing after combat step

.P If the combat leaves the target hex empty of enemy land units (except supply 
units), you can advance any of your attacking units into the hex.  Defending 
units can never advance.  An advancing unit becomes disorganized if the terrain 
cost of the hex exceeds the unit's movement allowance.

.P If the result included a 'B', you may be able to advance some attacking units 
a second hex (unless you converted the 'B' into an 'R' result).  The first hex 
of the advance must be the defending hex.  If the defending hex only cost 1 
movement point (modified for weather), you can advance each attacking HQ-A, ARM 
and MECH unit a second hex.  You can also advance MOT and CAV units a second hex 
if they start and end the advance after combat step stacked with the same HQ-A, 
ARM or MECH unit.  An advancing unit becomes disorganized if the cost of the 
second hex is 2 or more movement points.  MOT and CAV corps/armies can't advance 
a second hex if only stacked with a MECH or ARM division.

.P You can conduct an overrun (see RAC 11.11.6) in the second hex.

.P Ignore all enemy ZOCs (but not enemy land units) in an advance after combat.  
An advance after combat into a second hex can result in you occupying a hex that 
you have already declared you are going to attack.  This can happen by 
overrunning units in the second hex or if the second hex only contained a 
notional unit slated for a paradrop or invasion.  If you occupy the second hex, 
the declared combat in the second hex is ignored; however, the paradropping 
and/or invading units (if any) must also occupy the hex, which may result in 
overstacking and the destruction of some of your units.

.P Disorganization step

.P All attacking units become disorganized after the combat unless the result 
was asterisked.  All the defending units become disorganized if they retreated 
or if they took more losses than the attacker.

.P 2 Die 10 Land CRT (an optional rule)

.P When using this optional rule, that table replaces the standard land combat
results tables included in the combat charts.  If you play with the 2 Die 10
CRT, whenever you normally roll one die for land combat, you now roll 2 and add
up their values.  You then apply the modifiers below the tables, and cross-index
the modified total with the table being used, to find the result.

.P The 2 Die 10 table includes 2 new results, the half disrupted and the extra
loss to the attacker in bad weather or terrain.  The half disorganized result
means that during the disorganization step (see RAC 11.16.5), half of the
surviving organized attackers remain organized, owner�s choice.  The extra loss
in bad terrain and/or bad weather will mean the attacker takes more losses and
makes bad terrain even more of a premium.  However, the table is also slightly
more bloody for the defender too so the net effect is heavier casualties all
around.  The other change to the current combat system is to increase the
modifier from +/-1 to +/-2 in most cases.  Thus being disorganized is worse now
than it was, placing a greater premium on air-ground co-operation.

.P When using the 2 Die 10 land CRT, the odds shifts due to HQ support are added
to the total odds shift before either are rounded.  After summing, the total is
rounded.  This also applies if playing with the optional rule for fractional
odds.  An ARM corps defending behind a fort hexside in a non-city, Clear/Desert
terrain hex receives a -2 modifier.  Attacking bonuses of Nationalist Chinese
are not halved even if playing with the optional rule Chinese Attack Weakness.
The 79th marine ARM DIV and US marine ARM DIV receive the � ARM bonus when
invading in Clear/Desert terrain hexes and using the Blitz table.  However,
these two units are halved when invading, since they are not marines.  Offensive
Blitz modifiers do not apply if using the Assault table; but defensive ARM and
MECH modifiers do apply, even when using the Assault table.

.P Form Layout

.P The top line of the Land Combat Selection & Resolution form shows the
subphases of land combat resolution.  This phase starts with one player on the
phasing side selecting which combat to resolve.  Once you decide which combat to
resolve, click on the Combat Chosen button to advance to the next subphase of
the Land Combat Resolution phase.

.P At the bottom of the form are all the units involved in the combat, with the
defenders in the upper list of units and the attackers in the bottom list.

.P As you progress through the subphase of land combat resolution, different
panels and buttons will become visible and/or enabled.  The general process is
from the top of the form to the bottom.  Note that you can view the combat
results chart at any time.  The chart's display is updated as the combat is
resolved, providing you with insight into the likely consequences of your
decisions.

.P Process
  
.P To make the Assault or Blitz decision, the player can click on the View 
Charts button.  That would bring up the Chart form.  The results depend on a die 
roll, so the highlighted columns are the possible results depending on whether 
the Assault of Blitz table is chosen.  If the defender wants to take fewer 
casualties, he should choose the Blitz table.  If it is more important to him 
for the attacker to take casualties, he should select the Assault table.
 
.P The next step is to click on the Resolve Attack button so the program will
generate random numbers (roll the dice). After the die has been rolled (i.e.,
MWIF generated a random number).  The die roll is shown with a red background.
At the bottom of the table is a legend explaining what each cell of the table
means.  It also shows the priority for which side gets to choose the combat
results table, although that is merely informative, since MWIF figures it out
and asks the correct player to decide.
 
.P The results of the die rolls and these tables can be skipped if you are not 
interested in the details of what happened.  MWIF will translate the results 
into decisions that the players have to make.  Sometimes, there are no decisions 
for you to make once the Assault or Blitz table is chosen.  For instance, if 
there is only one defender and that unit is destroyed with no effect on the 
attacking units, well, then the subphase advances to the last subphase of Land 
Combat Resolution: Advance after Combat.  Most of the time though, one or both 
players need to assign losses.  The attacking player may have to plot a retreat 
path for the defenders and there is even the possibility that some defending air 
and naval units might be overrun, necessitating a rebase digression by the 
defender.

.P Another decision that comes up from time to time is: whether to convert a 
Shattered of Blitz result to a retreat.  This is a decision made by the 
attacking player, and he indicates his choice by clicking on either the Convert 
to Retreat or Do not Convert button.

.P Other feedback information is provided:
.H
.B the result of the fractional odds roll,
.B the actual die roll, before and after the modifier was applied,
.B the effect on the attacker's units (both losses and disorganization),
.B the effect on the defender's units (both losses and shattered units).

.P There are two buttons enabled when one of the defending units has been 
selected.  Clicking on the Shattered button shatters the unit.

.P After all losses have been assigned, the OK - Done button will appear so the 
players can end the Assign Losses subphase.  If there are units to be retreated, 
the attacking player will use this form to specify the order in which the units 
retreat. 

.P After using the primary detailed map to retreat defender units, and possibly 
advance attacking units, this form reappears so another land combat can be 
selected for resolution.]





[.T Lending Resource and Build Points
.P Background

.P In the lending phase, you can announce that you are giving resources and/or 
lend leasing build points (see RAC 13.6.4) to another major power on the same 
side this turn.  If you are using the Oil Option, you must also announce how 
many of the given resources are oil (see RAC 13.5.1).  You can only give 
resources (or build points) if you are an active major power and you can only 
give them to another active major power (exceptions: Trade agreements ~ see 
RAC 5.1, US entry options ~ see RAC 13.3.2 and lending to Vichy France ~ see 
RAC 17.4).  Vichy France must also be hostile to lend to other major powers (see 
RAC 17.4).

.P Some major powers need US entry options to be chosen (see RAC 13.3.2) before 
resources can be given to them.  The USSR is further restricted in that (apart 
from Germany ~ see RAC 5.1) she may only give and/or receive up to 1 resource 
(and/or build point) per turn unless US entry option 19 (and option 30 for build 
points) has been chosen.  You cannot give resources to a major power in the same 
turn as it is giving resources to you.  However, you can give resources to a 
major power in the same turn as another major power gives resources to you.  The 
same restrictions apply to lending build points.  You may, however, give build 
points to a major power in the same turn that you receive resources from that 
major power, or vice versa.

.P How you transport resources is described later in RAC 13.6.1 and RAC 13.5.1.  
If, during production (see RAC 13.6), it is possible for the promised resources 
(or build points) to be delivered, then they must be delivered.  If you cannot 
meet the promise you made (for example, because the convoy points were not set 
up, were destroyed, or a railway line cut), you still cannot use them yourself 
in the turn that they were lent.

.P Trade agreements are agreements automatically in place between countries at 
the start of each game.  They continue until either country involved in the 
trade agreement is completely conquered or as specified in RAC 5.1.

.P This form simply lists the current trade agreements.  With the buttons at the 
bottom of the form, it provides the ability to create new or modify or delete 
existing trade agreements.

.P Process

.P If you decide to create a new trade agreement, or modify an existing one, 
another form appears.  See section 8.7.2.32 of the Player's Manual for a screen 
shot of that form and a description of how to use it.]





[.T Lend Lease Air Units
.P Background

.P Foreign aircraft (see RAC 13.6.4)

.P Some aircraft units have colored horizontal stripes matching another major
power�s color.  These aircraft start each scenario in the lend-lease pool.

.P During setup and production, you can move a striped aircraft from the
lend-lease pool to your force pool if:
.H 
.B the source major power agrees; and
.B an aircraft with the same designation is currently in either the source major
power�s force or reserve pool.

.P The Lend Lease Pool contains air unit markers that are eligible for lend
lease (the ones that have a stripe) or that have been lend leased (the ones
without a stripe).  These are not actually units in the sense that they can be
built.  Instead, lend lease air unit markers are part of a set where only some
of the units can be built.

.P At the start of the game, the �source country� has one or more units in a set
of units that can be built.  All the other countries have merely air unit
markers sitting in the lend lease pool.  For example, the USA is the source
country for Tomahawks and has 2 Tomahawk fighters in its force pool.  If the USA
decides to build an F2 fighter, one of the Tomahawks may be randomly drawn.
Meanwhile, in the lend lease pool, China has 2 Tomahawk markers, the CW has 1,
France has 1, and the USSR has 1.  None of the air unit markers in the
lend-lease pool may be built.  If China requests a Tomahawk to be lend-leased to
it from the USA, and the USA grants that request, one of the USA Tomahawks would
be moved to the lend lease pool and one of the Chinese Tomahawks would move into
the Chinese force pool.  Instead of there being 2 USA Tomahawks in the game,
there would then be 1 USA Tomahawk and 1 Chinese Tomahawk.  Note that though
there are 7 Tomahawk markers in the game, only 2 Tomahawk units are ever
eligible for being in the game (in a force pool, production pool, or on the
map).

.P Form Layout

.P This form is only show for one side at a time.  When the Allied side is
deciding, each of the 5 major powers on the Allied side has its own list of
units alongside their flag.  When the Axis is deciding, only Germany and Italy
can participate in lend lease.

.P Both striped and unstriped air unit markers are shown.  Those that can be
requested for lend lease are striped and have the text �Avail� beneath them.
The air unit markers that can be �exchanged� are unstriped and have the text
�ForceP� beneath them, indicating that they are in the source country�s force
pool.  They might also have the text �Reserve� indicating they are in the source
country�s air reserve.

.P Other labels beneath the units are �Lent� meaning the air unit has already
been them to another major power that requested it, �Rqstd�, indicating that a
request has been sent to the source country requesting the unit, and �Unavail�,
which appears when for one reason or another, the unit can not be requested (see
RAC 13.6.4).

.P There are a lot of buttons on this form, but most of them are filters: the
entire horizontal group under the bottom list of units are mutually exclusive
filters.  Lend Lease Group filters the units to just those which are in the same
lend lease group as the currently selected unit.  The check box for Future Force
Pool units is cumulative, and it lets you see what units will be added to the
lend lease pool in future years.

.P The two Unit Data panels at the bottom are for the requested unit, and the
unit being considered for granting the request.

.P Process
.H 
.B Request a striped aircraft in the lend lease pool by clicking on the unit.
.B The requested unit's image appears as the Requested Unit.
.B Click on the Request Unit button.
.B The source major power then must click on one of his units in the force or
reserve pools that matches the requested unit.
.B The matching unit's image appears as the Unit to be Lent.
.B The source major power either Grants the request or Denies it.
.B If granted, the requested unit is moved to your force pool and the Lent unit
moved to the lend-lease pool.

.P The source major power must always click first on a requested unit and then 
click on his own unit before he can grant or deny the request. 

.P During production the source major power can reverse this process if the
striped aircraft is in your force or reserve pool.  He does that by demanding
the return of the Lent unit.

.P Example: At the start of 1943, the Commonwealth is eligible to receive an
F4U-1.  Because it is striped, Jeremy must put it into the lend-lease pool.  He
asks Jay if he can add it to the Commonwealth FTR force pool.  Jay, worried
about German pressure, declines, arguing that he needs it himself.  In Jul/Aug
1943, Jay realizes that the Commonwealth probably needs this plane more than he
does.  Noting that the F4U-1 is still in his force pool, he tells Jeremy he can
have it if he still wants it.  Eagerly, Jeremy moves the Commonwealth F4U-1 from
the lend-lease pool to his FTR force pool.  The US F4U-1 goes into the
lend-lease pool.

.P China may not request US sourced aircraft until US entry option 1 (build
Chinese aircraft) has been picked.

.P The CW may not receive lend lease air units after the United Kingdom is 
conquered.]





[.T Optional Rules
.P Background

.P There are 81 optional rules in MWIF.  Because there are so many, they are
separated into 7 groups: additional units (27 rules), land rules (8), air rules
(16), naval rules (7), supply rules (5), production rules (5), and other
optional rules (13).  Some of the rules are complex and have long descriptions
while others are simple with short descriptions.  As a general guideline, the 
more complex the description, the more complexity the optional rule adds to 
playing the game.
 
.P A form can be called up during a game (using the keyboard shortcut Ctrl O) to 
see which optional rules are on and off.  Those with the word (ON) following the 
optional rule title are on.

.P Process

.P This form enables you to view the full description of each optional rule.  
To whit, left clicking on the name of any optional rule brings up the text 
descriptions in the Players Manual (see sections 9.2 through 9.8).

.P You can also turn some of the optional rules ON and OFF during a game.  
Simply right clicking on one of the optional rules will toggle it between ON and 
OFF.  However, this is only true for some of the optional rules.  For example, 
rules which add units cannot be toggled on and off during game play.  But many 
of the others can.  Usually, then are places in the sequence of play where 
toggling a rule on and off isn't permitted.  The Kamikaze optional rule can be 
toggled on and off at any time EXCEPT during naval air combat.  The 2D10 Land 
Combat Reults table can be toggle on and off EXCEPT during Land Movement (due 
to the possibility of overruns) and Land Combat.]





[.T Map Views
.P Map Views are a powerful tool that enable you to quickly change what is 
displayed on the current detailed map.  Though you can use any name you prefer 
for a map view, players often use a location name, such as: a country name (for 
example, Philippines), a portion of a country (for example, West Coast), a sea 
area name (for example, China Sea), or a city name (for example, Pago Pago).  
For the eastern front between the USSR and Germany, city names are frequently 
chosen, for example: Leningrad, Moscow, Kiev, Odessa, and Rostov.
 
.P To change to a different map view, you simply left click on a label in the 
Map Views List.  As soon as you left click on a label in the map views list,  
the detailed map refreshes based on the parameters (listed below) for the given 
map view.  

.P If you right click on a label, a popup menu appears with 5 menu items.  
Restore goes out to a disk file to read the map view parameters for the given 
name and uses them to change the current detailed map.  Save writes a new map 
view out to disk, taking parameters from the current detailed map - you are 
asked to provide a name.  Redefine changes the definition (that is, parameters) 
of the map view to match the current detailed map.  Rename map view doe just 
that.  Lastly, Delete map view removes the label from the map view list.  This 
does not delete the map view from the disk.  To do that, you have to go to 
Windows and delete the file from the directory.

.P If you want to change the order in which the map views are listed, position 
the cursor over the one you want to move and use the up and down arrows on the 
keyboard to move the label up or down.  Ctrl-up-arrow moves the label to the top 
of the list and Ctrl-down-arrow moves it to the bottom. 

.P The 9 parameters that are stored with a map view are:
.H 
.B Column and row numbers for the detailed map's center hex (the focus of the 
map view).
.B Zoom level (between 1 and 8).
.B Rail lines visible (on or off).
.B Map labels visible (on or off).
.B Weather zones visible (on or off).
.B Units visible (on or off).
.B Unit resolution (high or medium).
.B Weather visible (on or off).
.B Hex control visible (on or off).
.H 
.B The last 7 of these correspond to the display controls discussed in Players 
Manual section 8.4.4.  In aggregate, these parameters give you significant 
control over what the detailed map displays.  The most important are the center 
hex, zoom level, weather, and hex control.  By designing map views for each 
frontline, battlefield, and theater of operations, you can switch between them 
effortlessly.  For example, perhaps you will want to have an 'overview' map view 
of a frontline at a low zoom level, supplemented by several 'focused' map views 
at higher zoom.]





[.T Move First Decision
.P Background

.P The side that won the initiative decides which side has the first impulse of 
the turn.  That side is called 'the first side'.  Note: who goes first doesn't 
affect who has the initiative.  Usually, you will want to go first because there 
is always something you 'just have to do immediately'.  However, you might let 
the other side go first if you want to move the initiative setting to your 
advantage ~ if they go first and last in the turn, it improves for you.  This 
can be important if you want to secure the first move in a later turn (for 
example Germany's first turn of war with the USSR).

.P If all players on the side winning the initiative cannot agree as to which 
side should go first, the major power with the highest production last turn from 
that side, decides.

.P Process

.P You simply click on yes or no to enter your decision.  You might want to 
check the weather report before you do that, to see what the probabilities are 
for the weather in each weather zone in the first two impulses.]





[.T Naval Combat
.P Background

.P After you have made all your naval moves, you can, if you wish, initiate
naval combat.  A side can only try to initiate combat once in each sea area each
naval combat step (there can be any number of interception combat attempts
during naval movement).  You can�t try to initiate naval combat if you chose a
land or pass action.  However, your units can take part in any combat that
another major power initiates.

.P Choose a sea area and initiate a combat there.  You can only choose an area
if it contains at least one unit from each side that are at war with each other.

.P Combat sequence

.P The combat sequence has these steps:
.H
.B Both sides (active side first) fly aircraft to the area (naval air
interception).
.B Both sides (active side first) commit SUBs.
.B Search for the enemy.  If neither side finds the other, the combat is over.
.B Determine type of combat (air, surface or submarine).
.B Resolve combat.
.B Both sides can abort the combat (active side first).
.B If both sides remain, start again from step 1.  If not, the combat is over.

.P Once a combat ends, the phasing side can chose another sea area, although a
sea area which has already been chosen in the impulse can not be chosen again.

.P After the phasing side has resolved combat in all their selected sea areas,
any major power on the non-phasing side can try to initiate combat (see RAC
11.5.2) in any sea areas in which or into which the phasing side moved a non-SUB
unit in the naval air or naval movement phase.  Note that simply having a unit
move through a sea area is insufficient for enabling a sea area to be chosen.
At least one non-SUB unit must have stopped in the sea area.

.P The non-phasing side can't pick an area that has already been selected for
naval combat by the phasing side in this impulse.  Any non-SUB unit stopping in
or moving within a sea area enables the other side to initiate combat in the sea
area.  The enabling unit does not have to be at war with any units in the sea
area, provided that there are some units from its side in the sea area which are
at war with units in the sea area.

.P The non-phasing side simply picks to sea areas, one by one, and, in each of
them, designates an organized unit (which then becomes disorganized) to initiate
combat, and follows the sequence in RAC 11.5.1.  If the non-phasing side
designated an interception unit during the naval movement step in an
interception attempt (see RAC 11.4.6), and it is still in the sea area, that
unit can initiate a naval combat.  Obviously the interception unit will have
become disorganized during the interception attempt, but that does not prevent
it from also serving as the combat initiation unit.

.P Form Layout

.P There can be multiple naval combats possible and different major powers that
get to decide whether to initiate combat in different sea areas.  One major
power on the current side gets to choose for a sea area.  For example, perhaps
only Germany can decide whether to search in the North Sea.  This would be true
even if Italy also had units present in the sea area.  MWIF determines which
major power has the most units in a sea area and assigns that major power the
responsibility to decide.

.P Process

.P The form is trivial to use.  You select a sea area and click on either the
Initiate Combat or No Combat button.  Clicking on the Naval Combat Chart button
brings up the Naval Combat Results Table.  If combat is initiated in a sea area,
that combat takes place immediately, before any other decisions are made using
this form.  Once all the sea areas have been decided upon, this form closes
automatically.]





[.T Naval Combat Included Units and Naval Combat Type
.P Background - Naval Combat Included Units

.P After both sides have flown, or not flown, supporting air units to a sea area
where a naval combat is occurring, and both sides have decided whether or not to
commit their submarines, each side rolls a search die.  For each side, the
search die roll is compared to the search numbers in the sea-box sections
occupied by their committed units occupy.  Both the search roll and the search
number for a sea box section may be modified:
.H
.B One is subtracted from the search roll for every 10 enemy convoy points (or
part thereof) in the sea area.  This modifier does not apply to interception
attempts, port attacks or during storm or blizzard.  This modifier does apply
after the first round of an interception combat.
.B One is added to the search roll in a sea area in rain, snow, storm or
blizzard.
.B One is added to the search numbers (see RAC 8.2.4) if the weather in the sea
area is fine, rain or snow, and the section contains a NAV or undamaged carrier
(Carrier Planes optional rule: the carrier must have a carrier air unit on it)
which belongs to the side rolling the die.
.B When playing with the optional rule Carrier Search, instead of increasing the
search number in a section of a sea-box by 1, in Fine, Snow or Rain, it is
modified it according to the longest range among the carrier planes on undamaged
committed CVs in that section:
.T .B if the longest range is 1-3, no modification;
.T .B if the longest range is 4-6, the search number is increased by 1;
.T .B if the longest range is 7+, the search number is increased by 2.

.P If both side�s modified search roll is higher than the highest modified
search number in the sections occupied by one of its committed units, there is
no naval combat.  If either side�s modified roll is less than or equal to the
modified search number of a section occupied by one of its committed units, then
a naval combat will occur.  If a combat occurs, each of a side�s committed units
are included if the side�s modified search die roll is less than or equal to the
modified search number of the section the unit occupies.

.P If only one side gets to include units, then that side must pick at least one
section containing committed enemy units.  Only those enemy units are included
in the combat.  Just because a player chooses to include in the combat the enemy
units in a particular section doesn�t mean that its own units there are also
included.  They must have been included by choosing player�s side�s own search
roll.

.P Background - Naval Combat Type

.P There is a strictly defined procedure by which the players determine the type
of naval combat to be fought in each round of the naval combat.  But first,
there are three types of naval combat:
.H
.B A naval air combat involves each side�s aircraft fighting each other, then
attacking the enemy ships or SUBs.
.B A surface combat pits each side�s surface ships and SUBs against the other in
a gunnery/ torpedo duel.
.B A submarine combat pits one side�s SUBs against the other�s escorts and
convoys.

.P There can be one type of naval combat in one combat round and a different
type in the next.  Both sides fight the same type of combat. The decision is
made according to this priority:
.H
.B You can choose the combat type if you spend 4 surprise points.  You can even
choose a combat type not normally allowed (e.g. SUB combat even if no enemy
convoy points are included);
.B You can choose to make it a naval air combat ((the side which initiated the
combat decides first) if you have an aircraft unit or undamaged carrier
(optional rule Carrier Planes: with a carrier plane) included and the weather in
the sea area is neither storm nor blizzard;
.B If it is not a naval air combat, you can choose to make it a submarine combat
(the side which initiated the combat decides first) if you have a SUB included
and your opponent has any convoy points included; or
.B If it is neither a naval air combat nor a submarine combat, it is a surface
combat.

.P A player can choose a combat type that won�t produce a combat.  For example,
he can choose a naval air combat (priority 2 above) even if he only has a
fighter and his opponent has no aircraft present.

.P Form Layout

.P The same form is used for two purposes, as described in the Background from
RAC paragraphs immediately above: Include Sea Box Sections and Choose Naval
Combat Type.  Both variations show the Axis units involved in the combat on the
left and the Allied units on the right.  When choosing sea box sections, a check
box group is shown in the lower right corner, with the possible sea box sections
enabled for inclusion or exclusion.  When choosing a naval combat type, a radio
button group is shown, for selecting Naval Air, Submarine, or Surface combat.

.P Process

.P Only by winning the search rolls with enough points to choose Naval Combat
Type, and then selecting that choice on the Spend Surprise Points form (see
Players Manual section 8.7.2.52) does a player get to see this form with the
ability to decide which enemy sea box sections to include.  At least one sea box
section must be included, and the OK - Done button does not appear until a
section box is checked.  You can select more than one, even all of them if you
so desire.  The main reason for spending surprise points on choosing enemy sea
box sections is to achieve just the targets you most want to engage in combat.

.P The second appearance of this form may be because of the expenditure of
surprise points.  In that case it is to force the selection of the type of naval
combat by spending surprise points on Choose Naval Combat Type.  Here you need
to choose 1 of the 3 possible combat types.  Only after you have chosen one of
the radio buttons does the OK - Done button appear.  Note that in both
variations of this form you confirm your final decision by clicking on the
Ok - Done button.

.P You will also see this form in a third variation (not depicted), where
neither the check box group nor the radio button group are visible.  Instead
there is a single question asked: �Do you want the combat type to be xxx?�,
where xxx is either Naval Air or Submarine.  See Players Manual section 7.10.9
for an explanation of this entire process.]





[.T Naval Combat Results
.P Background

.P Naval Surface Combat

.P To determine the combat results, work out the total attack factors of each
side�s surface naval units and SUBs included in the round.  During surface naval
combat each included Sub�s attack factor is reduced by 1.  Find your own total
in the surface row of the naval combat chart.  That will determine the column
where you find the results you inflict on your opponent.  You can increase your
column by spending 2 surprise points per column.  You can decrease your
opponent�s column by spending 2 surprise points per column.  You can�t move off
the right-hand end of the naval combat chart.  If you are moved off the
left-hand end, you inflict no result on your opponent.

.P Cross reference the final column with the row containing the number of ships
your opponent has taking part in the round.  A ship is a naval unit, or 2 convoy
points, included in the combat.  Every 2 convoy points (and any spare 1 point)
counts as a ship.

.P The combat results are:
.H
.B X => The unit (and any cargo on it) is immediately destroyed.
.B D => The unit is damaged.  If the unit is already damaged, it (and any cargo
on it) is destroyed instead.  A damaged unit only has half its printed attack,
AA and ASW factors.  Its defense factor is 1 higher.  Its range and speed are
not affected.  A damaged CV may not fly carrier planes (see RAC 14.4).  At the
end of combat in this sea area (not each round), all damaged units must abort.
.B A => The unit aborts.  At the end of the combat round, it enters the Naval
Abort Queue.  The aborted unit (and any cargo) becomes disorganized.
.B � A	=> No effect unless the same unit suffers two �� A� results in the same
round of combat.  Two �� A� results become an �A� result.

.P Cross referencing the column and the row gives you your combat results.
There may be a number of �A� results, some �D� results and some �X� results as
well.  The combat is simultaneous - both sides should work out the results they
inflict before anyone implements them.  However, the active player rolls for the
damage of the defending player's ships first.  You must implement all �X�
results first, then all �D� results and, finally, all �A� results.

.P For each combat result you inflict, the owner selects a target to suffer that
result.  For every 3 surprise points you spend, you can select the target
instead of your opponent (see RAC 11.5.6).  You can choose the same unit to
suffer more than one result, unless it is already destroyed or has suffered an
�A� result.  During port attacks,  A and � A results cannot be applied to units
already disorganized.

.P Roll a die for each target.  If you roll the target�s defense value or less,
it suffers the result.  If you roll more than its defense value, it suffers the
next worse result - an �X� becomes a �D�; a �D� becomes an �A� and an �A�
becomes a �� A�.  Damage results can carry over from round to round.  All �� A�
results lapse at the end of each round (damage control parties have fixed the
problem).  �X� and �D� results happen immediately.

.P However, you only implement �A� results (including unsuccessful �D� results
and double �� A� results) at the end of this round of combat.  All units
aborting to the same port can abort together if you wish.  If an aborting unit
was damaged, put it into the repair pool after it successfully aborts.  Put any
cargo on a damaged and successfully aborted TRS, in the production pool to
arrive as a reinforcement in the next turn.

.P Put any carrier plane, on a damaged and successfully aborted CV, in the
production pool to arrive as a reinforcement in the next turn.  Increase your
available pilots by 1 when you put an aircraft unit or carrier plane in the
production pool because the TRS or CV transporting it aborts when damaged.

.P Convoys

.P Every 2 convoy points counts as a ship for resolving combat.  An �X� result
destroys 2 convoy points; a �D� result destroys 1 convoy point and an �A� result
aborts 1 convoy point.  If a player has only one convoy point, he can choose it
to take an X result.  But if there is more than one, two convoy points are lost.

.P Naval Air Combat

.P In blizzard or storm there is no naval air combat.  If you have spent
surprise points to choose a naval air combat in blizzard or snow (see RAC
11.5.7), go directly to step 6 of the naval combat sequence (voluntary aborts ~
see RAC 11.5.1).

.P In other weather, the first step in a naval air combat is to decide which of
your FTRs and carrier planes will be flying as bombers and which as fighters
during this naval combat round.  Carrier planes on damaged CVs do not
participate in naval air combats).  Each fighter/bomber in a sea area gets to
choose whether to fly as a fighter or bomber at the start of each naval combat
round.  Once that decision is make, the unit may not change during the naval
combat round, (e.g., it may not change from one air-to-air combat round to the
next).

.P Then you resolve air-to-air combat (see RAC 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. After
any air-to-air combat, bombers which get cleared through resolve the air-to-sea
combat.  This consists of anti-aircraft fire first and then an air-to-sea
attack.

.P Anti-aircraft fire

.P You only resolve anti-aircraft fire during port attacks and naval air
combats.  Exception: If you are playing with artillery (see RAC 22.4.2),
anti-aircraft divisional units can fire at any air mission.  Total the target
units� anti-aircraft factors.  Locate this total on the anti-air row of the
naval combat chart.  This determines a column.  You can increase or decrease
this column by 1 for each 2 surprise points you spend.

.P Cross-index the final column with the number of enemy bombers that were
cleared through.  The result will be in the form �+X/Y�. Y is the number of dice
you roll. X is the number of dice that count.  If X is positive, you count the
highest of the dice.  If X is negative, you count the lowest.

.P For every 10 points in the total, the owner may choose to:
.H
.B destroy 1 land-based bomber; or
.B destroy 2 carrier planes; or
.B destroy 1 carrier plane and abort 1 land-based bomber.

.P If there are 5 points left, the owner may choose to:
.H
.B abort 1 land-based bomber; or
.B destroy 1 carrier plane.

.P For every remaining point in the total, 1 further air-to-sea factor does not
press the attack.

.P Normally the owner chooses which aircraft will be destroyed or aborted.
However, for every 3 surprise points the opponent spends (see RAC 11.5.6), the
opponent can select the (legal) target instead of the owner.  If a CV�s carrier
plane is destroyed, the CV becomes damaged, unless you are using the optional
rule Carrier Planes.  Anti-aircraft fire is affected by surprise (see RAC 15.1).
If anti-aircraft fire reduces the attacker�s air-to-sea factors to the zero
column, then combat is over.  Surprise points may not be used to increase the
attack to a positive number.

.P The air-to-sea attack

.P The air-to-sea factors that survive anti-aircraft fire press the attack using
the air-to-sea row of the naval combat chart.  With this change, you then
determine the outcome in the same way as you do for surface combat (see RAC
11.5.8).  In the air-to-sea attack, both sides alternate picking targets to
suffer a result.  The attacking player has first pick.  For every 3 surprise
points you spend, you can select the target instead of your opponent (see RAC
11.5.6).

.P Submarine Combat

.P Submarine combat allows you to attack enemy convoy points.  Either side can
also spend surprise points to choose a submarine combat even if there are no
subs or convoy points included (see RAC 11.5.7).  In a submarine combat, each
side�s SUBs (no other units) fight the opposing side�s included non-SUB units.
If each side has both SUBs and other targets, there will be 2 separate combats.

.P For each submarine combat, add up the non-SUB side�s ASW factors:
.H
.B 2 for each SCS included (when using the optional rule Cruisers in Flames,
each BB adds 0);
.B 1 for each CV included (when using the optional rule Cruisers in Flames, each
CV adds 0);
.B 1 for each air-to-sea factor included (including those on CVs that aren�t
damaged) during fine, rain or snow;
.B 1 for every 2 US or Commonwealth convoy points included in a combat in 1942;
.B 2 for every 2 US or Commonwealth convoy points included in a combat in 1943;
.B 3 for every 2 US or Commonwealth convoy points included in a combat in 1944
or later.

.P The non-SUB side uses these factors to attack the SUBs.  You do this in the
same way as a surface naval combat except that you use the ASW row of the naval
combat chart and only count the SUBs as targets.  The SUBs also attack in the
same way as a surface naval combat except that they use the SUB row of the naval
combat chart and only the convoy points count as ships.  Every 2 convoy points
(and any spare point) counts as a ship.  If no convoy points are included (only
possible if you spent surprise points to choose a submarine combat ~ see RAC
11.5.7) then you fight on the �0� ships row.

.P Losses inflicted by the non-SUB side can only be taken on the SUBs that
attacked them (owners choice).  For every 3 surprise points you spend, you can
select the target SUB instead of the owner (see RAC 11.5.6).  Losses inflicted
by the SUB side can only be taken on convoys (unless someone spends 3 surprise
points to inflict them on another target).  If convoy points can take no further
losses, ignore any remaining losses (unless you spend surprise points to select
another target).

.P Form Layout

.P Only the units being attacked are displayed in the Naval Combat Results form.
In most cases this form is shown twice, once for each side attacking enemy
units.  The same form is used for all three type of naval combat as well as for
the results of port attacks.

.P At the top of the form are the attacked units and the little radio button
group on the right can be used to toggle between showing section boxes or damage
status.  The unit data panel and the insert map are standard.  What is also
shown is a depiction of the unit under the cursor at maximum zoom level.
Alongside that unit�s depiction is any other units that it is carrying; up to
two transported unit can be shown.

.P The most important line is the Damage Risks.  This is taken straight from the
naval combat results table.  One possible result is 3 Destroyed and 2 Aborted.
Beneath that line of text is a row of buttons.  Which buttons are enabled depend
on where you are in processing the damage risks.  If 2 of the destroyed �risks�
have been processed already and the third remains to be taken.  The table in the
lower left keeps a running record of what has happened so far in the current
naval combat round.

.P Process

.P When processing a naval air combat, the attacking side gets to choose the
target unit for the odd rows.  If the die roll is greater than the targeted
unit's defense factor, a destroyed result becomes a damage result.  If the die
roll is less or equal to the targeted unit's defense factor, the target would be
destroyed.  Similarly, a damage result may become an abort result if the die
roll is higher that the targeted unit's defense factor.  And abort result
becomes a half abort result when the die roll is high.

.P For surface and submarine combat, the targeted unit is always selected by the
owning side unless surprise points have been used to select the target.

.P Because a die roll is used to determine whether an X result destorys or
damages the target unit, the term "Damage Risks" is used and the first column's
header is 'Possible'.  The 'Effect' column tells you what happened as the result
of the current die roll, and the 'Cumulative' column displays the cumulative
effect on the target unit.

.P After all the destroyed results are processed the program advances to
processing the damage results and lastly the abort results.  The sequence of
processing the results and which player gets to select the target units is all
decided and controlled by the program.  You merely have to click on the target
unit and then click on the single button that is enabled.  Only after all the
results have been processed is the OK - Done button is enabled and you can click
on it to close the form.]





[.T Naval Interception
.P Background

.P Interception is a way of bringing enemy naval units to combat before they end 
their move.  You can try to intercept a group of enemy naval units as soon as it 
enters a sea area containing at least one of your organized naval or aircraft 
units.

.P You can't try to intercept:
.H 
.B SUBs moving individually or in a group; or
.B aircraft units flying into or through the sea area; or
.B units moving from one section into a lower-numbered section of the same 
sea-box; or
.B a group only containing naval units with which you are not at war.

.P How to intercept

.P If you want to try to intercept, announce whether you are committing your 
SUBs to the attempt.  This is an all or nothing choice - you commit all your 
SUBs or none at all.  Your aircraft and surface naval units are always committed 
to every interception you attempt.

.P You must now designate an organized unit (except a convoy) as the 
interception unit, and it becomes disorganized.  Without an interception unit, 
you can't intercept.  You can designate a SUB as the interception unit, even if 
you don't intend to commit your SUBs.

.P As long as that interception unit remains in the sea-box, you can make 
further interception attempts in that sea area against other groups of naval 
units during the same impulse, without having to designate another interception 
unit.  If the interception unit is in the sea-box during naval combat, it also 
allows you to attempt to start a naval combat there without having to designate 
(and disorganize) another unit to conduct the search (see RAC 11.6).  If the 
interception unit aborts or is destroyed, you have to designate another 
interception unit in that sea area (which would become disorganized) with which 
to make another interception attempt or start a combat.

.P To find out if the interception succeeds, a die is rolled and compared to the 
search number in the highest section containing units you committed to the 
interception.  Some weather will modify the search numbers, as will the presence 
of carrier planes and NAVs (see RAC 8.2.4 and RAC 11.5.5).
 
.P You succeed if you roll the modified search number, or less, of the highest 
section that contains one of your committed units.  If your roll is higher than 
that modified search number, your interception attempt fails.

.P Interception attempt fails

.P If the interception attempt fails, the moving force continues as if nothing 
had happened.

.P Successful interception

.P If the interception attempt succeeds, the moving player has 2 choices:
.H 
.B stop the move in that sea area; or
.B try to fight through.

.P If you are returning to base (see RAC 11.4.1 and RAC 13.4), you cannot stop 
in the sea area.  Instead you must try to fight your way through.

.P Stopping in the sea area

.P Any units which stop, go into the a sea box section like any other naval move 
(see RAC 11.4.2).  There is no interception combat, but there may be naval 
combat in that sea area in the naval combat step (see RAC 11.5). 

.P Fighting your way through

.P If you want to fight your way through, put your moving group of naval units 
into one section of the sea-box (as if it were ending a move there).  Now start 
the normal combat sequence (see RAC 11.5.1).  The only differences are in the 
first round:
.H 
.B your opponent's interception roll counts as his/her search roll; and
.B your opponent has already announced whether his/her SUBs were committed; and
.B although you determine which of your units take part by making a search roll 
as usual, the units in the moving group are always included (even if there are 
other units in their sea-box section which aren't).

.P After the first round, the combat continues exactly like any other combat.  
It is quite possible for your moving group of naval units to be excluded from 
later combat rounds.

.P A side may abort an interception combat after one round.  If a unit suffers 
an 'A' result, or a side aborts an interception combat, it is a 'normal' return 
to base.  

.P A unit that was aborting already when it was intercepted, and is then 
required to abort from the interception combat, has a range equal to whatever 
range remains from its previous abort result.  For example, an overrun naval 
unit has double its printed range when required to abort.  If it is intercepted 
in the first sea area it enters and then has to abort again, it has double its 
range minus 1 available for continuing its return to base.  Naval units can 
never move more than double their range in a single move, even if intercepted 
and aborted.

.P End of interception

.P The interception combat ends as soon as either side has no units at war with 
any units of the other side in any section of the sea-box, or the search rolls 
fail to produce a combat.  You can then either leave the moving group of naval 
units where it is, or move it, or move part of it (splitting it would be an 
extra naval move ~ see RAC 11.4.1) with its remaining range and movement 
allowance.  Reduce the moving group's remaining movement allowance (not its 
range) by the (unmodified) search number of the section you put them into (to 
fight through).
 
.P Process

.P The form simply presents all the units currently in and those that are moving 
into the sea area.  You either click on the Intercept or Do not intercept 
buttons.]





[.T Naval Replacements
.P Background from Rules as Coded

.P A few naval units have replacement units available in later years.  If the 
original unit has been removed from the game when the replacement unit arrives, 
the replacement unit is simply removed from the game also.

.P Otherwise, during any reinforcement step, you can remove the original unit 
from the game and add the replacement unit.  Put the replacement unit in the 
force pool if the original unit is either in the force pool or in its first 
cycle in the production pool or put the replacement unit in the construction 
pool if the original unit is in:
.H 
.B the repair pool,
.B the construction pool,
.B on the map, or
.B in its second cycle in the production pool.

.P Using the Form

.P As shown in Player's Manuel figure 8.7.2.31, you simply click on the Yes 
button to cause the unit to be replaced.  The old unit is removed from the game.  
If you click on the No button, then the replacement unit enters the Reserve 
pool.  Should you change your mind and want to made use of the replacement 
later, you can during any Production phase (see Player's Manual section 
8.7.2.38), where there is a button specifically for calling up this Replacement 
form.]





[.T Naval Review Details
.H
.B Introduction

.P There are two closely related forms for working with naval units: Naval
Review Details and Naval Review Summary.  These are referred to as NRD and NRS
respectively.  Each of the NRD and NRS forms only uses half of the minimum
screen area, so these forms can always be shown side by side.

.P You might start by showing the NRD form to see all the units in a port, and
then bring up the NRS form alongside of it, to see a summary of naval units in
other ports and sea areas.  From there you can use the NRS form to select a port
or sea area, and refresh the NRD to see the units in the selected port/sea area.

.N
.B Naval Review Details

.P The NRD form depicts the units in a port, sea area section box, or sea area
(i.e., all section boxes).  Because there can be dozens of units in any of these
locations, the units are split into four main columns: carriers, battleships,
cruisers, and transports + submarines.

.P The carrier column has 3 sub-columns, which show the carrier in the leftmost
column and up to two carrier air units aboard the carrier.  Likewise, the
transport column has two sub-columns with the transport on the left and the unit
it is transporting on the right.  If a surface combat ship (SCS), such as a
cruiser, is transporting a division, then it is shown in the transport column
instead of the cruiser column.  If a naval transport is carrying two divisions,
then two rows are used in the transport column to show all three units: the
transport and the first division are in the top row and the second division is
alone in the second row.

.P When displaying a port, there can be land and air units that are not
currently aboard a transport, but that have the potential for being picked up
during naval movement.  Therefore, the transport column also shows these units,
but they appear in the left sub-column and are at the bottom of the column.

.P Controlling which units are shown in the NRD are 5 check boxes and the radio
button group Section.  The check boxes are additive filters.  Checking Mine
means that units belonging to the current major power are shown.  Allied and
Axis check boxes include those units respectively.  Submarines are excluded
unless the box for them has been checked.  Only one of the Section radio buttons
can be selected.  These have no effect unless a sea area is being shown.  When
reviewing a sea area, the radio buttons include only those units in the selected
section box number (e.g., when 1 is selected only units in sea box section 1 are
shown).

.P The radio button group Cycle controls whether the buttons First, Previous,
Next, and Last cycle through the list of ports or sea areas.  In either case,
empty ports/sea areas are skipped automatically

.P The radio button group Unit Lists let you change the depiction of the units
in the lists.  The 3 figures shown here have the radio button Nothing selected,
so the units are shown are zoom level 5 with only a small area separating the
units vertically.  Selecting the radio button Section in the Unit Lists still
uses zoom level 5 but requires more space beneath each unit to display the
section # of the section box the unit is in.  Obviously, that is only useful
when examining a sea area.  Because additional room is required vertically,
fewer units can be shown in each list.

.P Selecting Status reduces the zoom level for the units to 4, which makes the
details of the units more difficult to see.  However, the benefit is that you
can then see the status indicators for each unit.  In particular, you can see
which units are capable of being moved in the current phase.  Lastly, S + S
shows both Section # and Status indicators for the units.

.P Process

.P Selected units can be moved onto the map; this is true for both detailed maps
and the global map.  You sometimes may find it preferable to use the global map
for moving naval units.  Remember that submarines can never be moved in the same
group as other naval units.  Also be aware that you may have a limited number of
naval moves available during the Naval Movement phase.

.P The 4 navigational buttons let you cycle through all the ports, or all the
sea areas.  When you are cycling through either ports or sea areas, the program
skips those that have no units satisfying the current filter settings.  As you
modify the filters to include more units, you are very likely to increase the
number of ports and sea areas to be cycled through.  However, the numbers
adjacent to the Ports and Seas labels do not change when the filters are
changed.  They always show how many of each contains at least 1 unit -
regardless of filter settings.  You can think of those numbers are the �maximum�
# of ports and sea areas to be cycled through.

.P Loading units onto naval units using this form is done by simply clicking on
the unit which is to be transported and then clicking on the unit that you want
to carry it.  This applies to placing carrier air units on carriers as well as
�cargo� on naval transports or surface combat ships (SCSs).

.P The Naval Summary button brings up the NRS form alongside the NRD form.  The
Map button centers the current detailed map on the current port/sea area being
shown.  The Close button closes the NRD form.]





[.T Naval Review Summary
.H
.P There are two closely related forms for working with naval units: Naval
Review Details and Naval Review Summary.  These are referred to as NRD and NRS
respectively.  Each of the NRD and NRS forms only uses half of the minimum
screen area, so these forms can always be shown side by side.

.P You might start by showing the NRD form to see all the units in a port, and
then bring up the NRS form alongside of it, to see a summary of naval units in
other ports and sea areas.  From there you can use the NRS form to select a port
or sea area, and refresh the NRD to see the units in the selected port/sea area.

.N
.B Naval Review Summary
.P Since naval units can only be located in two places on the map (in port or at
sea), the NRS form provides the ability for you to examine summary statistics
for up to 8 ports and 8 sea areas at a time.  You can control which ports and
sea areas are displayed in the 16 available columns using the First, Previous,
Next, and Last buttons.  How to do that is described below.

.P The first consideration is whose units you wish to view.  Similar to the NRD
report, the NRS contains filters for Mine, Allied, Axis, and Subs.  It has an
additional filter labeled Empty.  The Empty filter controls whether the report
displays ports and sea areas even if there are no units therein that pass the
filter.  This is convenient when you want to know what units are in a sea area,
even when there are no units in the sea area.  This comes up a lot when you
change the filters, since often there are only units from one side in a sea
area.  Rather than have a sea area column disappear from the report because
there are no enemy ships present, having the Empty filter set means that the
columns being displayed do not change when you change the filters.

.P The last checkbox on the NRS is for Dynamic Columns.  This controls whether
the column definitions are dynamic or not.  For example, when you click on
another checkbox, say Allied, do you want the program to: (1) keep the column
definitions unchanged and merely refresh their contents based on the checkbox
settings, or (2) redetermine which columns should be shown - based on the
current checkbox settings.  When just scrolling around the global or detailed
map, looking at stuff, most likely you will want the columns to be dynamic.  But
if you have carefully defined �Displays� so you can review convoy pipelines,
then #2 is best.  If the Dyn Col checkbox is checked, then #1 is in effect.  For
convenience, the program automatically unchecks Dyn Col if you click on
Displays.

.P The second decision you need to make when setting up a Naval Review Summary
report: which ports and sea areas do you want to review?  While it would be nice
to see them all at once, the design decision to limit the footprint of the NRS
form to half of the minimal screen means that no more than 8 of each can be seen
at the same time.  However, you have the ability to fine tune what is shown in
each column of summary statistics and to save and restore these �Displays� to
disk for use at other times and when playing different major powers.  Saved
display files have the extension NRS and are stored by scenario and by major
power.  This is the same way Map Views are stored, and, indeed, the NRS files
are placed in the MapViews subdirectories for each scenario.  For example, when
playing the Global War scenario, the NRS files for the Commonwealth are placed
in the folder Scenarios\Global War\MapViews\CW.

.P The Carriers row includes regular carriers, light carriers, and ASW carriers.
It has two numbers shown.  The first is the number of carriers present and the
second, which follows the colon, is the number of carrier air units aboard those
carriers.  Obviously, the second number is only shown when the optional rule for
Carrier Planes is being used.  The Cruisers row includes heavy, light, and
auxiliary cruisers, plus ASW escorts.  Note that this count includes these unit
types even if they are carrying divisions.  The Naval Transport row includes
naval transport, amphibious units, and the Queens.  This is a raw capacity
number and does not differentiate between whether the transport is empty or
full.

.P When you are looking at sea areas, the # Carried row contains two numbers:
the number of units that are capable of invading, followed by the number which
can not currently invade. This distinction takes into account the unit type of
the transport, the unit type of the cargo, and the sea area section box.  It
does not take into consideration weather or the presence of invadable hexes
adjacent to the sea area.

.P The only other unique aspect to sea areas, is the Sea Boxes row at the top of
the column.  This simply lists which sea area section boxes are occupied - given
the current filter settings!

.P Process

.P To change which port or sea area is the subject of the summary statistics in
a column, 7 buttons provided.  The standard navigational buttons of: First,
Previous, Next, and Last let you cycle through all the possible ports or sea
areas.  To use the navigational buttons, you must first select a column that you
want to change.  Depending on whether you have selected a port column or a sea
area column, the NRS form then cycles through either ports or sea areas.  All
the other 15 columns remain unchanged.

.P When finding the First, Previous, Next, and Last entries, the program applies
the filters.   If the Empty filter is Off, then the program only shows ports/sea
areas that contain at least one unit that passes the filters.  When the Empty
filter is On, all ports and sea areas are eligible for being shown when cycling
through them. Note that there are 83 sea areas, 127 major ports, and 427 minor
ports, so it can take a while before you get to the one you want when the Empty
filter is On.

.P To speed up that process, you can use the Find Port or Find Sea Area buttons.
Those bring up an alphabetically sorted list of names for each location type.
You can then immediately choose the port or sea area to replace what is
currently being shown in the selected column.  You can also use the Clear Column
button to blank out a column.  Using all 7 of these buttons you can define
exactly which columns are displayed on the NRS form.

.P And once you have created the display the way you like it, you can save it by
right clicking on a label in the  Displays list in the lower right.  That brings
up a menu which contains the option Save Display.  After you have chosen a name
for your display, the settings for the check boxes and column selections are
stored to disk and the display name is placed in the Displays list.  You can
then create more named displays, with up to 21 different displays listed.  The
advantage of having displays listed by name on the NRS form is that you can
switch between them by simply clicking on the display name.  Please be aware
that the length of the name has to be kept quite short.  If you use longer
names, scroll bars appear which are unpleasant.

.P Other menu options available for controlling displays are: Restore, Rename,
Delete (from the list of names, not from the disk), and Redefine.  Restore is
great when you are first learning to play MWIF, since there are dozens of
displays already saved to disk by experienced players.  You do not have to
create your own from scratch.  Redefine lets you modify a display and then have
those changes made permanent by writing them out to the disk file.

.P Bear in mind that the Naval Review Summary form is designed to provide
summary statistics as an overview.  You will almost always want to delve deeper
into specifics for a port or sea area using the NRD form and/or the detailed
map.  Other information sources for on-map naval units are Flyouts and the Units
in Hex panel.]





[.T New Trade Agreements
.P Background

.P In the Lending phase, you can announce that you are giving resources and/or 
build points (see RAC 13.6.4) to another major power on the same side this turn.  
When using the optional rule Oil you must also announce how many of the 
resources given are oil (see RAC 13.5.1).  You can only give resources (or build 
points) if you are an active major power and you can only give them to another 
active major power (exceptions: Trade agreements ~ see RAC 5.1, US entry options 
~ see RAC 13.3.2 and lending to Vichy France ~ see RAC 17.4).  Vichy France must 
also be hostile to lend to other major powers (see RAC 17.4).

.P New trade agreements can be negotiated, even between major powers on opposite 
sides, provided that they have a neutrality pact.  For example, the USSR with 
Japan and the Commonwealth with Italy).  If trade agreements are negotiated  
between major powers on opposite sides, then they remain in effect until the 
neutrality pact is broken.  A major power may lend lease to another country 
resources it is receiving in a trade agreement that was in existence at the 
start of the scenario.  But it may not do the same for resources it is receiving 
from other trade agreements.  This is true even if the resource types are 
different (for example, oil versus non-oil resources).  Resource points and 
build points become owned by the receiving major power during the production 
phase.

.P Some major powers need US entry options (see RAC 13.3.2) to be chosen before 
resources can be given to them.  The USSR is further restricted in that (apart 
from Germany ~ see RAC 5.1) she may only give and/or receive up to 1 resource 
(and/or build point) per turn unless US entry option 19 (and US entry option 30 
for build points) has been chosen.

.P You cannot give resources to a major power in the same turn as it is giving 
resources to you.  However, you can give resources to a major power in the same 
turn as another major power gives resources to you.  The same restrictions apply 
to lend leasing build points.  You may however give build points to a major 
power in the same turn you receive resources from that major power or vice 
versa.

.P How you transport resources is described later (see RAC 13.6.1 and 
RAC 13.5.1).  If, during production (see RAC 13.6), it is possible for the 
promised resources (or build points) to be delivered, then they must be 
delivered.  If you cannot meet the promise you made (for example, because the 
convoy points were not set up, were destroyed, or a railway line cut), you still 
cannot use them yourself this turn. 

.P This form lets you select another major power to which you send resource or
build points.  You can check the box to have this happen for just the current 
turn, or leave it unchecked for the transfer to occur turn after turn until you 
intervene.
 
.P Process

.P Only major powers to which you can legally send resources or build points are
listed.  You select one of them, set the number of points you want to send them 
and click on the OK button to create the trade agreement.  As part of the 
agreement you can specify that a minimum number of the resource points are to be 
oil. 

.P Note that the major power that is receiving these resources/build points does 
nothing.  If you have worked out a deal where another player is suppose to send 
you something in return, then that player needs to implement his side of the 
trade.  There is no way (within the game) that you can force him to send you 
something in return.]





[.T Unit Notes
.P Background 

.P Unit notes are not part of WIF, but have been added to MWIF as a way for you 
to keep track of what you have planned for your units.

.P The form is simplicity itself, just providing an area where you can enter, 
review, or modify text that is attached to the unit as a 'note'.
 
.P The radio buttons at the bottom of the form enable you to write one note and 
have it attached to multiple units.  Each unit keeps its own copy of the note, 
so you can modify them later individually.

.P Process

.P Simply edit the text area howsoever you desire, select a radio button, and 
then click on OK.  The note will remain with the unit until you decide to change 
it.]





[.T Opening Screen
.P In the upper left is the first set of tutorials: Picture & Text. In the upper 
right is the second set: Interactive tutorials. It is well worth your time to go 
through the tutorials since MWIF contains numerous elements and without a 
baseline perspective of what they all are, you can quickly become confused.

.P That confusion can be exacerbated by your experience with other war games. 
Australian Design Group, which created World in Flames, designed a new type of 
military simulation in many ways, with the result that assuming MWIF works the 
way other war games do is often wrong. As a stark example, the sequence of play 
for MWIF has 60 phases; it is not an I-Go-You-Go game in the classic sense of 
that phrase. Experienced WIF players are especially advised to read through the 
Picture and Text tutorials, if for no other reason than to refresh your memory 
on the rules. Note that MWIF is unlikely to include any 'house rules' you and 
your friends might have been using for years.

.P The interactive tutorials will give you familiarity with the MWIF player 
interface. Again, while this player interface has many common elements with 
other computer war games, the massive size of MWIF required 90+ forms to enable
the diverse decisions required by the game�s rules. To readily understand a game 
'position' required designing innovative mechanisms for displaying and 
navigating the 70,200 hexes that make up the world map. You can vastly improve 
your ability to learn and play MWIF by going through the interactive tutorials.]





[.T Over-Stacked Hex
.P Background 

.P The number of units that can occupy each hex is limited.  It is called the
stacking limit of the hex.  Units that can't co-operate (see RAC 18.1) can't
stack together in the same hex.  They can stack together in the same sea-box.
Stacking applies at the end of every phase and after advance after combat (see
RAC 11.16.5).  Stacking also affects how and if units retreat (see RAC 11.16.5).
You cannot voluntarily overstack, but if it happens (e.g., due to liberation),
the owner of the hex must destroy enough of the overstacked units to comply with
the stacking limits. You must destroy organized units before disorganized units.
An HQ or ENG can vacate a hex, thereby causing air units to be overstacked.  If
another HQ or ENG moves into the hex in the same phase, it can be used to
alleviate the overstacked condition.

.P Land unit limits

.P Up to 2 land units can stack in a hex.  You can stack 3 land units in a hex
if the 3rd unit is a division, artillery, or supply unit.  Any and all hexsides
of a land hex can be fortified, but only one fortification per hexside.  Units
invading (see RAC 11.14) and paradropping (see RAC 11.15) have a stacking limit
in addition to the defending units' limit.  This limit is applied to the
combined number of invading and paradropping units.  There is no limit to how
many land units being naval transported (see RAC 11.4.5) can stack in a sea-box.

.P Aircraft unit limits

.P The stacking limits for aircraft units not flying a mission are:

.B Minor port hex: 2
.B Major port or city hex: 3
.B Mountain, desert mountain, or swamp hex: 0
.B Any other hex: 1
.B Hex with HQ: +1

.P If several limits apply (e.g. a city in a mountain hex), the highest of them
applies.  Each ENG (even if it is disorganized) increases the aircraft stacking
limit of a hex by 1.  Flying boats have a blue circle around their air-to-sea
factors and can only stack in a coastal hex (even if the coast is only on a
lake).  You can only ever stack 1 flying boat in a hex, but this is in addition
to any other aircraft there.   Flying boats can fly missions into, or rail move
through, non-coastal hexes.  Engineers do not effect stacking limits for flying
boats.

.P Naval unit limits

.P Up to 4 naval units can stack together in a minor port.  Every 2 convoy
points, or any spare point, count as a naval unit.  There is no limit to the
number of naval units that can occupy a friendly controlled major port
(exception: see RAC 18.2, foreign troop commitments) or a sea-box.  Both sides'
naval units can occupy the same sea area.

.P Combinations

.P Stacking limits for land, aircraft, and naval units are independent.  So, you
can have any number of naval units, up to 4 aircraft units, and an HQ stacked
with another land unit in a major port city.

.P Form Layout

.P This form shows one overstacked hex at a time.  The hex in question is shown
on the insert map, with the units in the hex that are overstacked shown in the
unit panel at the top.  The unit that you select is shown in the large unit
image.  Above that is a text message indicating why the units are overstacked.

.P Process

.P You select one unit from the unit panel and click on the "Destroy this unit"
button.  After each unit is destroyed, the program reassesses stacking and
either: (1) redisplays the same hex if more units need to be destroyed to
rectify stacking, (2) displays a different hex where overstacking exists, or (3)
closes the form and return to the sequence of play.]





[.T Neutrality Pacts
.P Background

.P Neutrality pacts (see RAC 9.5) make it harder for major powers that sign them 
to declare war on each other.  After you enter into a neutrality pact with a 
major power (let's call it MajPow), units (including air units flying missions) 
controlled by other major powers on your side cannot enter hexes that are part 
of your common border with MajPow, if they are at war with MajPow.  Your common 
border with MajPow consists of every hex you (or your aligned minor countries) 
control within 3 hexes and/or hexdots of a hex controlled by MajPow (or its 
aligned minor countries).

.P You may only declare war on a major power with which you have a neutrality 
pact by first breaking the pact in your Declaration of War step.  Once you have 
broken a pact, you and the other major power can declare war on each other 
without restriction.  You could even declare war in the same phase.  You can 
declare war on a major power you don't have a pact with during any friendly 
declaration of war phase except: the USA is subject to further limits (see 
RAC 9.4), and China may never declare war.

.P Creating a Neutrality Pact

.P In all scenarios, other than Barbarossa, that start after Jul/Aug 1939 and 
before Jul/Aug 1941, the USSR and Germany have a neutrality pact in place as 
part of the Nazi-Soviet pact (see RAC 19.5).  Major powers from opposing sides 
can agree to enter into a neutrality pact during any peace step provided they 
are not at war with each other.  Both the Nationalist and Communist Chinese must 
agree before China can enter into a neutrality pact.  

.P Major powers automatically enter into a neutrality pact when they choose to 
come to peace (see RAC 13.7.3).  Provided both major powers agree, you may 
re-confirm a neutrality pact during any subsequent Neutrality Pact step (this 
allows you to re-start the defensive Garrison Values at maximum effectiveness 
~ see Garrison Ratios below).

.P Breaking a Neutrality Pact

.P You can break a neutrality pact you have with a major power during a friendly 
declaration of war step if:
.H 
.B their aircraft (or any aircraft based in their territory) fly a mission 
against one of your units or hexes, or
.B any turn after the calendar year following its signing, provided you have at 
least a 2:1 Garrison Ratio on your common border, or
.B by breaking the Nazi-Soviet pact (see RAC 19.5.3).  If a German controlled 
unit enters any hex in Estonia, Latvia, Lithuania or Turkey, or Germany declares 
war on any of these countries, then the Soviet player can break the Nazi-Soviet 
pact during any Allied declaration of war step.  Setting up the Baltic States' 
convoys is not considered entering a hex in those countries.  If a Soviet 
controlled unit enters any hex in Denmark, Greece, Hungary, Norway, Sweden or
Yugoslavia, then the German player can break the Nazi-Soviet pact during any 
Axis declaration of war step.  Once broken, there is no longer a neutrality pact 
nor a trade agreement(see RAC 5.1) between Germany and the USSR.

.P Garrison Ratios

.P To work out your garrison ratio with the major power you want to attack:

.P 1. Total the garrison values of your land and aircraft units (including those 
of your aligned minors) on your common border.  The units must be organized and 
not in the ZOC of a unit with which you are at war.  If you don't have a common 
border, you can't use garrison ratios to break the pact.  Each unit's garrison 
value is: 
.H 
.T .B any division = 0.5,
.T .B HQ-A, ARM, MECH, MTN or SS unit = 2
.T .B carrier plane unit =  0
.T .B other land or aircraft unit = 1

.P 2. Add the total of your offensive entry markers (see RAC 13.2).
.H .T 3. Total the other major power's (modified) garrison value and add the 
total of its defensive entry markers.
.H .T 4. Compare your total to the other major power's total.
.H .T 5. If your total is at least twice the other major power's, you can break 
the pact.

.P Double the defensive value of your units in the calendar year after the 
neutrality pact was made.  The defensive garrison value is unmodified in the 
next year, halved in the year after that and thirded in the year following, and 
quartered in all later years.Form Layout

.P The primary purpose of the form that describes a neutrality pact is to let 
you known the likelihood of the pact being broken.  It shows garrison levels 
with markers separate.

.P At the bottom of the form are buttons for examining the values of the 
individual markers (see section 8.7.1.14 of the Player's Manual).  The three 
numbered buttons: 1 Pick, 2 Choose, and 3 Move/Convert only appear at the end of 
a turn when those actions take place.  If you call up this form during a turn, 
those buttons are not visible.

.P  Process

.P At the end of a turn, during the Entry Marker phase, each major power that is 
eligible to draw a new neutrality pact marker is given that opportunity.  After 
picking a marker for your major power, you decide whether it is to be an 
Offensive or Defensive marker.  You are also given the opportunity of relocating 
one of your major power's markers from Offensive to Defensive, or vice-a-versa.]





[.T Pact Marker Move
.P Background

.P In the Entry phase (one of the end-of-turn phases), major powers with 
neutrality pacts pick an entry marker (the side with the initiative choosing 
first).  Entry markers either increase your offensive garrison values, to see if 
you can break a neutrality pact, or increase your defensive garrison values, to 
resist a pact being broken.  Germany can pick 2 markers.  Any other major power 
in a pact can pick 1, except Japan, which can only pick a marker if she did not 
pick 1 last turn.

.P You put the markers on your common border (see RAC 9.5) with the major power 
you have the neutrality pact with.  If you have more than one neutrality pact, 
you have to choose which border to put your marker on.  You may then look at the 
marker's value.

.P Next, you must decide whether the marker will be offensive or defensive.  If 
you place it as an offensive marker, its value is hidden from everyone but you.  
If you place it as a defensive marker, its value is visible to everyone.  You 
can always look at your own offensive markers but can't show them to anyone else 
(even on your own side).

.P After you place your marker(s), you may either:
.H 
.B move 1 marker from one border to another; or
.B convert 1 marker from offensive to defensive or vice versa.

.P You have the option of moving a marker from offensive to defensive or 
vice-a-versa.  Alternatively, you can move a marker from one pact to another. 

.P Process
 
.P Simply click on either of the horizontal move markers to move a marker from 
offensive to defensive (or the reverse).  To move a marker between pacts, you 
select a pact from the list at the top of the form and select a different pact 
from the list at the bottom and click on a vertical move button.]





[.T Neutrality Pact Markers
.P Background

.P Neutrality Pact markers either increase your offensive garrison values (to 
see if you can break a neutrality pact), or increase your defensive garrison 
values (to resist a pact being broken).

.P During the Entry Marker phase, any major power with a neutrality pact can 
draw Neutrality Pact markers (the side with the initiative choosing first).  
Germany can pick 2 markers.  Other major powers in a pact can pick 1, except for 
Japan, who can only pick a marker if she did not pick 1 last turn (that is, 
Japan picks every other turn).  During this step the USA picks markers to add to 
the Japan entry pool or the Germany/Italy entry pool (your choice).  The USA 
does not need to have a neutrality pact in order to pick markers (see 
RAC 13.3.1).

.P You put the markers on your common border (see RAC 9.5) with the major power 
with which you have the neutrality pact.  If you have more than one neutrality 
pact, you have to choose which border to put your marker on.  Then you may then 
look at the marker's value.

.P You must decide whether the marker will be offensive or defensive.  You can 
always look at your own offensive markers but can't show them to anyone else 
(even players on your own side).  If you place it as a defensive marker, its 
value is visible to everyone.

.P After you place your marker(s), you may either: 
.H 
.B move 1 marker from one border to another; or
.B convert 1 marker from offensive to defensive, or vice versa.

.P Breaking a Neutrality Pact

.P When you want to break a neutrality pact, you increase your garrison value by 
the value of your offensive entry markers but you can't more than double your 
garrison value.  For example, if your garrison value is 12 and your offensive 
entry markers total 16, you can increase your garrison value only to 24, not to 
28.

.P Similarly, you increase your defensive garrison value by the total of your 
defensive entry markers on the common border.  Again, you can't more than double 
your (modified) defensive garrison value.

.P For example, the USSR and Japan make a pact in 1939.  Assume Japan's garrison 
value on the Russo-Japanese common border is 3.  In 1940, this doubles to 6 
(because 1940 is the calendar year following the pact's creation).  Japan can 
also add up to 6 points of defensive entry markers, for a maximum defensive 
garrison total of 12.  In 1941, the defensive garrison total is no longer 
doubled and reverts to 3, so up to 3 points of defensive entry markers can 
increase the total to 6.  In 1942 the defensive garrison total If halved to 1.5, 
plus up to 1.5 points of defensive entry markers, gives a maximum total of 3.

.P In general, the longer a pact stays in existence, the easier it is to break.

.P The Pact Marker form is pretty self explanatory.  For the two major powers 
involved in a given neutrality pact, the individual markers they have 
accumulated are shown in columnar format.  At the bottom of the columns are the 
sums of the offensive and defensive markers for each major power.]





[.T Pact Marker Choice: Offensive Defensive
.P Background

.P In the Entry phase (one of the end-of-turn phases), major powers with 
neutrality pacts pick an entry marker (the side with the initiative choosing 
first).  Entry markers either increase your offensive garrison values, to see if 
you can break a neutrality pact, or increase your defensive garrison values, to 
resist a pact being broken.  Germany can pick 2 markers.  Any other major power 
in a pact can pick 1, except Japan, which can only pick a marker if she did not 
pick 1 last turn.

.P You put the markers on your common border (see RAC 9.5) with the major power 
you have the neutrality pact with.  If you have more than one neutrality pact, 
you have to choose which border to put your marker on.  You may then look at the 
marker's value.

.P Next, you must decide whether the marker will be offensive or defensive.  If 
you place it as an offensive marker, its value is hidden from everyone but you.  
If you place it as a defensive marker, its value is visible to everyone.  You 
can always look at your own offensive markers but can't show them to anyone else 
(even on your own side).

.P After you place your marker(s), you may either:
.H 
.B move 1 marker from one border to another; or
.B convert 1 marker from offensive to defensive or vice versa.

.P The form offers the two choices.

.P Process

.P Click on either the Offense or Defense button.]





[.T Partisans
.P Background

.P Partisans played a major role in WW II, threatening supply lines and other 
weak points behind the front lines and requiring the major powers to deploy 
troops on garrison duty in conquered countries.  Partisans are units that appear 
in conquered countries, and, in some cases, where fighting continues.  There are 
a few countries that have partisans no matter who controls them; they fight 
against both the Axis and the Allies.  Partisans can attack, block movement, and 
occupy hexes.

.P Here are some good things about having partisans on your side:
.H 
.B they cost nothing to build or maintain,
.B they are always in supply,
.B enemy major powers can't use any resources or factories in a hex a partisan 
occupies,
.B enemy factories and resources can't enter or pass through a hex a partisan 
occupies,
.B enemy units can't enter a hex a partisan occupies, except by overrunning it,
.B enemy major powers can't trace supply into or through a hex a partisan 
occupies,
.B units of the partisan's nationality (only) can debark, or paradrop, into the 
hex the partisan occupies without having to fight a notional unit,
.B enemy aircraft and naval units are overrun if a partisan is placed in or 
moves into a hex,
.B stored oil, oil resources, and blue factories may be destroyed (if the 
corresponding optional rules are in effect).

.P Here are some bad things about having partisans on your side:
.H 
.B their arrival is random you may or may not have partisans show up,
.B they are weak units with limited mobility,
.B you only get partisans if a country you control has been invaded or conquered 
by the enemy,
.B only some countries get partisans,
.B there is a maximum to the number of partisans that can be organized in a 
country,
.B partisans have no ZOC outside of the hex they occupy,
.B their presence in a hex does not change who controls the hex,
.B no partisans appear if the garrison level for the country is high enough.

.P Partisans arrive during the first step of the End of Turn Stage in the 
sequence of play.  This can be especially devastating since at the end of a turn 
many units are disorganized and at their most vulnerable to partisans.  The 
process for which partisans arrive and how many is determined by the program 
rolling dice (that is, randomly) and cross referencing the partisan table.  Even 
then no partisans appear unless the randomly selected countries meet the 
necessary preconditions for partisans.  The preconditions are: the country has 
either been conquered or at least 1 of its hexes contains an enemy unit.

.P The probability of partisans arriving increases if partisans are already 
present (per partisan present) and decreases if there are enemy units present 
(on garrison duty).  To be counted as being on garrison duty, the unit must be: 
(1) organized, (2) not in an enemy ZOC, and (3) on the opposite side from the 
side that will control the partisan.  The garrison value of a unit depends on 
its size and type:
.H 
.B 0.5 for divisions,
.B 0 for carrier air units and all naval units,
.B 2 for armor, mechanized, mountain, SS, and HQ A units (corps/army size), and
.B 1 for all other land and air units.

.P The program calculates the garrison values for each country and uses that 
information when deciding whether partisans will arrive.  Note that, unlike 
neutrality pact garrison values, anti partisan garrison values are never 
doubled, halved, or modified by entry markers.

.P Partisans in Manchuria, Korea, Indo China, India, Burma, Malaya, NEI, Persia, 
Iraq and Saudi Arabia are controlled by the nearest major power currently at war 
with the major power that controls the country.  The nearest is the major power 
whose capital city is closest to the minor's capital city.  If no major powers 
are at war with the controlling major power, then the nearest major power on the 
other side runs the partisans. The above list of countries are those where the 
partisans were fighting for independence and fought any occupying army, both 
Axis and Allied.

.P Partisans in most countries (all except Manchuria, Korea, Indo China, India, 
Burma, Malaya, NEI, Persia, Iraq and Saudi Arabia) are controlled by the major 
power that controlled their country before it was conquered (or still control it 
if it isn't yet conquered).  Partisans in China are always Communist Chinese 
units and controlled by the USSR player.  French partisans are controlled by the 
Free French unless it is completely conquered, after which they are controlled 
by the Soviets. This paragraph reflects the more common situation where the 
partisans fought against whoever invaded the country.  They had the expectation 
that the side they supported would eventually liberate their country from the 
invader.  Indeed, if a player chooses to not liberate a country that could be 
liberated, the country's partisans fight against the new conqueror (the same as 
Manchuria, Korea, et al) until it is liberated.

.P Partisans are drawn randomly from the partisan force pool.  There is a 
maximum # of partisan units per country (described in the next paragraph), and 
since they are corps sized units, the maximum number of partisan units in a hex 
is 2.  The composition of the partisan force pool changes year to year which 
changes the probability of drawing weak, weaker, or very weak partisan units.  
The strength of the units you have drawn previously has no effect on the 
probability of what you will draw next.  In particular, there is a limitless 
pool of partisans to draw from subject to the partisan maximum per country. 
This section of the partisan rule is quite different from WIF FE because 
there is no longer any restriction due to the counter mix.

.P The maximum number of partisans permitted in a country is a function of the 
country's partisan number and the probability of the country checking for 
partisans.  The second factor is the number of times the country appears on the 
partisan table (RAC 13.1).
 
.P The maximum = (Partisan #) * (table occurrences) / 5, with a minimum of 2 if 
the partisan # is 4 or more.

.P Some  examples are:
.H 
.B France:.T .T 15 * 4 / 5 = 12
.B USSR:.T .T 30 * 4 /5 = 24
.B Siberia:.T .T 5 * 2 / 5 = 2
.B United Kingdom:.T 15 * 2 /5 = 6
.B Ireland:.T .T 5 * 1 /5 = 2 (Partisan # > 3)
.B Norway:.T .T 4 * 4 /5 = 3
.B China:.T .T 20 * 3 /5 = 12
.B Yugoslavia:.T .T 9 * 5 /5 = 9
.B Greece:.T .T 6 * 3 /5 = 4

.P The sequence in which partisans are placed on the map is determined by the 
partisan table and the program enforces the order in accordance with that table.  
The controlling major power can place a partisan unit in any enemy controlled 
hex in the partisan's country that is not in an enemy ZOC.  If there is no such 
hex, the partisan does not arrive.

.P An arriving Polish partisan must be placed in western Poland if the USSR 
conquered eastern Poland and Germany and the USSR are not yet at war.  Eastern 
Poland is still part of the Polish Home Country but its hexes arenot enemy 
controlled.  Nor may partisans cross from western to eastern Poland under these 
same conditions because the USSR-Nazi neutrality pact prohibits non-USSR units 
within 3 hexes of the border.

.P After all partisans have been placed, the effects upon any overrun hexes are 
implemented one hex at a time.
 
.P Once they are on the map, partisans are always in supply and move like other 
land units during each impulse.  They may move anywhere within their home 
country, but they can never leave their home country.  They only have a ZOC in 
the hex they occupy.  Partisans only co operate with other units from their own 
country.  1 is added to each partisan unit's combat factors if it is defending 
in a forest or jungle hex.  Shattered partisans are destroyed instead of being 
shattered.  Partisans are always at war with the conquering major power (and 
its aligned minors) even if the partisan's controlling major power is not at war 
with the conqueror.
 
.P Partisans are not removed from the map, neither when their country nor their 
controlling major power has been conquered.  Even if their controlling major 
power has been completely conquered, partisans can still move and fight every 
turn as if their controlling major power had chosen a land action.

.P The Partisans form displays the information associated with the likelihood of 
partisans appearing in a country.  The base partisan number can be increased by 
the presence of partisans already in the country, and decreased by the presence 
of garrison units.  Simple addition and subtraction yields the (effective) 
partisan number.

.P Using the WIF FE tables, MWIF generates the probabilities of 0, 1, 2, or 3 
partisans appearing in each country.  The maximum number of partisans that can 
arrive can not be exceeded, which can affect these probabilities. 

.P Process

.P You control which countries are shown by selecting a radio button for 
Partisan Type and checking or unchecking the two check boxes.]





[.T Pick HQ
.P Background

.P An offensive chit represents the assembly of large quantities of supplies and 
replacements for a major offensive.  Each offensive chit costs 15 build points 
and takes 3 turns to build.  Neutral major powers may purchase offensive chits.

.P You can use an offensive chit in one of several ways.  Each active major 
power can use only 1 offensive chit per impulse.  Neutral major powers cannot 
use an offensive chit.  After you use it, it is destroyed.

.P HQ benefits

.P If you use an offensive chit in an air or land action, you can apply some 
benefits within the 'range' of an in supply major power or minor country HQ.  A 
hex is within range if it is no further away in hexes and/or hex-dots than the 
chosen HQ's re-organization value (ignoring terrain, neutral countries, enemy 
units and their ZOCs). 

.P An HQ cannot supply benefits while on a TRS.  An HQ at sea can be chosen as 
an offensive HQ, use that capability for its own invasion and any subsequent 
invasions that impulse that are within range.  An HQ can move, fight and/or 
reorganize units normally during the impulse it supplies benefits.  At the end 
of your impulse, the chosen HQ becomes disorganized if it isn't already.

.P Air action

.P If you play an offensive chit at the start of an air action, specify 1 of 
your organized HQs. You gain the following benefits:
.H 
.B all aircraft units controlled by your major power roll an extra die in any 
ground strike mission they conduct within range of the HQ, after AA fire.  This 
is cumulative with surprise (see RAC 15.1) and tank busters (see RAC 11.9); and
.B all aircraft units controlled by your major power double their bombing 
factors in any other air mission (except naval-air or naval-air interception) 
they conduct within range of the HQ, after AA fire; and
.B every aircraft unit reorganized by that HQ only costs half the usual 
reorganization point cost (see RAC 11.18.4).

.P Naval action

.P If you play an offensive chit at the start of a naval action, specify one of 
your organized HQs that is in a port hex.  Any naval or aircraft unit stacked in 
that hex that initiates a naval combat (see RAC 11.5.2) may require one or both 
sides to re-roll dice in any round of naval combat this impulse.  The number of 
re-rolls available is equal to the specified HQ's reorganization value.

.P After naval movement, but before any combats, you allocate the available 
re-rolls to sea areas that contain a naval or aircraft unit that: (1) started 
the impulse stacked with the designated HQ and (2) will initiate naval combat in 
the sea area.  The total re-rolls allocated can not exceed the specified HQ's 
reorganization value.

.P In each round of naval combat, immediately after any roll (search, 
air-to-air, anti-aircraft, or defense) is made by either side in a sea area, the 
player conducting the naval offense may spend one of his available re-rolls in 
that sea area by demanding a re-roll.  This reduces the number of re-rolls 
available in the sea area.  Re-rolls may be re-rolled.  Any re-rolls still 
available at the end of the impulse are discarded.

.P Land action

.P If you play an offensive chit at the start of a land action, specify 1 of 
your organized HQs.  You gain the following benefits:
.H 
.B you can double the combat factors of this major power's land units within 
range of the HQ when you calculate the final odds for the overrun or land 
combat.  You can do this for as many units in the impulse as twice the HQ's 
reorganization value.  You can double the same unit in more than one overrun or 
land combat but it counts against the total each time.  You can only double each 
unit once per overrun or land combat; and
.B every land unit reorganized by that HQ only costs half the usual reorganization 
point cost (see RAC 11.18.4).

.P You can also double field artillery (see RAC 22.4.2) combat factors for 
ground support or receive an extra die roll during ground strike.

.P Combined action

.P If you play an offensive chit at the start of a combined action, you can 
perform the maximum number of activities that would be allowed if you had chosen 
a naval, an air and a land action (e.g. as Germany you could perform any number 
of air missions, naval moves, naval combats, land moves, land combats and 3 rail 
moves).

.P It only costs half the normal reorganization point cost of a combined action 
to reorganize each land, naval or aircraft unit (see RAC 11.18.4).

.P Reorganize HQs
 
.P If you play an offensive chit at the start of a naval, air, land or combined 
action, you can immediately organize all HQs controlled by your major power 
instead of gaining the normal benefits for that action type.

.P The form simply lists all the HQ units that might be used designated as the 
HQ to receive the benefits of the offensive chit.

.P Process

.P Select an HQ and click on OK.]





[.T Find Sea Area
.P Background

.P There are 83 sea areas in MWIF and it not expected that you will be able to 
find each and every one based solely on the sea area's name.  Indeed, the names 
of the sea areas are sometimes rather obscure.  At times you will want to locate 
a sea area based on a message generated by MWIF (for example, Mendocino) or 
perhaps received from another player.  This form lets you have the detailed map 
jump immediately to any sea area.  

.P This form is simply an alphabetical list of all the sea areas.

.P Process
 
.P If you type in the first few letters of a sea area name (not too slowly) the 
list jumps to the first name that matches what you type (for example, 'Ce' jumps 
to Central Atlantic).  However, if you type in the letters slowly, then it jumps 
to the last letter instead (for example, 'C' ... 'e' jumps to East Coast).  
Clicking on OK closes the form and repositions the current detailed map on the 
sea area.]





[.T Plane Role
.P Background
.P There are three places where the player needs to choose whether an air unit 
flies as a fighter or as a bomber:
.P 1. when a fighter-bomber flies an air mission, 
.H .T 2. when a carrier air unit, either actual or temporary (that is, when 
playing with/without the optional rule Carrier Planes), flies an air mission to 
a land hex, and
.H .T 3. during naval air combat (see RAC 11.5.9).

.P In all cases,  both sides decide simultaneously (and secretly) which of their 
FTRs and carrier planes will fly as bombers and which will fly as fighters.  In 
a naval air combat, you can change these roles from one naval combat round to 
the next but not during a naval combat round.  For air missions to land hexes, 
an air unit's role does not change once it has been decided.

.P The form displays the air unit which needs to have its role assigned.  To 
assist in making that decision, other units involved in the naval combat round 
(both friendly and enemy) are shown in the two panels at the bottom.

.P Process

.P Click on either the Fighter or Bomber button.  Or you can click on Cancel if 
you do want to reconsider flying the air unit.]





[.T Unit Pools
.P Background

.P Every unit in the game is either on the map or in an off-map pool.  Most
units in the off-map pools can be viewed during a game using the Pools form.
Here is an overview of the off-map pools:
.H 
.B Future Force Pool - Units that are unavailable until future years are placed 
in the future force pool.  For example, at the start of the war, 1939, most 
units are in the future force pool.  Historically, the quality and quantity of 
units engaged in combat increased over the course of the war.  MWIF simulates 
this by making more (and better) units available to every country at the start 
of each year.  During the January/February turn of each year, units are 
automatically moved from the future force pool to the force pool.
.H 
.B Force Pool - The force pool contains all the units that are eligible to be 
built.  During the production phase at the end of each turn, players can spend 
build points to build units from their force pool.  The force pool has over a 
hundred subsets, with each major power having its own force pool subsets.  For 
example, the USA has separate subsets for armor, infantry, artillery, fighters, 
bombers, battleships, carriers, and so on.  Each of the major powers has 
comparable subsets.  When players decide to build a unit, they designate the 
type, which sometimes means designating the number of build points (BP) as well.  
In particular, there are two separate force pools for fighters: those that cost 
2 BPs and those that cost 3 BPs.  When a major power spends 2 BPs to build a 
fighter, a unit is randomly selected from those in the major power's F2 (2 BP
fighters) force pool.  Once a major power has spent BPs, the randomly selected 
units are moved from the force pool to the production pool.  When a unit is 
destroyed, the owning player decides whether the unit goes back into the force 
pool or the scrap pool.
.H 
.B Scrapped Pool - This pool contains units of all types that the owner has 
voluntarily chosen to scrap.  Scrapping units is a vital part of the game, since 
it enables you to remove obsolete (that is, poor quality) units from your force 
pool, thereby improving the overall quality of your force pool.  The better the 
quality of the units in your force pool, the more likely you are to draw good 
units.  If you do not scrap units, you may find yourself building a weak fighter 
designed in 1937 instead of a spectacular new jet fighter from 1945.
.H 
.B Production Pool - The production pool contains units that have been built, 
but have not yet arrived as reinforcements.  It is subdivided into 6 sections: 
one for each of the 6 bi-month turns during a year - the turn in which the 
reinforcements arrive.  Some units arrive as reinforcements in the turn 
immediately following their construction.  Others take longer.  For instance, 
2 BP fighters take 2 turns (4 months) and 3 BP fighters take 3 turns (6 months).  
A 2 BP fighter built in Jan/Feb arrives as a reinforcement at the start of the 
May/Jun turn (that is, it is in the May/Jun section of the production pool).  
Most naval units take 2 years to build (12 turns).  They are build in two 
stages, typically taking 6 turns (1 year) to complete each stage.  Roughly 
speaking, historically ships were built in two stages, with the hull built the 
first year and the superstructure, armaments, and personnel added in the second 
year.  In game terms, the second year includes the training period/shake out 
cruise for new ships.  Players spend build points for taking naval units through 
each stage of construction.  Naval units that complete their first stage of 
production go from the production pool to the construction pool.  Naval units 
that complete their second stage of construction arrive as reinforcements.
.H 
.B Construction Pool - This pool contains naval units that have completed their 
first stage of construction.  Units can sit in this pool indefinitely.  Whenever 
the player decides to spend the build points for the second stage of 
construction, he gets to choose which of the units in the construction pool to 
build.  This is one of the few exceptions where the unit being built is not 
randomly selected.
.H 
.B Repair Pool - This pool contains naval units that have been damaged during 
combat.  If a player wants to repair a naval unit, he spends the necessary build 
points during the production phase and then gets to select which unit is 
repaired.  This is another exception where the unit being built is not randomly 
selected.  Repaired naval units go into the production pool.
.H 
.B Reserve Pool - This pool contains a country's reserve land units.  When a 
major power goes to war with another major power, its reserves arrive 
immediately as reinforcements (if the player so desires).  When a minor country 
goes to war, its reserves arrive as reinforcements during the reinforcement 
phase of the next turn.  Reserve units that are destroyed in combat go into the 
force pool and are treated just like any other unit.
.H 
.B Air Reserve Pool - This pool contains air units that have been built, but not 
assigned pilots.  If you do not choose the optional rule Pilots, this pool will 
always be empty.  However, when playing with pilots, air units and pilots are 
built separately.  You could build 3 air units and 2 pilots.  At the start of 
the reinforcement phase, you get to choose which air units receive pilots and 
are placed on the map.  Any air units without pilots go into the air reserve 
pool and are available to receive pilots during the next reinforcement phase.  
The Pool form combines units in the Reserve and Air Reserve pools under the 
label Reserve Pool.
.H
.B Lend Lease Pool - This pool contains air unit markers that are eligible for 
lend lease (the ones that have a stripe) or that have been lend leased (the ones 
without a stripe).  These are not actually units in the sense that they can be 
built.  Instead, lend lease air unit markers are part of a set where only some 
of the units can be built.  At the start of the game, the 'source country' has 
one or more units in a set of units that can be built.  All the other countries 
have merely air unit markers sitting in the lend lease pool. 
.H 
.B Setup Pool - This pool contains the units currently being placed on the map - 
being 'set up'.  This pool is not visible using the Pools form.  Instead the 
units in this pool (that is, being set up) are shown using the Setup Tray (see 
section 8.7.2.50 in the Player's Manual).
.H 
.B Broken Down Pool - This pool contains corps/army and division sized land 
units.  When a player breaks a corps/army sized unit into divisions, the 
corps/army sized unit is placed in the broken down pool.  They are not available 
for production.  If a player decides to reform divisions into a corps/army, he 
is restricted to choosing from among the corps units in the broken down pool.  
Divisions that are destroyed during combat go into the broken down pool.  The 
player can choose to reform divisions in the broken down pool into corps/army 
sized units.  Should he decide to do so, the corps/army unit goes into the force 
pool and the divisions are removed from the game.
.H
.B Transfer Pool - This pool is only used during the 'half-map' scenarios: 
Fascist Tide and Day of Infamy.  It contains naval units that are deployed 'on 
the other side of the world'.  For example, Fascist Tide only uses the European 
'half' of the world, so when you are playing that scenario, the transfer pool 
contains naval units that are deployed in the Pacific and Indian Oceans.  The 
half-map scenarios permit some movement of units between the map and the 
transfer pool.  Indeed, some movements between the map and the transfer pool are 
mandatory.
.H 
.B Conquered Pool - This pool contains units belonging to countries that have 
been conquered.  They are kept separate since they might become available again 
if their home country is liberated.
.H 
.B Internment Pool - This pool contains air units that have been interned.  This 
happens very rarely and these units return to combat under special 
circumstances.
.H 
.B Removed Pool - This pool contains units that are not part of the game.  For 
example, it contains all the divisional size units if you do not select the 
optional rule Divisions, or all the Light Cruisers if you do not select the 
optional rule Cruisers in Flames.

.P The Pools form displays units in the top half of the form with the controls 
for which units are displayed in the lower half of the form.  On the bottom left 
of the form are the different pools.  If you select the Production Pool for 
November/December, without any filters the units displayed are from all the 
major powers that will receive reinforcements at the start of a Nov/Dec turn.  
The currently selected unit has its image blown up to the right for the list of 
pools and the unit data panel is also for this unit.  

.P Notice that under the image of each unit in a production pool the year is 
shown, with the naval units also having either 1st or 2nd after the year.  This 
is done because in some cases a unit may arrive in a year other than the current 
one.  Providing the year of arrival text under each unit makes when it will
arrive crystal clear.  Likewise, the 1st and 2nd text for the naval units 
identifies which naval units will be completing their 1st production cycle, and 
going into the Construction pool, and which will be completing their 2nd 
production cycle, and arriving as on-map reinforcements.

.P Process

.P You can control which pools are shown by clicking on the list in the lower 
left.  When viewing a Force pool, you need to select which country you want to 
see, by clicking on a country in the list that appears in the lower right of the 
form.  Some countries have hundreds of units so it might take a little time to 
refresh the unit display.  This is a very useful display since it show most the 
units that can be build.  You also have the option of 'building ahead' and those 
units would be in included if the small check box in the lower right were
checked.  The other units that most major powers might consider building are 
naval units in the construction and repair pools.

.P You can apply a wide range of filters to limit which units are shown.  For 
example, you might only be interested in units from your own major power.  
Clicking on the Set Filter button brings up the Unit View Filter form (see 
section 8.7.1.28 in Player's Manual) which lets you impose restrictions on which 
units are displayed.]





[.T Production
.P Background

.P You can spend your build points on buying new units or repairing damaged 
naval units.  Your major power can build new units (and repair damaged naval 
units) whose total cost is less than or equal to its build points.  What each 
unit costs and how long it takes to build is shown in the unit data.  

.P The costs and turns for all units are listed on the unit costs chart.  
Russian garrison armies cost 2.  The cost of each air unit is also the number of 
turns needed to build it.  If you are not playing with pilots (see RAC 14.6),
each aircraft (not V-weapons or A-bombs) costs 2 build points more.  Carrier 
planes cost 3 build points each and take 4 turns to produce.  If you are also 
playing with the optional rule pilots, the cost of the carrier air units varies 
from 0 to 2 (they still take 4 turns).  If you don't have enough build points, 
you can't build anything.

.P Naval units

.P You are not required to control a port to start naval production.  Convoys 
take only one cycle to produce and cost 1 build point per convoy point.  They 
take 4 turns to build.  All other naval units have two costs shown in their unit 
data.  The first number is the build points it costs to put the unit on its 
first production cycle.  It is also the cost to repair the unit.  The second 
number is the cost to put the unit on its second production cycle.  All naval 
units take 2 turns to repair.  When you build a naval unit on its first cycle, 
it goes into the production pool labeled as 1st cycle.  When it arrives as a 
reinforcement, it goes into the construction pool.  The ship has been launched 
but not yet fitted out.  You can only build a unit on its second cycle if it is 
in the construction pool.  These units go into the production pool labeled as 
2nd cycle.  Naval units you are repairing go onto the map when they arrive as 
reinforcements (see RAC 4.2).  

.P Limitations

.P You may only build some Chinese and US units after you have chosen US entry 
options that let you build those units (see RAC 13.3.2, entry options 1 and 28).

.P Drawing units

.P When units are randomly drawn, you will not see the actual units selected 
until after all your production decisions are final.  Each turn you may build up 
to one convoy point for each minor country aligned to your major power.  All 
other convoy points being built this turn must belong to the major power itself.  
You must select all other units you build from the force pool randomly.  You can 
nominate the type of unit you want to build, and sometimes even the cost you want 
to pay (for example you can choose a 2 point SCS rather than a 3 because they 
are in separate force pools ~ see RAC 13.6.9).  But within those parameters, the 
choice is random.

.P When you build a unit from the repair pool or from the construction pool, you 
can select the exact unit you want (exception: when using the optional rule 
Auxiliary Cruisers, they  are chosen randomly when repaired).

.P Building ahead
 
.P If a particular type of unit (for example, INF, NAV, CV etc.) is not 
available in any of your force pools, you can build one or more randomly of that 
type from the following year's additions (see RAC 4.1.1).  All divisions and 
corps/army units must have been built.  If 1 division remains in the force pool, 
you can not advance build a corps/army of the same type.  Each unit built in 
this fashion costs its usual amount plus 50% of the unit's cost (minimum of 2 
additional BPs), and takes 1 extra turn to build.  The advance build cost for 
air units when playing with Pilots is 50% of the air unit's cost (not including 
the pilot).

.P If none of that type is available in the next year's additions, you can build 
one from the additions for the year after that for double its normal cost 
(minimum of 3), the next year again for triple cost (minimum of 4) and so on.  
Each additional year that you build the unit ahead increases by 1 turn the time 
to build the unit.  When advance building naval units that take two rounds to 
build, only the first round costs more and takes longer than usual.  However, 
the additional first round cost is based on the total cost of the unit (that is, 
first and second round combined). 

.P You can't build ahead just because the cost of unit you want is not 
available.  All pools of the type must be empty.  For example, if you want to 
build a 4 cost FTR and none are available, you can't build ahead if there is a 5 
cost FTR available.  When you build ahead, pick a unit randomly of the type and 
cost that you want (e.g. when you have run out of all FTRs in your force pools, 
you can choose whether to randomly pick a 4 or a 5 cost FTR from next year's 
units).  You can build AA units ahead when all AA units from the force pool have 
been built.  You do not have to have built all of the artillery type units (AA, 
AT, and ART) units.  You may not pick a replacement naval unit (see RAC 4.1.4) 
from future years' units.  

.P If you find you have insufficient points to pay for the unit, you may not 
build ahead this turn.  If there are no units of that type and cost available to 
build ahead, you may not build ahead a unit of that type (there is a strict 
counter mix-limit for units).  Neutral major powers may not build ahead 
(exception: US Entry Option 46 ~ see RAC 13.3.2).  Foreign aircraft may not be 
built ahead, nor may intelligence points be used for this same purpose.

.P Gearing limits

.P In a turn, your major power can build (and repair) as many units of a 
particular class as it built (and repaired) in the previous turn plus 1.  This 
is a gearing limit.  Each 2 convoy points or part thereof counts as one naval 
unit.  Naval units count as being built whether they come from a force pool, the 
repair pool or the construction pool.

.P Exceptions

.P On the first turn of any scenario or campaign there are no gearing limits.  
Major powers are not subject to gearing limits on the turn that a major power 
declares war on it.

.P Units classes

.P The unit classes are shown on the unit costs chart (a separate PDF document).

.P The production pool

.P When you build a unit, it goes into a future turn's section of the Production 
Pool.  Which future section is determined by the length of time required to 
build the unit.  For every unit, the number of turns to build it are part of the 
unit's data.  The cost for an air unit is also how long the unit takes to 
produce, (unless you are playing without pilots).  If you build a naval unit 
from the force pool, it goes into its 1st cycle in the production pool.  When it 
finishes its 1st cycle, it goes into the construction pool.  Naval units built 
from the construction pool go into their 2nd cycle in the production pool.  
Naval units completing their 2nd cycle, naval units you built from the repair 
pool, and all other units, arrive as reinforcements on the turn corresponding to 
the section of the production pool they occupy.

.P Saving build points

.P You may save build points you did not spend in the production step.  Use 
build point markers to show how many build points are being saved.  You may save 
only 4 build points in each city or port (cumulative) in your major power's home 
country (any Commonwealth home country) and double these limits in your major 
power's capital (for example The Commonwealth can save 16 build points (4 x 4) 
in London).  This is in addition to saved oil (see RAC 13.5.1).

.P In a later production step, you can remove those build points from the map 
and add them to your build point total.  You may spend any number saved at your 
capital.  No more than 1 saved build point may be consumed per turn from each 
other city, useable factory and port (for example you can spend 5 saved build 
points on production in New York and unlimited in Moscow each turn). 

.P Form Layout

.P Despite the long description of the Production phase in RAC, production is 
actually quite easy to do in MWIF.  Most of the rules are implemented as code, 
so you do not have to worry about doing something wrong.  If you are permitted 
to build a unit by the program, then that action is legal.  Additionally, this 
single form combines hundreds of pieces of information onto one page for easy 
access.

.P At the very top of the form are the number of build points (BPs) you have 
available and the BPs remaining.  The latter number goes down as you select 
units to build.  What is especially helpful is the table on the left, which 
provides a definitive list of all the unit types you can build.  Be aware that 
this is a scrollable list.

.P The unit type table shows the cost to build each unit type and the number of 
turns it takes to arrive.  Towards the bottom, you can see that Land Air appears 
twice, once for units that cost 2BPs and again for those that cost 3 BPs.  The 
Available column is the count of units in the force pool for each unit type.  
Lastly, the 3 remaining columns are self-explanatory: Built - so far this turn, 
On Map, and Off Map (that is, in Production, Interned, Reserve, or Repair 
pools).

.P The Gearing Type column corresponds to the other table on the form, in the 
upper right.  The three columns in the Gearing Limits table show how many units 
of each type you can build in the current turn (for example, Sep/Oct), how many 
you have built so far in the current turn, and how many you will be able to 
build in the next turn (for example, Nov/Dec), given the number you have built 
so far in the current turn.

.P Process
 
.P For additional information, you can use the buttons in the upper right.  
These let you look at all the individual units in your force pool, including 
those that you might 'build ahead'.  You can also add units from aligned minor 
countries (if you haven't done so already) or scrap older units.  Should you be 
interested in reviewing your production planning, that is also accessible from 
this form.

.P But the real action using this form is in the lower right corner.  After you 
select a row from the Unit Type table, the list of units available to be built 
within that unit type are shown in the unit panel in the lower right.  You can 
build one of that unit type by clicking on the build button.  Doing so removes 
one of the units from the panel.  However, the unit removed will not necessarily 
be the unit that will be built.  The random selection of built units only 
happens after you close this form.

.P You can use the Undo button if you change your mind about what to build (see 
section 8.7.2.39 of the Player's Manual).  In fact, that will happen more often 
than you might suppose.  The diverse costs of each unit type makes it difficult 
to spend all you BPs each turn.  If you are using the optional rule to do so, 
you might save BPs for the next turn.  But unless you have a specific goal in 
mind (for example, are saving up to buy an Offensive chit), letting build points 
lay around unused from turn to turn is wasteful.

.P When you have made all your build decisions, click on OK Done to end the 
phase for the current major power.]





[.T Production Undo
.P Background 

.P This form simply lets you unselect the units you just 'built'.  Since the 
actual units are not picked from the force pool until after you close the 
Production form, clicking on Undo merely removes the accounting entry for which 
units are to be picked once you close the form.

.P Process

.P This form lists all the units that you have built in the current phase.  The 
actual units are not shown, but instead, simply the unit type with its build 
cost.  You select one of these builds and click on the button labeled Undo to 
undo the build.  You can undo all your builds at once by clicking on the Undo 
All button.]





[.T Reform Units
.P Background

.P Divisions can reform into a corps or army.  If 2 organized divisions are
stacked together outside of enemy ZOCs at the end of the production step, and 1
of them is a MOT division, you can reform a corps or army of the same type as
the other division.  If there are no corps or armies of that type available, you
can reform them as an INF corps or army instead.

.P Choose the corps or army randomly from the force pools.  Keep picking until
you find one that has combat factors less than twice those of the 2 divisions.
You cannot reform an armored corps using the 79th or US marine DIVs.  Put the
divisions back into the force pools and replace them on the map with the
reformed corps or army.

.P If you are playing with the optional rule Unlimited Breakdown, see Player's
 Manual section 9.3.8 for a description of when divisions can be reformed and
 the resulting corps/army units that result.

.P Form Layout

.P The divisions to be reformed are on the left.  All the possible corps/army
units they can be reformed into are shown on the right, with a unit data panel
underneath so you can examine the details of each corps/army units.

.P Process

.P If you are not using the optional rule Unlimited Breakdown, simply click on
OK and the program randomly selects one of the displayed corps/army units.

.P If you are using the optional rule Unlimited Breakdown, you first select
which corps/army units you want to reform and then click on OK.]





[.T Political Relationships
.P Background

.P Countries in MWIF are termed either Major (a playable country: one of 
Germany, Italy, Japan, Commonwealth, France, Russia, USA and China) or Minor 
(everyone else).  Specific Political Relationships exist at the start of each 
scenario in MWIF and other relationships can be created during the game.  See 
the scenario notes for details.

.P For the sake of convenience the first three Major Countries are often called 
the 'Axis', the other Major Countries the 'Allies', and all other countries are 
Minors.  As the war progresses minor countries change their allegiance to these 
political groupings in response to game events.  Note that 'Axis' and 'Allies' 
are terms of convenience and do not, by themselves, create any political 
relationship.

.P The relationship between any two countries in MWIF is either Peace or War.

.P Peace is the default relationship.  If the scenario notes do not mention the 
relationship between two countries then they are presumed to be at Peace.  A 
major power is a 'neutral major power' if it is not at war with any other major 
power.  If it is at war with at least 1 major power, it's called an 'active 
major power'.

.P Peace

.P Units controlled by a neutral major power can only enter hexes controlled by 
that major power, by a minor country aligned with it, or by a minor country it 
is at war with.  They can also go to sea.  A neutral major power can't 
co-operate with any other major power (see RAC 18).  Neutral major powers must 
always pick either a Pass or a Combined action (exception Germany in 1939 ~ see 
RAC 10.1).  Each naval unit a neutral major power moves (rather than each group) 
counts as 1 naval move (every 2 convoy points or any spare point is a naval 
unit).

.P War

.P A state of war between two countries either exists at the beginning of a 
scenario or is created by a player declaring war during the Declaration of War 
phase (see RAC 9.2).  A declaration of war on a major power is alsoa declaration 
of war on every minor country aligned to that major power.  Under normal 
circumstances players can declare war on whomever they choose, except they can't 
declare war on: any major powers or minor countries on their side; or a country 
they are already at war with; or a minor country that is already controlled by a 
major poweron the other side.

.P The USA may be prevented from declaring war because of the current US Entry 
level (see RAC 9.4).  All major powers may be prevented from declaring war 
because of an existing Neutrality Pact (see RAC 9.5).
 
.P Germany must declare war on Poland in the first impulse of any game that 
starts in Sep/Oct 1939 (see RAC 9.3).  No major power may make any other 
declaration of war in that impulse.  France and the Commonwealth must declare 
war on Germany on their first impulse after Germany has declared war on Poland.  
No major power may make any other declarations of war in that impulse.

.P Neutrality Pact

.P The purpose of a Neutrality Pact is to make it harder for major powers that 
sign them to declare war on each other.  In all World in Flames scenarios that 
start after Jul/Aug 1939 and before Jul/Aug 1941, the USSR and Germany have a 
neutrality pact in place as part of the Nazi-Soviet pact.  Major powers from 
opposing sides can agree to enter into a neutrality pact during any peace step 
provided they are not at war with each other.  Both the Nationalist and 
Communist Chinese must agree before China can enter into a neutrality pact.  
Major powers automatically enter into a neutrality pact when they choose to come 
to peace (see RAC 13.7.3).  The effects of a Neutrality Pact are discussed in 
detail on 8.7.1.13 - Neutrality Pact Form of the Player's Manual.

.P The column headers are either the Axis major powers or the Allied major 
powers.  You can switch between those two by clicking on the tabs at the top of 
the table.  Running down the rows are all the countries in the game (over 200).  
After the first 8 rows, which are the major powers, are all the minor countries, 
in alphabetical order.

.P Here is an explanation of each of the terms within the cells of the table:
.H 
.B Neutral - the relationship between the major power (column) and other country 
(row) is neutrality.
.B War - the relationship between the major power and other country is war.
.B (Surprise) - This is appended to War if the major power has surprised the 
other country in the current impulse.
.B (Surprised) - This is appended to War if the major power has been surprised 
by the other country in the current impulse.
.B Aligned - the major power has aligned the minor country and has incorporated 
the minor country's units into its own force pool.
.B Aligned (Units) - same as Aligned, but the minor country's units have not 
(yet) been incorporated in the major power's force pool.
.B Force Pool - The other country's units are part of the major power's force 
pool.
.B Cooperation - The major power cooperates with the other country, and 
vice-a-versa.
.B No Cooperation - The major power is on the same side as the other country by 
these two countries do not cooperate.
.B Conqueror - The major power has incompletely conquered the other country.  
.B Complete Conqueror - The major power has completely conquered the other 
country.
.B Incompletely Conquered - The other country has been incompletely conquered, 
but not by the major power.
.B Completely Conquered - The other country has been completely conquered, but 
not by the major power.
.B Hostile - The major power, or other country, is hostile to Vichy France.  
This is only shown if Vichy France is the column or row header, and Vichy France 
is hostile to the other country/major power.  The default is that Vichy France 
is not hostile.

.P Process

.P You can filter the table to exclude neutral minor countries using the check 
box at the bottom.  You can check out what units are in each country's force 
pool by clicking on the 'View force pool' button.  This table can also be used 
to incorporate the units from an aligned minor country into the major power's 
force pool by clicking on the 'Add to force pool' button that is enabled when 
that possibility exists. 

.P Lastly, not shown, MWIF displays below this table the new home country for 
any incompletely conquered country.  That occurs when you move the cursor to the 
row of an incompletely conquered country.  Another possibility is that the 
controller of Vichy France is displayed at the bottom of the table (when the 
cursor is on the row Vichy France).]





[.T Reorganize Units
.P Background

.P In the 3 reorganization phases, which occur one right after the other, you 
can organize some disorganized units.  This will enable them to move and attack 
again in later impulses of the turn.

.P By Air

.P An air supply mission allows you to organize a unit in any land hex by flying 
an air transport unit to that hex.  The optional rule Bomber ATRs & No-paradrop 
ATRs (see section 9.4.13 of the Player's Manual) lets any aircraft with a white 
range circle can fly an air supply mission, even if it is not an air transport 
unit.
 
.P To fly air supply:
.P 1. your opponent flies combat air patrol to potential target hexes;
.H .T 2. you fly all your selected ATRs and escorting fighters to the target 
hexes;
.H .T 3. your opponent flies intercepting fighters to the target hexes;
.H .T 4. you fly intercepting fighters to the target hexes;
.H .T 5. fight any air-to-air combats;
.H .T 6. AsA option 3: surviving bombers suffer anti-aircraft fire from AA 
units (see RAC 22.4.2);
.H .T 7. surviving ATRs provide air supply;
.H .T 8. return all remaining aircraft to base where they become disorganized.

.P Each surviving ATR gives you 1 reorganization point you can use to organize 
disorganized units in the target hex.  The optional rule Large ATRs (see section 
9.4.12 of the Player's Manual) give you 2 reorganization points if the ATR has 
not flown over half its range to the target hex.
 
.P By HQ

.P An organized HQ can reorganize units within range of the HQ.  The HQ's 
reorganization range is equal to its reorganization value in motorized movement 
points.  The path from the HQ to the unit to be reorganized is traced exactly 
like a basic supply path, except its maximum length is determined by the HQ's 
reorganization range, and it may not be traced overseas.  You may always trace 1 
hex if the unit tracing supply is not prohibited from entering that hex.  Lack 
of supply does not stop an HQ from reorganizing units, or a unit from being 
reorganized.

.P An HQ has as many reorganization points as its reorganization value.  The HQ 
becomes disorganized after it reorganizes other units.

.P By Sea

.P An organized TRS at sea has 1 reorganization point it can use for units on a 
coastal hex in the sea area.  The TRS can't be carrying any cargo.  The TRS 
becomes disorganized after it reorganizes.

.P The same form is displayed for all 3 reorganization phases.  The possible 
units to reorganize are listed at the top of the form and the Unit panel below 
them display the data for whichever unit the cursor is currently over.  
The insert map gives you a perspective on the battlefield surrounding the HQ.

.P MWIF does all the work for figuring out which units the reorganizing unit 
(be it an HQ, ATR, or TRS) can reorganize.  Those are listed at the top of the 
form.

.P Process

.P To reorganize a unit, select one of those listed at the top and click on 
either Use One Point or Use All Points.  The purpose behind the Use One Point 
button is that some units may require more than 1 reorganization point to be 
reorganized.  Possibly you can spend 1 point from two different HQs to 
reorganize it.  But usually you just select a unit and click on Use All Points.  
MWIF figures out the 'cost' in reorganization points, which can depend on 
nationality, unit type, and action selected for the impulse.]





[.T Reserves
.P Background

.P Each major power, except Vichy France, has reserve units that you can call 
out when it goes to war with another major power.  Major powers on both sides 
can call out their reserves: the major power declaring war, and the major power 
on which war was declared.  If you do not call out all your reserves, they are 
available to be called out in any subsequent DOW phase, provided a state of war 
with a major power still exists.

.P Reserve units are denoted by an R in the upper right corner of the unit 
depiction.  You can always call out reserves that have a 'Year' of Reserve.  
Some reserve units have a major power associated with its 'Year', and those can 
only call be called out when you go to war with that major power.  For example, 
you can call out the Soviet 'Moscow' militia when the USSR goes to war with 
Germany (Ge).

.P You don't have to call out all the eligible reserves at the first 
opportunity.  Any you don't call out are available while you are at war with a 
major power.

.P When you call out the reserves:
.H 
.B move your eligible reserve units from the reserve pool to the map immediately 
in the same manner as reinforcements except that they are set-up disorganized; 
and
.B put your eligible reserve units that have previously been removed from the 
game back into your force pools.

.P From now on, treat these reserves just like any other units.  However, when 
the USSR comes to peace with Germany, move any reserve units with a 'Germany' 
reserve status that are either on the map or in the production pool to the 
reserve pool.  Remove from the game all such reserve units in the force pools.
 
.P When you come to peace with every major power (that is. you are neutral 
again), move all your reserve units that are either on the map or in the 
production pool to the reserve pool.  Remove all reserve units in your force 
pools from the game.  If you go to war again, eligible reserve units can be 
called out again.  In every scenario some major powers will already have called 
out their reserves at the start.  The scenario information will tell you which 
ones have.  Japan and China have called out their reserves in every World in 
Flames scenario.

.P This form is rather simple, with the list of reserve unit shown at the top.  
Underneath is a standard unit data panel which refreshes when the cursor is 
placed over one of the displayed units. 

.P Process

.P You can select and unselect units individually by clicking on them.  When the 
form first appears, all the units are selected, since that is commonly what 
players want to do.  

.P When playing the USSR however, you might want to keep some of the reserve 
units off the map.  That's because the USSR has two major powers with which it 
might go to war: Germany and Japan.  If all the reserve units are placed on the 
frontline facing one of these Axis major powers, then line might be rather thin 
facing the other.]





[.T Production Planning
.P Form Overview
.P The Production Planning form enables you to:
.B review resources, factories, and convoy pipelines,
.B review the build points available for production,
.B choose resource destinations.
.B modify convoy pipelines,
.B decide whether oil resources/points are to be used in production or saved, and
.B choose which resources fulfill trade agreements.

.P To accomplish this the form has 3 layouts and dozens of filters.  Key
elements of the form are:
.B A list of resources and factories belonging to a selected major power.
.B Major power flags to change the selected major power.
.B A Summary layout which shows statistics on resources, factories, and
production and build points.
.B An Expanded layout which doubles the viewing area for the list of resources
and factories.
.B A Route layout, which shows the hex by hex route for a resource from its hex
of origination to its destination.
.B An insert map, detailed or global.  Both maps display the location of
resources and factories.  The global map can be used to review and modify convoy
routes.
.B Filters for displaying a subset of the resources and factories (e.g., those
that are idle, traded, or use convoys).
.B A default/override table for reviewing the current default/override
destinations and actions (i.e., production or saved) for a resource.  This table
can be used to specify the default trade country for a resource.
.B Radio buttons for selecting the default/override destinations and actions for
resources.

.P Background from Rules as Coded

.P Overview

.P Production allows you to build new units and to repair damaged naval units
(see RAC 13.6).  How much you can build depends on the resources and factories
your major power controls.  Each factory that receives a resource produces one
Production Point.  Then the total of your Production Points is multiplied by
your Production Multiple to yield your Build Points which you spend to buy new
units.

.P Resources

.P Resources are fixed (i.e., �printed�) on the map and do not change,
regardless of weather and player actions.  For your information, the count of
factories and resources in each country are recorded on the WIF FE factory and
resources table.  Resources come in two flavors: general (i.e., non-oil)
resources and oil resources.  Both resource types serve the same purpose in the
game, except for strategic bombardment (see RAC 11.7) and the optional oil
rules.

.P A resource can be used by any player who controls it during the production
phase and is able to transport it to a usable factory.   But you can�t use an
oil resource that was lost to strategic bombardment during the turn
(see RAC 11.7).   You can think of the fixed resources and synthetic oil plants
as �generating� a usable resource �point� during the production phase of each
turn.  However, each factory is only capable of using 1 resource point each
turn.  All unused non-oil resource points disappear (in fact, they are never
visible as counters).

.P Oil resource points that are not used in production can be saved, if you are
playing with the optional rule Saving Oil Resources and Build Points.  At the
end of the production phase, saved oil points are converted into saved oil point
counters and become visible on the map as such.  The same is true for saved
build points.  At the end of the production phase, they are converted into saved
build point counters and become visible on the map.

.P Transporting Resources

.P Resources can be transported by rail and/or overseas to your factories.
Except for complying with the Japanese-US trade agreement, a major power may
only transport its own resources overseas, and if it is active, resources
belonging to other major powers on its side.  If a rail link exists, the program
automatically finds it, so you never have to worry about figuring out a rail
route.  The program also finds routes that go overseas.  However, it makes no
serious attempt to optimize the use of convoys, so you will want to modify the
overseas routes to improve the efficiency of your convoys.

.P Resources transported by rail:
.B must move along railway lines (roads count as railways for this purpose).
.B can cross a straits hexside from one railway hex to another but each resource
can only cross 1 straits hexside.
.B do not count as a rail move.
.B do not have to start their move at a �station� (as defined for moving units
by rail).
.B can only pass through:
.N .T - hexes you control;
.N .T - hexes in neutral minor countries; and
.N .T - hexes controlled by another major power on the same side.
.B can only enter or leave a hex in an enemy ZOC if there is a friendly land
unit in the hex.  Its move must stop when it enters an enemy ZOC.  If the
resource is in the same hex as the destination factory, it can be used there
regardless of enemy ZOCs.

.P Resources transported by sea:
.B can be transported by rail both before and after being shipped overseas, but
cannot: be shipped overseas, then railed, then shipped overseas again.  Only one
leg of the route may be overseas.
.B can be picked up directly from the coast as if they were at a minor port.
.B are limited to 5 resources a turn into, and/or out of, each minor port and
damaged major port..
.B are subject to normal Naval movement restrictions.  You can only ship
resources from one sea area to an adjacent sea area if one of your SCS could
have made the same move in the last impulse of the turn.
.B can be transported via a convoy chain made up of ships from multiple active
major powers.  Neutral major powers can only contribute to convoy chains with
other major powers if the rules specifically allow it (see RAC 5.1.1 and 13.3.2,
US Entry option 9).  Neutral major powers� convoys can not transport resources
or build points to other major powers unless the rules specifically allow it
(see RAC 5.1.1 Japan-USA, 13.3.2, US Entry options 9, 15, 17, 19, 27, 30).
.B are subject to search and seizure by enemy forces.

.P The three Swedish resources have to be routed by rail to either Lulea and
Narvik.  No other rail routes are permitted.  There is a special rule that if
the resources can be railed into Narvik, then they can move directly from Narvik
into the Baltic Sea, simply ignoring the fact that Narvik is not adjacent to the
Baltic Sea.

.P Factories

.P Each hex can contain up to 3 factories. Some factories are red but most are
blue (a green factory is a blue factory that you built during the game and it is
considered a blue factory for all purposes).  The count of the fixed (i.e.,
�printed�) red and blue factories in each country are recorded on the factories
and resources table.  Player actions can affect factories: moving them, damaging
them, and even building new ones, although the last two require optional rules.

.P A red factory is usable if you control it in the production phase.  A blue
factory is usable if you control it in the production phase and it is either in
your major power�s home country (current and/or 1939)  or in an aligned (not
conquered) minor country.

.P Production Points

.P Factories consume resource points to create Production Points
(see RAC 13.6.2).  Each resource point you transport to a factory produces 1
production point.  The number of available Production Points may be reduced
because of strategic bombardment by enemy forces (see RAC 11.7).

.P If you are playing with the optional rule Food in Flames, then for each of
Australia, India, and South Africa that successfully transports one or more
resources to a factory in Great Britain during a turn, add 1 production point to
the Commonwealth total.

.P Production Multiple

.P Each major power has an initial production multiple.  These rise
progressively during the game.  Essentially, this reflects increasing national
industrial output and an increasing share of that output being devoted to
military uses.  Production multiples are listed on the Production Multiples
Chart.

.P A major power�s production multiple is increased by 0.25 if there is an
in-supply enemy unit in the major power�s current home country (an unconquered
UK - only - in the case of the Commonwealth, and not Siberia in the case of the
USSR).  For determining whether the USSR gains the benefit of the production
multiple increase, Bessarabia is considered part of the USSR if the USSR claimed
and annexed it.  For determining the unit�s supply, the weather from the last
impulse is used.

.P A major power�s production multiple is increased by 0.25 if during the turn
an enemy unit took part in a land attack (not overrun) against any friendly land
unit (including partisans and notional units) in the major power�s current home
country (an unconquered UK - only - in the case of the Commonwealth, and not
Siberia in the case of the USSR).

.P Increase the USSR's multiple:
.B by 0.25 from 1942 onwards if Minsk or Kiev are Soviet controlled; and
.B by 0.25 from 1943 onwards if Leningrad, Moscow and Stalingrad are Soviet
controlled.

.P Increase the USA�s production multiple:
.B by 0.25 when the US chooses entry option 22.
.B by 0.25 when the US chooses entry option 34.
.B by 0.25 when the US is at war with any Axis major power.
.B by 0.25 when the US is at war with every Axis major power that has not yet .
been completely conquered.
.B by 0.25 on the anniversary (i.e. after every 6 turns) of the turn the US
selected entry option 34.

.P If playing with the optional rule Hitler's war (see Section 9.7.5) , replace
notes (b), (d) and (e) of the Production Multiples Table with:
.B +0.25 to China each turn;
.B +0.25 to the USSR while Germany and the USSR are at war with each other.

.P Using the Hitler's war optional rule , major powers no longer receive a bonus
for an in-supply enemy unit in their home country, and the USSR no longer
receives any bonuses based on the cities they control.

.P Build Points

.P A player�s available Build Points are:
.B the available Production Points multiplied by their current Production
Multiple, plus
.B any saved build points from previous turns (see Section 9.7.2), plus
.B any build points received from other major powers in a trade agreement
(see RAC 13.6.4), minus
.B any build points sent to other major powers in a trade agreement.

.P Saved Build Points

.P If playing with the optional rule Saving Oil Resources & Build Points, at the
end of the production phase (see RAC 13.6.8) you may save build points you did
not spend.  The program will prompt you to do so if you have unspent build
points.  You may save only 4 build points in each city or port (cumulative) in
your major power�s home country (any Commonwealth home country) and double these
limits in your major power�s capital.  This is in addition to saved oil
(see RAC 13.5.1).  If playing with the optional rule Factory Construction &
Destruction, there is no stacking limit for saved build points in a city or
port.

.P In a later production step, you may add saved Build Points to your Build
Point total.  You may spend any number of saved build points at your capital but
only a limited number at other locations: 1 per city, 1 per port, and 1 per
usable factory.  These are cumulative, so a city with a port and two factories
could spend 4 build points per turn.  If you receive build points as part of a
trade agreement, be sure to send them to multiple cities and ports to avoid this
restriction.  For example, the USSR can run up against this restriction if they
receive build points into Murmansk and Archangel when those ports have been cut
off from the rest of the country.

.P You transport saved build points as you do resources (see RAC 13.6.1) except
they may also be transported to cities and ports that do not have factories.  If
you gain control of a hex containing saved build points, they become yours.  You
need do nothing other than control the hex they are sitting in.  Build points in
a hex can be destroyed by strategic bombardment (see RAC 11.7).

.P Convoys are built during the production phase and can be destroyed in naval
combat, but since they represent aggregations of merchant ships they are
represented by nameless (and interchangeable) Convoy Points rather than
individual ship counters. You establish convoy lines by moving the Convoy Points
during your turn, just like you move any other naval unit.

.P Oil-carrying tankers are a special kind of convoy used when playing with
Convoys in Flames (see RAC 22.4.19 or CoiF option 76).  They are treated as
convoy points for all purposes except that only tankers can transport oil
resources overseas and only convoys may transport non-oil resources or build
points overseas. Each tanker costs 1 build point and takes 5 turns to build.  At
the start of any friendly impulse, a player may freely convert any of their
organized convoy points in port into tanker points, or vice versa.  When doing
so, it takes 2 convoy points to convert into 1 tanker point, or 2 tanker points
to convert into 1 convoy point.  If one convoy and one tanker are in a sea box
section, they count as 1 ship for target size calculations.  If not playing with
this option, tankers are just considered more convoy points.

.P Convoy/Tanker Points have different rules to other naval units when:
.B Stacking: Up to 4 naval units can stack together in a minor port and every 2
convoy points (or any spare point) counts as a naval unit (see RAC 2.3.1).
.B Reinforcing: Naval reinforcements are deployed into a port you control in the
unit�s home country however, you can place 1 convoy point a turn in either a
Commonwealth home country other than the United Kingdom or an aligned (not
conquered) minor country (see RAC 4.2).
.B Searching Sea Areas: Subtract 1 from your Naval Search Number (see RAC 8.2.4)
for every 10 enemy convoy points (or part) in the sea area.  This modifier does
not apply to interception attempts, port attacks or during storm or blizzard.
This modifier does apply after the first round of an interception combat
(see RAC 11.5.5).
.B Using the optional rule Bottomed Ships: convoy points can never be bottomed
in a Port Attack - they are always destroyed (see RAC 11.2).
.B Patrolling and Returning to Base: Convoy points can only �patrol� in the 0
section of the sea-box, even if they have unused movement points
(see RAC 11.4.2).  Convoy points can stay at sea at the end of the turn even if
they are in the 0 section of the sea section box.  If they do return to base,
they won�t be able to convoy resources in the production step of this turn
(see RAC 13.4).
.B Intercepting: A convoy may not be designated as the interception unit when
initiating a naval combat (see RAC 11.4.6).
.B Counting ships: Two convoy points count as one ship when determining the
correct row of the naval combat table and for resolving combat (see RAC 11.5.8).
An �X� result destroys 2 convoy points; a �D� result destroys 1 convoy point and
an �A� result aborts 1 convoy point. If a player has only one convoy point, he
can choose it to take an X result.  But if there is more than one, two convoy
points are lost. Convoy points don�t get damaged, so you won�t ever repair them.
.B Each turn you may build up to one convoy point for each minor country aligned
to your major power however all other convoy points being built must belong to
the major power itself (see RAC 13.6.5 and CoiF option 76).  Each 2 convoy
points or part thereof counts as one naval unit for the purpose of Gearing
Limits (see RAC 13.6.6).
.B Undergoing Incomplete Conquest: convoy points are not removed from the force
pool of any nation which has been Incompletely Conquered (see RAC 13.7.1).

.P Convoys exist to transport Resources and Build Points and, when using the
optional rule Limited Overseas Supply, to create overseas supply paths:
.B You can only ship as many resources through a sea area as the number of
convoy points you have in that area.
.B A chain of convoy points across one or more sea areas doesn�t all have to be
from the same major power.  Units that don�t co-operate (see RAC 18.2) can still
take part in the same convoy chain (unless neutral).
.B Active major powers may contribute to the convoy chain of any other active
major power on the same side but not to the convoy chain of a neutral major
power.  Neutral major powers can only contribute to convoy chains with other
major powers if the rules specifically allow it (see RAC 5.1.1 and 13.3.2).
.B Any number of major powers from both sides could have convoy points passing
through the same sea area.
.B Resources and Build Points being transported by Convoys are subject to Search
and Seizure (see RAC 13.6.1), however this is limited to once per sea area per
side per turn.
.B A major power must deliver the Resource and Build Points promised in the
Lending Phase, if that is physically possible.  If convoys are available to ship
promised Resources and Build Points, they must be used for that purpose and not
be allocated to any other task (See RAC 13.6.4).  If multiple commitments have
been made and there are only enough resources and/or convoy capacity to
partially fulfill them, the major power providing the resources decides which
agreements are met (partially or fully).
.B You can only trace a supply path overseas if each sea area you trace it
through contains a friendly convoy, TRS or AMPH.  The convoy, TRS, and AMPH
cannot be from an inactive major power, but they do not necessarily have to be
from a country at war with the same countries with which the units being
supplied are at war.  However, if there are any enemy blocking units (CV, SCS,
or aircraft with air-to-sea factors) in the sea area which are at war with the
units being supplied, then the convoy, TRS, and AMPH can not be used unless they
too are at war with the blocking units.

.P There are restrictions on transporting Resources and Build Points by convoy:
.B Naval movement restrictions apply to resource transportation.  You can only
ship resources from one sea area to an adjacent sea area if one of your SCS
could have made the same move in the last impulse of the turn.
.B Neutral major powers� convoys cannot transport resources or build points to
other major powers unless the rules specifically allow it (see RAC 5.1).  Some
of the US Entry Options (see RAC13.3.2) affect the ability of the players to use
or attack convoys.
.B Convoy points that you use to transport resources can�t be used again to
transport build points.  Similarly, resources you ship into or out of a minor
port will limit how many build points you can ship into and out of that port
(see RAC 13.6.1).

.P Form Layout

.P The Production Planning form is one of the more complex forms in MWIF.
Starting with the flags, each of the 8 flags shown at the top of the form are
buttons, with the Axis major powers in the upper left and the Allied major
powers in the upper right.  You can click on any of these flags to change the
report to reflect the production details of the flag�s major power.  Here the
details are for Italy and the Italian flag is shown in two additional locations
to emphasize that fact.  The Resource and Oil icon (on the right next to the
Allied flags) is also a button.  Clicking on that icon changes the report
display to a list of all the resources that are neither owned nor received in
trade by any major power.

.P Summary Panel

.P In the top center of the form is the production summary panel that presents a
statistical report on the production elements for the currently selected major
power.  Most of this is fairly self-evident, but if you want to know more, pass
the cursor over any of the numbers or labels and the program will display a
short message in the Main form�s message panel describing the statistic.

.P Because oil can be used in a lot of different ways, the list of items in the
2nd column is longer.  To be used in production, the oil has to be shipped to a
factory.  One very important item is at the bottom of the oil column: it
measures the amount of oil needed to reorganize all units currently
disorganized.  This includes units that are at sea, which might remain at sea
during the final reorganization phase.  If they do so, you will not be able to
reorganize them, so the number shown might be high.  As a turn progresses, more
units are likely to become disorganized, so the oil needed to reorganize them is
likely to increase.  For major powers that do not have much oil, like Italy and
Japan, this number needs to be checked when making decisions that disorganize
units (e.g., using air units).

.P Non-oil resources, in the 3rd column, are somewhat simpler than oil
resources, in that they can not be lost or damaged due to strategic bombing.
They are similar in that they might be part of a trade agreement.  The number
next to Convoyed is the number of resource being convoyed overseas to reach
their destinations.  It is not the number of convoys being used.  Clearly one of
the most important numbers is Total Resources, which determines how many oil and
non-oil resources are being used by the major power�s factories.  In some cases
there might be more factories producing than there are resources.  That is
because when you send a saved oil point to a factory for production, it appears
in the next column as Saved Oil Points - Production.  Factories (Producing) =
Total Resources + Saved Oil Points (Production) = Production Points (Before
Strategic Bombing).

.P Production points, in the 4th column, are simply the number of productive
factories.  Here that is number is 5.  Like oil resources, some production
points might be lost due to strategic bombing (though none has been here).
Multiplying the production points by the current production multiple for the
major power yields the number of build points available to the major power
during the production phase.  Again, trade agreements can change the total.

.P In the bottom of the 4th column and in the far right (5th) column, if you are
playing with the optional rule for Saving Oil Resources & Build Points, you�ll
see the status of oil and build points that are being saved.  If you have a lot
of saved build points, you might run up against the restriction on how many can
be used in a turn, as discussed in Saved Build Points above.  In the bottom of
the 5th column, the convoy statistics show the number on the map and how many of
them are at sea convoying resources.

.P Resources and Factories List

.P In the center of the form is a list of resources and factories controlled by
the current major power.  The columns in the resources and factories list,
reading from left to right, show: (1) the type of resource, (2) its location,
(3) the action that is to be taken with the resource this turn, (4) the
destination for the resource - if any, and (5) the number of convoys needed to
ship the resource to its destination.  For saved oil, the destination column
identifies in which hex the oil is to be saved.  For factories, the 4th column
identifies how many production points were lost (usually none, so it is
typically blank for factories).

.P Clicking on any row of this table changes the detailed insert map to focus on
the resource.  If you click on the 4th column, the map centers on the
destination.  If the destination entry is �In Place�, then the resource is not
moving, and is staying �in place�.

.P Maps

.P Besides the detailed map, you can also view the global map.  You can switch
between the detailed and global maps freely by clicking on the Switch Map button
at the bottom of the form. The controls for this �insert� global map are fewer
than for the stand alone global map.  For instance, you always see it double
size (zoomed in) and with the production background, which shows resources and
factories as colored pixels.  There is an additional Help button for the global
map in the lower right corner.

.P Layouts

.P The set of radio buttons captioned Layouts in the upper left lets you switch
between 3 different layouts for this form: the Summary layout, the Expanded
layout, and the Route layout.  Clicking on a radio button in the Layouts panel
changes which layout is displayed.

.P Expanded Layout

.P The Expanded layout almost doubles the number of rows in the resources and
factories list by expanding it vertically so it covers the summary panel and
country flags.

.P Route Layout

.P Usually the global map is shown with the Route layout since it helps to see
the convoy routes visually as well as in a list.  Because overseas routes are
often long, the area dedicated to the map is doubled in size for the route
layout.  Here the selected Filter is Convoyed, so only resources that go
overseas are shown.

.P A unique feature of the Route layout is the Route path in the upper left
corner of the form.   Each route is a series of hexes that a resource traverses
to reach its destination.  Reading from the origination hex at the top, the list
proceeds down to the destination hex at the bottom.  When a resource can trace a
connection to its destination without going overseas (i.e., exclusively by rail),
every hex in the path is shown.  But for overseas routes, almost all the rail
connections are omitted.  The rail connections from the resource�s hex to the
departure port and from the arrival port to the destination are not shown.

.P Left-clicking on any entry in the route table centers the insert
detailed/global map on that hex.  This feature lets you trace the route hex by
hex manually.  Alternatively, you can click on the Animate Route checkbox above
the route list.  When that box is checked, the program steps through the route
by centering the map on each hex in turn, with about a half second delay between
centering on each hex.

.P Besides the larger map view, the Route layout also displays more buttons on
the far right.  In particular, the Layouts radio group box and the flag for the
current major power are positioned on the right to allow more of the Route path
to be shown.  The Convoys radio group lets you view either your own convoy
pipelines, all those on the Axis or Allied side, or just the convoy route for 1
resource.  You can also elect to see the unused convoys by checking that check
box.  If you want to see which ports and other coastal hexes are available to
ship resources overseas, the Coastal Hexes button brings up a form displaying
those.

.P And lastly, you can choose to have all your unused convoys stay at sea by
clicking on the Unused Stay button.  The program implements that by setting the
unused convoys to Sentry status which causes them to automatically stay at sea
during the Stay At Sea and the Return to Base phases.  If you click on the
�Unused Stay� button, its label is toggled to read �Return Unused�.

.P Clicking on the Unused button when its label is �Return Unused� doesn�t
actually return your unused convoys to port, but rather sets the status of used
convoys to Sentry and clears the Sentry status of unused convoys.  This results
in all your convoys used to ship resources overseas being skipped, and your
unused convoys being included, in the Next/Previous unit list during the Stay at
Sea phase.  You can then use the Next/Previous buttons to decide on an
individual basis whether a convoy stays at sea or returns to port during the
Return to Base phase.

.P Defaults and Override Tables

.P The Defaults table is on the left side, just below the middle of the form.
This table can appear for all 3 layouts.  What determines whether it is shown is
the Text label immediately below it.

.P That label can take on 3 values: COMPUTED, DEFAULTS, and OVERRIDE.  It cycles
through those 3 values when you click on it.  Left clicking on COMPUTED switches
to DEFAULTS.  Left clicking on DEFAULTS switches to OVERRIDE and left clicking
on OVERRIDE returns to COMPUTED.  Right clicking on the label cycles through the
values in the reverse order.  Most of the time COMPUTED is visible/active.  When
the label is DEFAULTS, the default table is shown.  When it is OVERRIDE, the
override table is shown, When it is COMPUTED, neither table is shown.

.P The purpose of the default and override tables is to give you control over:
.B which resources are used to fulfill trade agreements,
.B where your resources go, and
.B what action is taken when resources reach their destination.

.P So, you can left click on the COMPUTED label to switch to DEFAULTS and then
set default values for the currently selected resource.

.P Default and Override Table Values

.P There are three default fields: trade country, action, and destination.  By
selecting a default trade country for a resource, you designate that resource to
be used to fulfill your trade commitments for the specified country.  Resources
that are fulfilling your part of a trade agreement have �(TS)� in front of them
in the resources/factories list.  The program can select resources to fulfill
trade agreements for you, so you don�t have to set default trade countries.
However, on the rare occasions when you want to, this layout gives you that
capability.

.P The other two default fields you can set are for the action to be taken with
the resource, and its destination.  These fields can be set for all the
resources you control.  That includes those you receive in trade agreements, but
does not include those that you are sending to other major powers (the action
and destination for the latter are set/controlled by the receiving major power).
There are only two action types from which to choose: production and save.  Save
is only available for oil resources and only if you are playing with the
optional rule Saving Oil Resources & Build Points.  Most of your resources will
be non-oil and for them the choice is always production.  Resources being used
in production have to have a factory destination.  When saving oil points, you
have more latitude on the destination.

.P What happens when you set default values for action and destination is that
the program records these as your �desires�.  When you click on Recompute, the
program tries to send the resource to the designated destination for the
designated action.  However, there is no guarantee that a route will be found.
If the program can�t get the resource to the default destination, it will try to
find a valid destination for the resource.  If you do not want an oil resource
used in production, you can try to save it somewhere (if you are playing with
that optional rule).  There are some occasions when you will want a resource
(oil or non-oil) to not be used at all.  This usually happens when using the
resource requires employing a lot of convoys to get it to a factory.  If you
want a resource to not be used, click on Idle - In Place.

.P Default values remain in effect from turn to turn, unless you change them.
Override values are similar to default values except they are only in effect for
the current turn and you can not set an override trade country value.  Note that
override values have precedence over default values.  When both are defined, the
override ones are used.

.P Using the Form

.P You can use this form for review or to modify your decisions at any time
during game play, except between the production planning and production phases.
That is, once you have closed this form during the production planning phase,
you will not be able to make modifications until the production phase is over.
You can think of the production planning phase as when you make your final
decisions on how to use your resources for the turn.  In the production phase,
you receive the build points shown as available (the bottom of the 4th column of
the production summary panel) and spend those build points to produce units,
and/or other goodies.  There is a slight possibility of naval combat occurring
between the production planning and production phases.  If that causes you to
lose needed convoys, you might receive fewer build points than you expected.

.P If you are happy with the decisions as shown, then you need only click on the
Finalize Production button to end the Production Planning phase.  But if you
want to modify what is done with your resources, then the Production Planning
form provides you with the capability to do that.  You can control the order in
which you finalize production for the major powers you control by clicking on
the �Skip Maj. Power� button.

.P Understanding the Summary Panel

.P At first glance, the Summary Panel can be quite daunting.  Indeed, it can
display as many as 38 numbers.  To understand it better, pass the cursor over
any of the labels and numbers.  On the Main form�s message panel, a short
description of the statistic then appears.  More importantly, you can click on
almost any of the labels and numbers in the Summary Panel to invoke a special
filter so just the resources and factories that make up the number are shown in
the resources and factories list.  If you click on the number next to Idle under
the Factories column, the resources and factories list will be filtered to show
just the factories that are idle.  Likewise, clicking on the �Trade Rcvd� label
in the Oil Resources column will show just the oil resources being received as
part of a trade agreement.

.P Setting Default Action and Destination Values

.P Examine the two sets of radio buttons in the lower left of the form.  As you
click on different resources in the resources and factories list, these buttons
update to reflect the status of the resource�s current actions and destinations.
All the screenshots in this section show resources that are being railed/shipped
to a destination for use in production; therefore the Produce button in the
Rail/Ship set is lit.  If a idle resource were selected, then the Idle button in
the In Place set would be lit.  The Lost and Trade buttons are for resources
lost to strategic bombing and those being sent to another major power as part of
a trade agreement.  If no buttons in the groups In Place and Rail/Ship are lit,
then the resource has no assignment.  The program will try to use it in
production.

.P To change the default action of a destination for a resource, first bring up
the Defaults layout!  You do that by left clicking on the COMPUTING label so it
changes to DEFAULTS.  Then select a resource and click on one of the buttons in
the two radio button groups in the lower left corner.  Notice that the label
above those radio buttons should say DEFAULTS.  If you want the resource to be
used for production in its current location, click on Produce in the In Place
set.  If you want to send the resource to a factory in a different hex, click on
Produce in the Rail/Ship set.  That brings up the Choose Factory form which
lists all the factories you could select as the destination factory.  Similarly,
click on Save in either of those two sets of radio buttons if you want to save
the (oil) resource in place or in a new location.  Clicking on Save in the
Rail/Ship set brings up the Save Oil form, where all the possible locations for
saving oil are listed.  You just select one as the destination.

.P The program always tries to use all your resources by sending them to
factories, so having no default action defined is equivalent to having it set to
production.  Clicking on Lost or Trade does nothing, since those settings depend
on the resource�s status, which cannot be modified by a player.  However, the
paragraphs above under Default and Override Table Values describe how you can
designate which resources are used to fulfill trade commitments, thereby
indirectly setting a resource to Trade.

.P When you click on the Rail/ship Produce button, the program will try to send
the resource to its current (COMPUTED) destination.  If that destination is the
resource�s current location, then the program brings up the Choose Factory form
so you can choose a factory in a different city.

.P Should you want to change the destination for a resource, click on Where To.
That brings up either the Save Oil or Choose Factory form, depending on whether
the resource is being used in production or saved.

.P Once you have the defaults set the way you want them, click on the Recompute
button.  The program will then redetermine where resources go and what happens
to them when they get there, based on your revised Default settings.  If things
still aren�t the way you like them, you are free to make more modifications
until you get bored or your head hurts.

.P Overriding Destination and Action Values

.P While the default settings remain in effect from turn to turn, you might want
to make temporary adjustments for the current turn without changing the
defaults.  For instance, as Japan, you might have a default setting to send a
Netherlands East Indies oil point to a destination in Japan to be saved every
turn.  But then you find that you �need� the oil point for production in the
current turn.  Rather than modify the default settings, you can enter Override
settings for the resource.

.P When the label above the two radio button sets in the lower left is OVERRIDE,
any changes you make to the action and destination for a resource are Override
settings, to be used for the current turn only.  At the end of each turn�s
production phase, all override settings are automatically cleared by the
program.

.P The program tries to find destinations for resources in the following order:
.N 1. .T Fulfill trade commitments using resources with a defined Default Trade
Country.
.N 2. .T Fulfill all remaining trade commitments.
.N 3. .T Send resources to destinations (or have them remain in place) for those
with Override settings.
.N 4. .T Send resources to destinations (or have them remain in place) for those
with Default settings.
.N 5. .T Send resources to idle factories for production.

.P So, for resources that are not part of trade agreements, the override
settings are used before the default settings.  Note that you can not create
override settings for your resources used to fulfill trade commitments, the best
you can do is choose which resources are sent by setting the Default Country.

.P If you want to clear the default or override settings for a resource, there
is a button in the lower left corner of the form for doing just that.  The label
for that button is either �Clear Defaults� when the label above the In Place
radio button panel is DEFAULTS and �Clear Override� when the label is OVERRIDE.

.P Setting Default Routes and Overriding Current Routes

.P You may want to change the convoy routes for your resources.  The following
paragraphs describe how to do that for overseas routes.  You have no control
over rail routes and you shouldn�t care about them.  If the resource gets to its
destination by rail, then great!  Who cares what route it took?

.P Similar to setting the action and destination values, you can set both
Default and Override routes.  For resources not being traded to other major
powers, the owning player gets to choose the convoy route.  For traded
resources, the receiving major power can set the convoy route, and supplies the
convoys.  To specify a convoy route, bring up the Route Layout.  For Default
convoy routes, check that the label in the lower left side says DEFAULTS.  If it
doesn�t, left click on it until it does.

.P Once the Default/Override decision is made and the Route layout is in effect,
you select the resource whose convoy route you want to modify.  To clear an
existing route, right-click on any sea area in the route list, which clears that
the route entry and all those below it.  So if you like the first part of an
existing route, you can leave that intact and remove just the portion you want
to replace by right-clicking on the first sea area you want to change.  All the
entries in the route table are now colored red in a bold font, to indicate that
the route is in the process of being modified.

.P Then use the insert map to indicate the next sea area to which you want the
resource to go.  Choosing the rail path is unnecessary.  The program figures out
how to get the resource from its origination hex to a departure port and how to
get it from an arrival port to its final destination.  Just choose the first and
subsequent sea areas.  Using either the global or detailed insert maps,
left-click on the series of sea areas in the route you want the resource to
traverse.

.P The program tests to see if the �hexes� are connected and generates the rail
link hexes from origination/destination to/from ports.  But be aware that the
program does not test to see if convoys are/will be available.  Obviously, for
Default routes the program has no way of knowing whether a convoy will be
available in future turns.  Even for Override routes, keeping track of convoys
as you modify convoy pipelines is difficult at best.  Instead, the program
rashly assumes that convoys will be available when the route is Recomputed.  But
on the upside, the program does check whether the sea areas are connected and
whether a convoy pipeline can pass through restricted waters (e.g., Suez Canal,
Panama Canal, Gibraltar, etc.).  So routes are guaranteed to be valid if a
convoy is available in each sea area it traverses.  The global map matches the
route table, so you see the same information both as text and graphically.

.P Note that you do not have to specify the departure or arrival ports.  Simply
clicking on the first sea area is sufficient for determining the departure port.
The program will find a rail link from the resource to the departure port.  If
none exists, it will tell you that.

.P When you have clicked on the last sea area and the program has added it to
the route, click on the last sea area a second time!  This tells the program
which sea area terminates the route and that the program needs to find an
arrival port.  When is has successfully done so, the route is completed and the
font color for the route table goes to either green (for default routes) or blue
(for override routes).  In the example, figure F shows the completed route.

.P Don�t leave a route incomplete.  If the last sea area isn�t specified and you
switch to a different resource or a different layout, the program erases the
incomplete route.

.P Once you have modified all your routes, default and/or override, click on
Recompute to see how things turned out.  Routes that are using default settings
are colored green in the resources and factories list.  Those which used
override settings are colored blue.  You might discover that some of the convoy
routes you created were not implemented.  That occurs when there are
insufficient convoys available to instantiate all the Default and Override
routes you�ve defined as.]





[.T Save Build Points
.P Background

.P When using the optional rule to save build points, you may save build points
you did not spend in the production step.  You may save only 4 build points in
each city or port (cumulative) in your major power's home country (any
Commonwealth home country) and double these limits in your major power's capital
(for example The Commonwealth can save 16 build points (4 x 4) in London).  This
is in addition to saved oil (see RAC 13.5.1).

.P In a later production step, you can remove those build points from the map 
and add them to your build point total.  You may spend any number saved at your 
capital.  No more than 1 saved build point may be consumed per turn from each 
other city, useable factory and port (for example you can spend 5 saved build 
points on production in New York and unlimited in Moscow each turn).

.P You transport saved build points as you do resources (see RAC 13.6.1) except 
that may be transported to cities and ports that are not factories.  If you gain 
control of a hex containing saved build points, they become yours.  You need do 
nothing other than control the hex they are sitting in.  Build points in a hex 
can be destroyed by strategic bombardment (see RAC 11.7).

.P The optional rule Factory Construction & Destruction changes the rules so 
instead of adding a standard +1, unbothered bombers (see RAC 11.7) add 1 for 
each 10 targets (factories, oil resources, synthetic oil plants, and saved oil), 
or fraction thereof, in the hex.  Also, there is no stacking limit of saved 
build points in a city or port.

.P There are numerous locations where you can save build points.  At the top of 
the form is the number of build points for which you need to chose locations for 
their safe keeping.  You also have the ability to 'collect' build points from a 
saved location for relocation, or for use in the production phase.

.P Process
 
.P When you click on a location, the map centers on that hex and the message at 
the bottom of the form refreshes with the number of build points that can be 
placed in the hex.  By selecting different locations and clicking on the buttons 
Save Build Point and Collect Build Point, you distribute your build points as 
you deem best.  Once you have them they way you like them, click on the OK 
button to exit the form.]





[.T Save Oil Points
.P Background

.P When playing with the optional rules Oil, you can save oil resources that you 
do not use in production or to reorganize units.  A major power can only save 
oil if it was transported to a city or port it controls.  You indicate the city 
or port and how many oil resources you are saving there.  You may save up to 4 
oil points in each city or port (cumulative) you control and double these limits 
in your major power's capital (for example  The Commonwealth can save 16 oil 
(4 x 4) in London).  You can't save other resources.  This is in addition to 
saved build points (see RAC 13.6.8).

.P You can use saved oil resources either to reorganize units or as resources 
for production.  Treat them exactly like printed oil resources.  You transport 
oil like any other resource (see RAC 13.6.1) except that they may be transported 
to cities and ports that are not factories.  Of course, it still has to get to a 
factory to be used for production.

.P Neutral major powers can only save one oil point per turn (in addition to 
their previously saved oil).  If you gain control of a hex containing saved oil 
resources, they become yours.  Saved oil resources can be destroyed by strategic 
bombardment (see RAC 11.7).

.P The optional rule Factory Construction & Destruction changes the rules so 
instead of adding a standard +1, unbothered bombers (see RAC 11.7) add 1 for 
each 10 targets (factories, oil resources, synthetic oil plants, and saved oil), 
or fraction thereof, in the hex.  Also, there is no stacking limit of oil in a 
city or port.

.P There are numerous locations where you can saved oil points.  Unlike the save 
build points form, where multiple builds points are saved at the same time, this 
form saves individual oil points, one at a time.  Therefore the form has a 
simpler layout.

.P Process

.P When you click on a location, the map centers on that hex.  Once you have 
selected the storage location for the oil point, click on the OK button to 
implement your decision and exit the form.]





[.T Strategic Bombing Losses
.P Background

.P A strategic bombing target can be any hex that contains an enemy controlled 
usable factory.  A factory is usable if the controlling side could transport a 
resource to it and, if they did, it would produce a production point (see RAC 
13.6.1).  'Could transport' means that at the time of the strategic bombardment, 
a resource could be transported (for example, a convoy pipeline is in position).
A target hex could instead be an enemy controlled oil resource hex.  You can't 
fly a strategic bombardment mission against a hex that only contains other 
resources.

.P Strategic Bombing Effects

.P After any air-to-air combat (see RAC 14.3) and anti-aircraft fire (see RAC 
22.4.2) MWiF will total the strategic factors of all surviving bombers (which 
may be affected by weather - see RAC 8.2.3) and generate a random number which 
is then compared to the strategic bombardment table.  The result is the number 
of points lost by the target hex.  Add 1 to the die roll if the bombers did not 
fight any air-to-air combat this impulse (i.e. were not intercepted).

.P When there is more than one target in the hex, the order for applying point 
losses is:
.H 
.B production points,
.B synthetic oil points (see RAC 22.4.11),
.B oil resources, saved oil (see RAC 13.5.1),
.B and saved build points (see RAC 13.6.8).

.P For destroyed facilities the order is:
.H 
.B green factories (that is, new blue factories),
.B blue factories (see RAC 22.2),
.B red factories (see RAC 22.2),
.B synthetic oil plants (see RAC 22.4.11) and
.B oil resources (see RAC 22.4.11).

.P Point losses are immediate.  A destroyed factory is not counted during the 
production phase.  If the target is an oil hex, that number of oil resources is 
lost from the hex for the turn.  If the target is a factory hex, that number of 
production points will be lost from the factory owner's production point total 
for the turn (see RAC 13.6.3).  Destroyed factories are still destroyed if 
ownership changes hands.  Production points are still lost to the major power 
that controlled the factory during the bombing, even if it changes hands later
in the turn.

.P You can't lose more production points in a turn than there are usable 
factories in the hex or more oil than there are oil resources there.  The 
maximum production point loss is determined at the time of strategic 
bombardment.
 
.P If playing with Factory destruction (see RAC 22.2: Option 30) then after 
implementing the above result, each asterisk in the result destroys 1 usable 
factory as well (damaged factories are shown as black stacks).  It is permitted 
to apply a production point loss to a factory that is destroyed by an asterisked 
result in the same strategic bombardment.

.P Strategic Weapons

.P V-2 and V-3 weapons cannot be intercepted.  If a V-1 is aborted, it is 
destroyed instead.  All V-weapons are destroyed after they attack their target.  
The A-bomb is destroyed after it attacks its target.  If the bomber carrying the 
A-Bomb is destroyed, the A-bomb is destroyed as well.

.P This form is simplicity itself.  Besides showing the losses due to strategic 
bombing: destroyed factories, destroyed oil, etc., it also provides other 
information that is likely to be of interest: oil needed and saved oil & build 
points.  This lets both the attacker and defender know whether strategic bombing 
attacks are having an impact or not.

.P Process

.P You can switch between the two sides by clicking on the tab at the top of the 
table.]





[.T Scrap Units
.P Background

.P Force pools (see RAC 13.6.9)

.P World in Flames divides all units into different pools.  One of the most
important is the Force Pool.  Whenever you build new units, they are randomly
selected from your Force Pool.

.P The units in your Force Pool are based on historical information, but several
factors provide the opportunity for the units you build to be different from
what was built historically.

.P First off, within your Force Pool are many subdivisions by unit type: air,
land, and naval being the largest.  But even within those branches of the
service, there are subdivisions of: armor, mechanized, leg infantry, motorized
infantry, tactical air, strategic air, naval air, air transports, carriers,
battleships, cruisers, convoys, and so on.  When you want to build a new unit,
you choose the unit type but not the unit itself.  Instead, you draw the unit
randomly from the Force Pool.  This lets you concentrate on your armor and
tactical bombers, for instance, and build fewer naval units.  But you do not
have the ability to hand pick individual units, so your units may arrive in a
different order than they did historically.

.P Second, the unit types are grouped into gearing classes.  How many of each
type you can build each turn is restricted by how many you built the previous
turn.  Usually you are only allowed to build one more unit in a gearing class
than you built the previous turn.  If you built 2 in the previous turn you may
build no more than 3 this turn.  So, if you have not been building submarines
it may be difficult to match the historical production rate once you fall
behind.

.P Third, you can control the quality of the units in your Force Pool by
Scrapping unwanted units.  Before you build new units, you can remove units
from your Force Pool if their availability year is at least 4 years ago (e.g. in
Jan/Feb 1940, you can remove any units from your force pool with a date of
1936 or earlier).  If your major power is at war with another major power, you
may remove units from its Force Pool if the availability year is at least 3
years ago.

.P There are annual additions to your Force Pool (see RAC 4.1.1).  Certain
special events can also add units to your Force Pool.  But most often, the
reason a unit is placed in your Force Pool is that it has been destroyed.

.P You don�t have to put a destroyed unit back into your Force Pool.  You can
remove it from the game instead (you �Scrap� the unit).  You have this choice
every time one of your units with an availability year is destroyed.  Once made,
it is irrevocable - you can�t put the unit back into your Force Pool when you
run out of units later, so be careful.

.P The main reason for removing units from your Force Pool is, of course, to
improve the average quality of your pool.  It�s particularly useful if your
Force Pool has (or will have) a lot of units or if you know you won�t ever build
all the units in the pool (e.g. Commonwealth battleships).

.P Process

.P The Scrap form is used for scrapping old units or units that have just been
destroyed in combat. At the top of the form is the list of units that may be
scrapped.  Not all scrappable units are shown at the same time. Instead, they
are grouped by Air, Land, and Naval units.  To see each group you click on the
corresponding button/filter.  Likewise you can see just the Naval Air or Armor
units by clicking on those buttons/filters.  These filters are mutually
exclusive.  If you select Battleships, then only battleships are displayed.

.P The second row of units are those that you have scrapped during this session.
It does not show any units that were scrapped previously.  However, it does show
all the units scrapped this session, regardless of unit type.  That means its
list of units does not change when you click on the Air, Land, etc. buttons.
The second row is the only row which is not filtered by a button selection.

.P The rest of the rows of units are for informational purposes only.  They let
you know what units of the currently selected type are: on the map, in the setup
tray, Force Pool, etcetera.  For naval units, the Repair Pool is also shown.
For air units, the Air Reserve Pool is shown.

.P Lastly, the Future Force Pool is shown so you have the ability to see what
units are going to be added to your Force Pool next year (in Jan/Feb) and in the
out years (+2, +3, +4).  The check boxes for the out years are cumulative, so if
you check more than one box, you see all those units simultaneously.

.P This wealth of information is solely so you can decide whether to scrap a
unit or not.

.P To scrap a unit, click on one in the top row and then click the Scrap button.
The unit will be moved from the top row to the second row (Scrapped Units). The
cursor will automatically go to the next unit in the top row so you can scrap a
series of units easily.

.P The Undo buttons work as you would expect.  Click on a single unit in the
Scrapped row followed by a click on Undo, and the unit will be moved from the
Scrapped row back into the top row (it might not be visible though, depending on
which unit type button/filter you have active).

.P The Restore and Save buttons let you save your scrap selections for a major
power for the next time you start the scenario.  There is a Default list of
scrap units available that is recommended by experienced WIF players.  Though
they do not all agree, and each one of them may change his mind depending upon
his strategic plan, and there is no guarantee that they have made the right
decisions anyway. Nonetheless, for a beginner, they are an excellent choice
while you are learning more about WIF.  Just click on Restore Default List and
OK - Done to go with their recommendations.

.P The decision to scrap captured naval units is made by the unit�s current
 owner (the capturer).  You can�t scrap partisan or territorial units.]





[.T Screen Layouts
.P Screen layouts are an innovative feature of MWIF that enables you to 
configure how the game appears on your monitor(s).  The need for this feature is 
partially driven by the wide variety of monitor dimensions and the increasingly 
common system configurations that have multiple monitors.  

.P The other contributing factor is that MWIF has 150+ forms, many of which can
be kept open and visible throughout game play, depending on the preferences of 
the player and the amount of monitor 'real estate' available. 

.P Single Monitor Systems

.P MWIF has defined 5 'standard' single monitors for the purpose of default 
screen layouts:
.H 
.B M1007 - 1024 wide by 768 high,
.B M1210 - 1280 wide by 1024 high,
.B M1610 - 1680 wide by 1024 high,
.B M1612 - 1680 wide by 1200 high, and
.B M1912 - 1920 wide by 1200 high.

.P Not all monitors match one of these precisely, but most are close enough that 
you can readily modify the default screen layout to fit you monitor.  M1007 is 
the minimum required for playing MWIF and all the forms in the game were 
designed to fit within those dimensions.  If you have an unusual monitor with a 
dimension less than this minimum width and height (for example, 1280 wide by 720 
high), then you are likely to find some of the forms cropped (typically at the 
bottom) - for which I am truly sorry. 
 
.P I put a lot of thought into possibly reducing the minimum dimensions to 
accommodate smaller size monitors but it really isn't fair to all the players 
who can take advantage of larger sizes for the forms.  For example, I could have 
made the forms smaller by using a smaller font and/or a smaller zoom size for 
unit depictions (which appear in most of the forms).  But both of those actions
would have made the forms more difficult to read.  I could also have split some 
forms into two separate forms or eliminated some of the form's components that 
were not 'essential'.  Again, both of these actions would have had a deleterious 
effect on the form's overall presentation of information.  Ultimately I decided 
on 1024 by 768 - though many times I was sorely tempted to make the minimum 1280 
by 1024.  By the way, designing two variations for each of the 150+ forms was
out of the question, given the amount of additional time and effort that would
have required.

.P The current screen layout is always shown using a bold font.  By left-clicking 
on one of the other screen layout names, the screen layout changes to the screen 
layout definition that was stored under that name.  MWIF would then read the 
parameters for the selected screen layout from the disk and transforms the 
screen to match.  
 

.P By right-clicking on the top name you can:
.H 
.B fetch a screen layout from disk (e.g., one that isn't in the list of screen 
layouts), 
.B save the current screen layout under a new name,
.B add another screen layout fo the list (without changing to that screen 
layout),
.B redefine the current (i.e., top name in the list), or
.B change the name for the current screen layout (i.e., top name in the list).

.P So, if you have a monitor that differs slightly from one of the default sizes 
(for example, 1680 by 1050), you could start with the default screen layout 
M1610 and increase the height of the Detailed Map (from 1024 to 1050) so it 
extends to the bottom of your screen.  You could then save the screen layout 
under the name New Game and every time you begin a game of MWIF, the screen 
layout will extend the Detailed Map to the bottom of your screen.

.P This also lets you design different screen layouts for different monitors, so 
if you play the game on both a desktop and a portable computer, you can 
transform the presentation of the forms to match your different monitor 
dimensions.

.P Most of the popup menu items are the same, with the omission of Redefining 
the current screen layout and the addition of two new menu items: Change 
position and Delete screen layout.  Change position lets you rearrange the order 
of the names in the list, though the top name is unmoveable, since by definition 
it is always the current screen layout.  Clicking on Delete removes the selected 
screen layout name from the list, though it does not delete it from the disk.  
To delete the file from the disk, you need to use Windows.

.P Form Dimensions and Locations

.P Many forms have fixed dimensions and locations, though they can all be 
rolled-up by clicking on the small icon in the upper left corner of the form.  
That reduces the form to a thin horizontal bar (for example, just the top of the 
form).  You can restore the full form by clicking on the icon a second time.

.P The more important forms can be resized to meet your personal taste: detailed 
maps, the global map, the setup tray, the screen layouts list, map view lists, 
selectable units, naval review details, etcetera.  Each screen layout stores the 
size and location of the following forms:
.H 
.B Main form
.B Screen layout list
.B Map views list (a separate entry with size, location, and content is made for 
each major power)
.B Detailed maps (a separate entry with size, location, and display controls is 
made for each detailed map on the screen).
.B Global map
.B Global map legend
.B Sequence of Play (only the location is stored since the size is dynamic)
.B Setup tray (this can be expanded horizontally to see more units).
.B Units in hex (this can be expanded horizontally to see more units).
.B Selectable units (this can be expanded vertically to see more units).
.B Naval review details (this can be expanded vertically to see more units).
.B Naval review summary (a separate entry with size, location, and content is
made for each major power)
.B Land combat resolution
.B Dice
.B Chat

.P New Game.SLY

.P One of the most important things to know when starting a new game is that for
each scenario there is a screen layout with the name �New Game.SLY�.  These are
the SLY files that the program uses to start new games.  The �New Game.SLY�
files are slightly different for the 11 different scenarios, since the number of
major powers changes from scenario to scenario.  So, if you start a new game for
the Barbarossa scenario, then MWIF uses the �New Game.SLY� file in the
Barbarossa directory to determine the location and dimensions for all the forms
listed immediately above.

.P After you acquire some familiarity with game play, it behooves you to spend
some time modifying (i.e., Redefining) the �New Game.SLY� file to suit your own
preferences.  Otherwise you are likely to be making changes to it each time you
start a new game.  Alternatively, you could leave the �New Game.SLY� file
untouched and just create your own SLY file under any name you want to use.
Then you could use the drop down Screen Layout List menu described above to
�Restore screen layout� to your personal SLY file.

.P Redefining Screen Layouts

.P If you examine the list of data fields stored within a SLY file (shown above),
you will see that two of them are stored multiple times, for each major power.
What this means is that the location of the Map Views list and Naval Review
Summary (NRS) forms have 8 sets of map views and NRS details.  These might be
identical in some particulars but different in others.  If you redefine a SLY
file for Germany, after repositioning the Map views list form, that change is
only made for Germany!  When you switch to Italy, the location of the map views
list form will be unchanged.  Most likely, should you want to relocate the Map
Views list or the NRS forms, you will need to do the �redefine� 8 times, once
for each major power.

.P M1007

.P The default screen layout for the minimal configuration (M1007) positions the 
Main form at the top left of the screen and the Detailed Map below it.  To the 
right of the Main form, at the top of the screen are the screen layouts list and 
the map views lists.

.P When other forms appear, they overlay the detailed map, and possibly the main 
form, if they use the full 1024 by 768 footprint.  The first few forms you see 
when you start a new game (lend lease and scrap units) and all the forms used 
during combat require this maximum footprint.  In contrast, the setup tray has 
been made as small as possible and is positioned at the bottom of the screen, to 
maximize the amount of viewable area on the detailed map.  So too the Main form, 
Screen Layouts list, and Map Views list have been scrunched down to a small a 
foot print as possible.

.P There are numerous helpful forms that you might want to see often during game 
play.  The Global Map, Sequence of Play, Units in Hex, and Selectable Units 
forms are just some examples.  With the minimum monitor size you will probably 
just toggle these on and off using the short cut keys defined for them.  Or you 
could 'roll them up' using the small up-arrow triangle icon in the upper left of 
every form.  The roll-up feature is in lieu of the minimize icon typical of 
other Windows applications.  MWIF only lets you 'minimize' the entire 
application.  The advantage of roll-up (compared to minimize) is that after 
reducing the form to a thin horizontal bar, the form stays in its current the 
position, which makes it easy to find when you want to restore it.

.P You are free to redesign the layout howsoever you deem best for you.  One 
possibility is to make the detailed map slightly narrower, leaving room along 
one of the edges for seeing a small portion of other forms that are hidden  
underneath.  That lets you click on visible slivers of forms to bring the hidden 
ones back on top.

.P Other Single Monitors

.P If you have more than the minimum width available, the Main form is 
positioned somewhat to the right in the default layout, leaving room for the 
Selectable Units form to appear between it and the left edge of the screen 
(for example, in the upper left corner).  The detailed map is extended to use 
the full width of the monitor, though with very large monitors, the Global Map 
and Units in Hex forms are placed on the right.

.P Depending on what you like, you might want to have two screen layouts in 
common use: (1) with the detailed map consuming virtually all of your screen, 
and (2) with some of the other forms you find helpful displayed, or at least 
partially visible for easy access.

.P Dual Monitor Systems
 
.P Dual monitors provide a lot of real estate for the MWIF forms and therefore a 
lot of flexibility in screen layouts.  Here I only consider the situation where 
the two monitors are autonomous.  That is, I am not considering the case where 
you might have your largest detailed map extend across two monitors.  
Furthermore I am labeling the monitors primary and secondary merely for 
convenience, and not using those terms as they are defined by Microsoft when 
discussing multiple monitor systems.

.P Only one default screen layout is provided for a dual monitor system: M2510, 
which is two 1280 by 1024 monitors with a total screen size of 2560 pixels wide 
by 1024 high. This example is easy enough to modify for use in all the other 
variations of two monitor systems.

.P The primary monitor is devoted to the largest detailed map, with the setup 
tray placed above it, when in use.  The secondary monitor holds principally: the 
Main form, Global Map, Selectable Units, Units in Hex, Screen Layouts list, Map 
Views list, Sequence of Play, Naval Review Details, Naval Review Summary, and 
all other forms that appear during game play.  The basic concept here is that 
your main detailed map is never obscured by other forms, but is omnipresent.  
The sole exception is the setup tray, and the reason that is placed on top of 
the detailed map is so the 'mouse distance' from a unit in the setup tray to a 
location on the detailed map is minimal.  Moving the mouse back and forth from 
the setup tray to the detailed map can be tedious if the two are far apart and 
you have 50+ units to set up.

.P Of course, you can do this however you like, and there are going to be 
numerous variations given the variety of monitor combinations possible.  Indeed, 
the entire purpose behind the screen layouts feature is to enable you to tailor 
MWIF to accommodate your particular hardware configuration.]





[.T Sea Box Section
.P Background

.P Whenever you move a stack of units into a sea area, you need to select one 
sea box section for the entire stack of moving units.  This is true for air
units as well as naval units.  For example, during the Naval Air phase and the
Naval Air Support phases, air units fly into a sea area and you choose which
section box they should occupy.  Many naval combat moves end at sea and each of
those moves requires you to choose a section box for the moving units.  Convoys
 are an exception, since convoys can only be placed in the zero section box.
 Therefore, you only have to �drop� a convoy into a sea area and MWIF will
 automatically place it in the zero section box for your side.

 .P Choosing a section box is usually restricted, since most units are unable to
 move into the highest section box (i.e., 4) and even units with a lot of
 movement points can be restricted to the lower numbered section boxes when they
 have traversed several sea areas to get to their destination sea area.  For air
 units with extended range, you will have the opportunity to take advantage of
 their extended range so they can reach a higher numbered section box, with the
 result that their bombing factors are halved.

.P For air units moving into a sea area section box, their range is reduced by
the number of hexes they moved to reach the first all sea hex in the sea area.
The unused portion of their range dictates which section boxes they can choose:
.H
.B 0 range remaining => 0 section.
.B 1 => 0 or 1.
.B 3 => 0, 1, or 2.
.B 6 => 0, 1, 2, or 3.
.B 10 => any section.

.P Form Layout

.P This form appears when you place units into a sea area.  On the left is the
complete list of units in the moving stack, including those units being 
transported.  On the right is the compete list of units already in the sea area.  
The unit data panels underneath each list of units applies to one of the units 
in the lists immediately above them.  

.P The controls for selecting the section box and whether none, some, or all of 
the units are to enter into sentry mode are in the bottom center of the form.  
When the stack of units is unable to enter one or more of the higher numbered 
boxes, those boxes are disabled.

.P Process

.P Click on the sea box section in which you want to place the units and set the 
sentry mode.  Then click on OK to exit the form.]





[.T Select Units
.P Background 
 
.P There are times during game play when you will want to select one or more 
units from a large stack of units in a hex.  To facilitate doing that you can 
call up the Select Units form by pressing Ctrl-left-click with the mouse.

.P This form is typically used for a large number of naval units in a port or 
sea area.  Therefore a list of check boxes is provided so you can filter which 
units are displayed in the unit panel.

.P There is also a filter panel for choosing by nationality.

.P  Process

.P You can use the checkboxes to filter the list, the Select All and Unselect 
All buttons and click on individual units to select/deselect them.  When you 
have selected the units you want, click on the OK button.]





[.T Send To
.P ]





[.T Sequence of Play
.P Background
 
.P The sequence of play for MWIF consists of 9 stages.  The sequence of play 
begins with the New Game stage which is followed by a series of game turns.  
Each game turn starts with a New Turn stage and ends with the Turn End stage.  
Within each game turn there are multiple impulses.  

.P Each impulse starts with the New Impulse stage and ends with the Impulse End 
stage.  Between those two stages are the four 'stages' that comprise the heart 
of the sequence of play: Naval, Air, Land, and Air Rebase.  At the end of each 
impulse, a random number is generated to see if the turn is over or not.  If it 
is not, the game returns to the New Impulse stage.  If the turn is over, the 
game advances to the Turn End stage.

.P Once a turn ends, there are a series of end-of-turn phases that are completed 
prior to returning to the New Turn stage.  The last phase in the end-of-turn 
phases is for MWIF to check for an automatic victory and/or last game turn, 
either of which ends the game.

.P The Sequence of Play form is dynamic in size, expanding and contracting to 
show the current place in the sequence of play.  
 
.P The layout of this form is that the top line of the 2nd column indicates the 
current stage in the 1st column; the top line of the 3rd column indicates the
current phase in the 2nd column and so on.  The location of the flag, to the
right of the last column, indicates the current phase/subphase.]





[.T Setup Tray
.P Background

.P There are 7 places in the sequence of play where units that are off the map 
are placed onto the map:
.H 
.B scenario setup,
.B calling out reserves, 
.B setting up units for aligned minor countries,
.B setting up units for attacked minor countries,
.B arrival of reinforcements,
.B arrival of partisans, and
.B when Vichy France is declared.

.P The form used in all 7 instances is called the Setup Tray.  MWIF moves the 
units that are to be placed onto the map from their off map pool and puts them 
into the Setup pool, which is then used to populate the setup tray.  For all 
practical purposes, the Setup pool and the setup tray are equivalent.

.P The setup tray is one of the more complicated forms in MWIF, primarily 
because the WIF rules for placing units onto the map are numerous and diverse.  
WIF FE (World in Flames Final Edition) has a separate booklet for providing 
details on how to setup each scenario, which includes a very impressive 
spreadsheet for determining the number and type of units each major power places 
in each of several rigidly defined areas.

.P The setup tray consists of 6 main groups of controls:
 
.P 1. Setup areas: shown in the upper left of the form, this list identifies 
locations on the map within which a precisely defined group of units are to be 
placed.  Each setup area has its own group of units (air, land, and naval), 
although a setup area might only have 1 or 2 of the branches of service.

.P 2. Air units list: shown in the upper right of the form, this group of unit 
images identifies the air units which are to be placed in the currently selected 
setup area.

.P 3. Land/naval units list: shown in the lower right of the form, this group of 
unit images identifies either the land or the naval units that are to be placed 
in the currently selected setup area.  Rather than have separate lists for the 
land and naval units, this one component of the form serves to display both 
groups.  You can toggle between viewing the land and naval units using a control 
button (that is, Show Naval switches to the naval units).
 
.P 4. Air units filter buttons: shown to the left of the air units list, this 
grouping of 6 buttons lets you limit which air units are shown.  For example, 
you can click on LND and see only land based bombers.  See Using the Form below
for more details.

.P 5. Land/naval units filter buttons: shown to the left of the land/naval units 
list, this grouping of 5 or 6 buttons lets you limit which land/naval units are 
shown.  The button labels change depending on whether land or naval units are 
being displayed.  For example, the filters BB (battleship) CA (cruiser) and SUB 
(submarines) are visible when looking at naval units, while ART (artillery), INF 
(infantry), and ARM (armor) are visible when looking at land units.

.P 6. Control buttons: occupying the lower left corner, these buttons let you 
save and restore setups and reference rules specific to setting up the current 
major power's units in the current scenario.  One control button not visible in 
the two figures shown is Set Weather.  This button is only visible if the 
scenario has variable weather at its start.  That is, you do not know what the 
weather is going to be at the start the first turn while you are setting up your 
units.  You can use the Set Weather button to temporarily freeze all lake hexes 
during setup, which enables you to place land units therein.  Of course if the 
weather die roll turns out to be Fine for a lake hex occupied by a land unit, 
the land unit is destroyed.
 
.P Process
 
.P Setup Areas

.P The setup areas is a good place to start for exploring what units are to be 
set up. By clicking on each of the setup areas in turn, you can see the units 
assigned to each area.  If you have the check box above the setup areas checked, 
the detailed map automatically centers on the setup area, to give you an idea of 
where the units for the current setup area are to be placed.  Note that a setup 
area can be range in size from a single hex (for example., Honolulu), to an 
entire ocean (for example, Pacific), to any hex on the map controlled by the 
current major power (for example, Any).  
 
.P The variability of setup restrictions is enormous and in some instances there 
are special restrictions imposed.  To handle odd cases, the button Setup Rules 
is provided so you can call up a description of any unusual conditions imposed 
on where you set up units.  For example, in some scenarios, the Nationalist 
Chinese set up a unit in Burma, which is controlled by the Commonwealth.  
Normally a unit can not be set up in a hex controlled by another major power 
unless it cooperates with that major power (the Chinese and the Commonwealth 
never cooperate).  This exception is described in the text that appears when you 
click on the Setup Rules button for China in those scenarios.

.P Air Units

.P As mentioned above, you can filter which air units are shown by clicking on 
the buttons to the left of the air units list.  The filters are inclusive, so 
clicking on LND and ATR displays both the land based bombers and the air 
transports.  When no buttons have been clicked (a green tint indicates a filter 
is active), then all air units are shown. 

.P The buttons perform the following functions:
.H
.B LND, when active, displays land based tactical and strategic bombers.
.B FTR, when active, displays land based fighters.
.B ATR, when active, displays air transports.
.B NAV, when active, displays land based naval air bombers.
.B Res, when pressed, moves the selected unit to the Air Reserve pool.
.B CVP, when active, displays carrier air units.

.P The odd button in this group is the Res button.  That is explained in more 
detail later in this section.  The other 5 buttons identify mutually exclusive 
types of air units, and together they include all possible air unit types.

.P The text under each unit's image provides information on the unit's status 
vis-a-vis being placed on the map.  For example, an air unit can have 'F2 4/8' 
beneath it.  The F2 indicates that this is a fighter that costs 2 BPs to build.  
The 4/8 indicates that there are 8 'F2' fighters in this air units list but that 
only 4 of them can be assigned pilots.  If you are not using the optional rule 
pilots, the 4/8 means that only 4 of the units can be placed on the map and the 
4, that you do not select, will go back into the Force pool.

.P But if you are using the optional rule pilots, you can click on one of them 
and its status will change to 'assigned', indicating that a pilot has been 
assigned.  The status under each of the other F2 air units would be updated to 
read 'F2 3/7', indicating that 7 F2 units remain, but only 3 pilots are 
available.

.P Usually you start setting up air units by deciding to which ones to assign 
pilots.  Piloted air units can then be place on the map.  The others go into the 
Air Reserve and can be assigned pilots when a pilot becomes available.  If you 
like, you can select the most pitiful air unit and click on the Res button.  
That will move the selected unit directly into the air reserve.  For instance if 
you clicked on an 'F2 4/8' unit and then clicked on the Res button, the selected 
unit would disappear from the air units list and the other F2 units would have 
their statuses updated to 'F2 4/7'.

.P Though you can process your units in any way you so desire, let's assume that 
you have gone through all the air units and selected which ones you are going to 
place on the map.  The others will have been removed from the air units list and 
moved to either the Air Reserve or Force pools.  You can now click on an air 
unit and see its status change to 'In Stack'.  This indicates that the unit is 
'in hand' and is part of the moving stack.  If you move the cursor over the 
detailed map, the cursor will change to either a cross hair, if the hex is one 
in which the unit can be placed, or an X, if the hex is invalid for the unit(s) 
currently 'In Stack'.
 
.P For example, if you pick up two air units (both of them are In Stack), then 
most hexes will be illegal because of stacking limits.  A city hex might be a 
legal setup hex, if it meets other setup restrictions and doesn't already
contain air units.  The message display on the Main form provides guidance on
which hexes are legal and illegal.  For illegal hexes the error message usually 
provides a specific reason why the hex is illegal (for example, 'Exceeds 
stacking limits').

.P Carrier air units have a slightly different status message once they have 
been assigned a pilot: 'No carrier'. This is to remind you that the unit is a 
carrier air unit, and though it can be placed on a land hex like any land based 
air unit, you probably want to place it on a carrier.

.P About pilots, you might have such a shabby group of air units that you don't 
want to give them all pilots, even though you have excess pilots.  You can save 
pilots for use in the next turn (when hopefully better air units will arrive as 
reinforcements) by placing air units in the air reserve (using the Res button).  

.P Finally, about processing air units through the series of steps: F2 4/8 --> 
Assigned --> In Stack, this progression is accomplished by left clicking on a 
unit.  You can reverse the order by left clicking while holding down the Ctrl 
key: In Stack --> Assigned --> F2 4/8.  This is somewhat unusual so you might 
want to try to remember that Ctrl left click reverses the processing order when 
using the setup tray.  This also applies to processing the land and naval unit 
lists too.

.P Land Units
 
.P The filters for land units work the same way as for the air units, described 
above.  The buttons perform the following functions:
.H 
.B ART, when active, displays artillery, anti-tank, and anti-aircraft units.
.B INF, when active, displays infantry, territorials, militia, garrison, 
partisan, warlord, and motorized units.
.B ARM, when active, display armor and mechanized units.
.B HQ, when active, displays all types of HQ units: armor, infantry, and 
partisan.
.B SPCL, when active, displays  mountain, oil points, cavalry, paratroops, air 
landing, ski, marines, engineers, factories, and forts.

.P These 5 buttons identify mutually exclusive types of land units, and together 
they include all possible land unit types.

.P Processing land units for placement on the map is much easier than air units.  
Land units have a status of either Ready or In Stack.  You left click on Ready 
units to change them to In Stack, and then move the cursor over the map to where 
you want to place them.  Left click on the destination hex, and MWIF puts them 
in the hex.  Note that you do not 'drag' the units.  The big advantage of this 
design is that you can select multiple units from the unit lists even if they 
are not adjacent to each other.  It also lets you reposition the map and do 
other things involving the mouse and the cursor without worrying about 
accidentally 'dropping' the units.

.P In fact, you can select land and air units at the same time and place them on 
the map as a stack.  Personally, I suggest not doing this since it is easy to 
create a moving stack that violates stacking limits.  Furthermore, it isn't 
possible to combine selected land and naval units using the setup tray, since 
switching from Land to Naval causes all units In Stack to revert to a status of 
Ready.

.P Once any unit (air, land, or naval) has been placed on the map, it can be 
picked up and repositioned.  Be aware that MWIF keeps track of the unit's 
original setup area and continues to enforce any restrictions associated with 
the setup area.  Once you have placed a unit on the map, it can not be returned 
to the setup tray!

.P Naval Units
 
.P The filters for naval units work the same way as for the air and land units, 
described above.  The buttons perform the following functions:
.H 
.B BB, when active, displays battleships.
.B CV, when active, displays carriers, light carriers, and ASW carriers.
.B CA, when active, displays cruisers.
.B CL, when active, displays light cruisers, auxiliary cruisers,  and ASW 
escorts.
.B SUB, when active, displays submarines (all variations).
.B TRS, when active, displays naval transports, amphibious, naval supply, liner, 
convoys, and frogmen.

.P These 6 buttons identify mutually exclusive types of naval units, and 
together they include all possible naval unit types.

.P Processing naval units for placement on the map is identical to how it is 
done for land units with 2 exceptions: 
.H
.B Convoys are often troublesome to set up at sea, since there can be dozens of 
convoy units and you usually want to spread them out in different sea areas.  

.P Note that convoys have a number in their upper left that indicates the 
quantity of convoys in the unit.  These are like denomination of money and can 
be freely converted into multiple units of smaller quantities by 'splitting' 
units with more than 1, or merged from multiple units into a single larger one.  
To perform these actions you right click on a convoy unit to view the Unit menu.  
The menu item Naval will appear and placing the mouse over it brings up the 
submenu item(s) Split and/or Merge.  See section 8.3.8 of the Player's Manual 
for details on using the Unit Menu and section 8.7.2.50 of the Player's Manual
for details on using the Split Convoys form.

.P Or particular interest when positioning convoys on the map is the Unit menu 
item Sentry, which can be turned On and Off.  Convoys are automatically placed 
in Sentry mode when they are placed on the map.  Oftentimes new players are 
frustrated because they are unable to pick up and reposition convoy units during
setup.  The solution is to turn the sentry status to Off so the convoy unit can 
be picked up.
.H 
.B All naval units placed at sea during setup are assumed to have stayed at sea
from the 'previous' turn.  This means that they have moved down one sea box 
section during the return to base phase at the end of the previous turn.  
Convoys and ASW units can remain at sea indefinitely, staying in the zero 
section box.  So, those two types of units are exceptions to this rule of having 
'moved down 1 sea box section'.

.P Naval units that are permitted to start at sea can do so based on the ports 
in their assigned setup area.  If a naval unit with a range of 6 and 6 movement 
points wants to start at sea in a zero section box, then it can do so as many as 
5 sea areas away from any port in its setup area. However, it needs to be 
capable of legally moving from that port to the sea area in which it sets up.
For example, Gibraltar stops the Italians from setting up in the Bay of Biscay 
when: (1) Italy is at war with the Commonwealth and (2) the Commonwealth 
controls Gibraltar.  

.P As another example, if a battleship with 4 MP and a range of 2 wants to set 
up in a sea area adjacent to one of the ports in its setup area, then it can be 
placed no higher that the 2 box section.  The logic here is that it started in 
port the previous turn, moved into the adjacent sea area, and positioned itself 
in the highest possible section box (4 MP - 1MP to move out to sea, means it 
could have been in the 3 section box last turn).  During the return to base 
phase at the end of the previous turn, the battleship decided to remain at sea 
and therefore moved down to the 2 section box.  The result is that the 
battleship can reach no higher than the 2 section box when setting up.

.P The easiest way to perform this calculation in your head is to simply 
subtract 1 MP from all units that start at sea, except convoys and ASW units, 
which have their full MPs available.  Note that range can also be a constraint 
on how far a naval unit sets up from a port, though the unit's range is at its 
full value (not minus 1).

.P Control Buttons

.P To ease the problem of placing convoys and other naval units on the map, you 
can use Saved Setups.  Saved Setups can be created at any time during setup.  
What they do is record the placement of named units and generic units that are 
on the map.  Named units and generic units are those that are not drawn randomly 
from the Force pool during setup.  For instance, all capital ships are named: 
carriers, battleships, and cruisers.  Exceptions are ASW carriers and ASW 
escorts.  HQs are the other named units in the game that are not selected 
randomly during setup.  
 
.P Since WIF setup instructions refer to named units specifically, it is always 
known whether or not they are part of the setup for a scenario.  By knowing that 
they are going to need to be set up, the Saved Setups let you write out to disk 
in which hex, or sea area section box, you want them placed.  Restoring a saved 
setup simply transfers the units from where ever it currently is (usually the 
Setup Tray) to the saved location.

.P Besides units that are referred to by name in the setup instructions, the 
placement of generic units can be saved as well.  The most common generic units 
are convoys, since they are all identical.  Once you have a convoy pipeline 
setup the way you like it, create a saved setup of the position so you can 
restore it the next time you start that scenario, with a few clicks of the 
mouse.

.P Do not confuse Saved Setups with Saved Games.  Saved setups only record the 
placements of non-random units.  If you have set up all your units at the start 
of a scenario and create a saved setup of the position, the placement of the 
randomly drawn units (for example, all the air units and all the land units 
except HQs) will not be written out to disk.  In addition, each saved setup is 
just for the units of the current major power.  The units of all the other major 
powers are ignored when a setup is saved.  Saved games, on the other hand, save 
the location of al the units in the game and a ton of other information about 
the game state (turn, phase, impulse, etc.).

.P Summation

.P To set up your units for a scenario, left click on a unit in one of the unit 
lists until it has the status of In Stack.  Then move the cursor to a legal hex
for the unit and left click to place the unit in the hex.  Transfer to the map 
all the units in the 3 units lists for each of the setup areas.  Once you have 
all your units on the map, the Setup Tray will disappear.  You can then 
rearrange the location of the on-map units freely.  When you are happy with 
their placements, click on the End of Phase button in the Main form to end the 
setup phase for your major power.]





[.T Split Convoys
.P Background

.P Convoy points can be freely broken down or combined, as long as the total 
points remain the same.  You establish convoy lines by moving the convoy points 
during your turn, just like any other naval units.  Their only difference is 
that convoys (and ASW units) can stay at sea even if they are in the 0 section 
of the sea-box during the return to base step.

.P Convoys exist to transfer Resources and Build Points across sea areas.  You 
can only ship as many Resources and Build Points through a sea area as the 
number of convoy points you have in that area (see RAC 13.6.1).  A chain of 
convoy points across one or more sea areas doesn't all have to be from the same 
major power (see RAC 18.2) however neutral Major Powers can only contribute to 
convoy chains with other major powers if the rules specifically allow it (see 
RAC 5.1.1 and 13.3.2, option 9).

.P Convoy points can only 'patrol' in the 0 section of the sea-box, even if they 
have unused movement points and cannot be used to initiate a naval interception 
(see RAC 11.4.6) or a naval combat (see RAC 11.5.2).  When placing 
reinforcements you can place 1 convoy point a turn in either a Commonwealth home 
country other than the United Kingdom or an aligned (not conquered) minor 
country (see RAC 4.2).

.P Convoy points don't get damaged, so you never repair them (see RAC 13.6.5).

.P At the start of any friendly impulse, a player may freely convert any of 
their organized convoy points in port into tanker points, or vice versa (see RAC 
22.4.19 : option 76).  When doing so, it takes 2 convoy points to convert into 1 
tanker point, or 2 tanker points to convert into 1 convoy point.

.P There are times during a game of MWiF when the number of convoy points in a 
stack is significant.  Up to 4 naval units can stack together in a minor port 
and every 2 convoy points (or any spare point) is a naval unit (see RAC 2.3.1).  
Each naval unit a neutral major power moves (rather than each group) counts as 1 
naval move - every 2 convoy points - or any spare point - is a naval unit (see 
RAC 9.1).
 
.P For the purpose of determining numbers of ships during Port Attack and Naval 
Combat every 2 convoy points (and any spare 1 point) counts as a ship (see RAC 
11.5.8).  An 'X' result destroys 2 convoy points; a 'D' result destroys 1 convoy 
point and an 'A' result aborts 1 convoy point.  If a player has only one convoy 
point, he can choose it to take an X result.  But if there is more than one, two 
convoy points are lost.  Convoy points can never be bottomed - they are always 
destroyed (see RAC 11.2 : option 18).

.P When organized convoys are overrun in a port (see RAC 11.11.6) they must 
rebase.  Each disorganized or surprised convoy in that port are subject to a 
random result of either:
.H 
.B rebasing as per normal overrun, or
.B destruction of the convoy, or
.B capture by the enemy and immediate transfer to their repair pool.  Note that 
partisans destroy convoys instead of taking control of them.

.P Each convoy point is affected by a separate die roll.  Therefore, MWIF starts 
resolving which ones are rebased/destroyed/captured by first breaking any 
multiple convoy unit containing N convoys into N single point convoys.

.P  Process

.P You click on the up and down arrows to set the number of convoy points in 
each new unit and the number of new units you want to have.  For example, you 
could transform a single unit with 20 convoy points into 4 units of 5 convoy 
points each.  Or, you could take the same 20 point convoy units and request 5 
new convoy units of 2 points each, which would still leave you with a single 
unit of 10 points.]





[.T Set Controlling Major Power
.P .T Background from Rules as Coded

.P When Vichy France is formed, a die is rolled for each French administrative
group.  A group becomes controlled by the (Free) French player if the roll is
within the range shown on this chart.  Otherwise, it remains controlled by Vichy
France.

.P Administration Group (Die)
.H
.B Morocco, Algeria & Tunisia (10)
.B French West Africa (9-10)
.B Syria (9-10)
.B Indo-China (9-10)
.B Madagascar (8-10)
.B All Asian minors & territories (7-10)
.B French Equatorial Africa (3-10)
.B All Pacific Ocean minors & territories (2-10)
.B All other territories & minors (9-10)

.P 2 is subtracted from each die roll if any on-map French carriers or
battleships are not currently in a Metropolitan French port.

.P Each hex France controls in a territory or home country controlled by another
major power or minor country reverts to the control of:
.H
.B the major power occupying the hex (if any); or if none
.B that other major power or minor country.
.B All Axis controlled hexes in Vichy controlled minor countries and territories
immediately revert to Vichy French control.
.B Axis controlled hexes in Free French controlled minor countries and
territories remain under Axis control.
.B All Allied controlled hexes in Free French controlled minor countries and
territories immediately revert to Free French control.
.B All Allied controlled hexes in Vichy French controlled minor countries and
territories may now be immediately reverted to Vichy control.  Vichy France is
hostile to all Allied major powers that do not immediately revert all such hexes
to Vichy control.
.B Finally all Vichy controlled minor countries France has gained controlled of
since the start of the game immediately become controlled by an Axis major power
nominated by the major power that installed Vichy France.  The minor country is
conquered if it aligned to France and aligned if it was conquered by France.  If
more than one minor country is available to be allocated they may be allocated
to different major powers.

.P .T Using the Form

.P Simply choose which Axis major power you want to control the given country.
The control will be either through alignment or conquest.  If you are not sure
where the country is located, click on the Find Country button to center the
detailed map on its capital, or other centering hex.]





[.T Surprise Points
.P Background

.P For Port Attacks you get surprise points equal to the sum of:
.H
.B The modified search number in the highest sea-box section containing a unit
you have included in the combat; this includes fighters even if no air-to-air 
combat is possible.
.B Your opponent's unmodified search roll.

.P Land based bombers attacking are treated as being in the 3 section.  The 
defender is in the 3 section if the port is a minor port, and the 5 section if 
the port is a major port. Carrier planes are in the section their carrier is in 
(whose search numbers can be modified by the presence of NAVs and carriers, see 
RAC 8.2.4).  Carriers in port do not modify the search number.

.P For Naval Search you get surprise points equal to the sum of: 
.H
.B The modified search number in the highest section of the sea-box that
contains a unit you have included in the combat.
.B Your opponent's unmodified search roll.

.P The side with the greater number of surprise points can spend the difference 
according to the following table, except that a Port Attack cannot change the 
combat type from naval air combat:

.P You can spend your excess surprise points in these ways:

.P Benefit .T .T .T .T .T .T .T .T .T .T .T .T .T .T .T .T .T Cost.T .T .T .T When
.B Avoid combat.T .T .T .T .T .T .T .T .T .T .T .T .T .T .T 4 .T .T .T .T .T Surprise calculated
.B Choose combat type .T .T .T .T .T .T .T .T .T .T .T .T 4 .T .T .T .T .T Naval combat type chosen
.B Increase your air-to-air combat value.T .T .T .T .T .T .T 2 per point.T .T Air-to-air combat
.B Decrease opponent's air-to-air combat value .T .T .T .T 2 per point.T .T Air-to-air combat
.B Increase your anti-aircraft fire .T .T .T .T .T .T .T .T .T 2 per column.T Anti-aircraft combat
.B Decrease opponent's anti-aircraft fire.T .T .T .T .T .T .T 2 per column.T Anti-aircraft combat
.B Increase your column on the naval combat chart .T .T .T 2 per column.T Naval combat
.B Decrease opponent's column on the naval combat chart.T 2 per column.T Naval combat
.B Select enemy or friendly naval target .T .T .T .T .T .T .T 3 per target .T Naval combat results

.P If you have 4 or more points and want to avoid combat, announce it 
immediately.  The combat will be over and you can go on to the next sea area.  
If the combat is avoided all carrier planes and aircraft units arestill treated 
as having flown a mission. So, they count against mission limits and must return
to base where they become disorganized.

.P You can spend points on the other benefits as you go.  For instance, when you 
get to combat type, you would announce whether you wanted to spend points on 
choosing the type, when you get to combat, announce how many points you want to 
spend shifting columns, and so on.

.P If you spend 3 points to select a target, you can only select a unit that was 
included in the combat (you can't select a cargo separately from its TRS).  You 
can spend these points at any time before the die is rolled against this target. 

.P 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).

.P When conducting Naval Combat (that is, not Port Attacks) you can have one 
type of naval combat in one combat round and a different type in the next (see 
RAC 11.5.7).  You can choose the combat type if you spend 4 surprise points.  
You can even choose a combat type not normally allowed (for example SUB combat 
even if no enemy convoy points are included).  You can choose a combat type that 
won't produce a combat.  For example, you can choose a naval air combat:
.H 
.B if you only have an FTR and your opponent has no aircraft present, or
.B the weather is blizzard or snow.

.P You might do this to prevent an unfavorable combat type from occurring.

.P When using Surprise Points to increase your air-to-air combat value by 1 or 
decrease your opponent's by 1 the this modification lasts for the whole 
naval-air combat (see RAC 11.5.9).

.P When using Surprise Points to affect the results on the Naval Combat Chart 
you can increase your column by spending 2 surprise points per column and you 
can decrease your opponent's column by spending 2 surprise points per column.  
You can't move off the right-hand end of the naval combat chart and if you are 
moved off the left-hand end, you inflict no result on your opponent.

.P During the anti-aircraft phase you can increase or decrease the column by 1 
for each 2 surprise points you spend.  If anti-aircraft fire reduces the 
attacker's air-to-sea factors to the zero column, then combat is over.  Surprise 
points may not be used to increase the attack to a positive number.  
Anti-aircraft fire is affected by surprise (see RAC 15.1).

.P When implementing Anti-aircraft Combat results, for every 3 surprise points 
you spend, you can select the target instead of your opponent (see RAC 11.5.6).
 
.P When implementing Naval Combat results, for every 3 surprise points you 
spend, you can select the target instead of your opponent (see RAC 11.5.6).

.P During submarine combat:
.H
.B any losses inflicted by the non-SUB side can only be taken on the SUBs that 
attacked them (owners choice).
.B however for every 3 surprise points you spend, you can select the target SUB 
instead of the owner (see RAC 11.5.6).
.B any losses inflicted by the SUB side can only be taken on convoys (unless 
someone spends 3 surprise points to inflict them on another target).  If convoy 
points can take no further losses, ignore any remaining losses(unless you spend 
surprise points to select another target).

.P Surprise points relate to a specific combat, with the units from both sides 
shown at the top of the form and the insert map showing the hex where the combat 
takes place.  Midway down the left side is some information about the current 
combat and the effect spending surprise points has on the results.  The Original 
Result is for with no surprise points used, while the Current Result is what 
would happen given your current selected expenditure of surprise points.  Note 
that you can modify (that is, undo) your usage of the surprise points while this 
form is visible.  Once the form is closed, your decisions are final.

.P The most important part of this form are the action buttons running down the 
center of the form.  Though all the possible actions (that is, uses) for 
surprise points are always shown, only some are enabled at any point in time.  
This can occur because there are insufficient surprise points available - the 
number following each action label is the number of surprise required for that 
action.  Alternatively, an action button might be disabled because it does not 
apply (for example, when there is no air-to-air combat the buttons related to 
changing those odds are disabled), or because the current place in the combat 
phase has not been reached, or already occurred.  For example, avoiding combat 
is enabled at the beginning of the combat, but once the combat has begun, it is 
disabled.  Similarly, selecting the target to receive the combat result is not 
applicable until after the combat results have been decided.

.P Process

.P You simply click on an enabled action to spend your surprise points.  Once 
you do that, the Current Result information on the left is updated.  You can 
click on as many actions as you like until all your surprise points have been 
used (or reduced to 1, since all actions cost at least 2 points).  Or you can 
save your surprise points for use later in the sequence of play for this combat.  
However, surprise points are lost if they are not used in the current combat.  
There is no carryover to other combats.  Click on the OK button to close the 
form.]





[.T Task Force Details
.P ]





[.T Task Forces Summary
.P ]





[.T Trade Agreements
.P Background

.P A major power  can give resources and build points to another major power on 
the same side.  It can only give resources or build points if it is an active 
major power and giving them to another active major power.  Exceptions are: 
trade  agreements that exist at the beginning or the war between major powers on 
opposing sides (see RAC 5.1), trade agreements created by the USA after certain 
US entry options have been selected (see RAC 13.3.2), and trade agreements with 
Vichy France (see RAC 17.4).  

.P Trade agreements in place at the start of the war remain in effect until: (1) 
either country involved in the trade agreement is completely conquered,  but not 
incompletely conquered or by the declaration of Vichy France, (2) the conditions 
specified in RAC 5.1 are fulfilled.  See RAC 5.1 for a full list of the trade 
agreements in effect in 1939 and the conditions under which they are modified.

.P New trade agreements can be negotiated.  This can be done even between major 
powers on opposite sides, provided that those major powers have a neutrality 
pact in place.  For example, the USSR can create a trade agreement with Japan or 
the Commonwealth with Italy.  If trade agreements are negotiated  between major 
powers on opposite sides, then they remain in effect until the neutrality pact 
is broken.  

.P A major power may lend lease to another country resources it is receiving in 
a trade agreement that was in existence at the start of the scenario.  But it 
may not do the same for resources it is receiving from 'new' trade agreements.  
This is true even if the resource types are different (that is, oil versus 
non-oil resources).  Resource points and build points become owned by the 
receiving major power during the production phase.

.P Some major powers need US entry options (see RAC 13.3.2) to be chosen before 
resources can be given to them.  The USSR is further restricted in that (apart 
from Germany) she may only give and/or receive up to 1 resource (and/or 
build point) per turn unless US entry option 19 (and option 30 for build points) 
has been chosen.

.P You cannot give resources to a major power in the same turn as it is giving 
resources to you.  However, you can give resources to a major power in the same 
turn as another major power gives resources to you.  The same restrictions apply 
to lend leasing build points.  You may however give build points to a major 
power in the same turn you receive resources from that major power or vice 
versa.

.P How you transport resources is described in RAC 13.6.1 and 13.5.1.  If, 
during production (see RAC 13.6), it is possible for the promised resources (or 
build points) to be delivered, then they must be delivered.  If you cannot meet 
the promise you made (for example, because the convoy points were not set up, 
were destroyed, or a railway line cut), you still cannot use them yourself. 
 
.P The form that reports on trade agreements simply lists all the trade 
agreements alphabetically by lender.  
 
.P Notice that the trade agreement between Germany and the USSR appears as two 
separate lines: what Germany sends to the USSR (2 build points) and what the 
USSR sends to Germany (7 resource points with at least 2 of them oil points.

.P Process

.P This form is purely informational and there is nothing you can do other than 
read it.]





[.T Units in Hex
.P This form displays all the units under the cursor when the cursor passes over 
a hex on the detailed or global maps.  When the cursor moves into a sea area, 
the units in the sea area are shown. 

.P Process

.P The units shown can be filtered by section (for sea areas) and also by side.  
You can lock/unlock this form using the Space Bar.  Locking the form means that 
the unit display does not change, even though the cursor moves over a different 
hex.  When locked, you can move the cursor to a individual unit within the Units 
In Hex form, which updates the Unit Data panel in the Main form and permits you 
to right click on the unit, bringing up the Popup Units menu.  You can also use 
this form for selecting multiple units and moving them.  

.P The two small buttons C and H are for Closing the form and Help.  If you want 
to, and have room on the screen, you can resize this form horizontally, which 
will show more units.]





[.T US Entry Pool
.P Background from Rules as Coded

.P The US begins some scenarios as a neutral major power.  Although not involved 
in a neutrality pact per se, the USA still requires entry markers to be able to 
go to war.  Its progress towards war is governed by the number of markers it has 
in 4 pools, the US entry pools and the US tension pools.  By manipulating the 
markers in these pools, the US will be able to go to war with the Axis powers 
once it has judiciously applied pressure to control war-like Axis tendencies.

.P There are 2 US entry pools and 2 US tension pools - a Japan and a 
Germany/Italy instance of each.  The scenario set up (see RAW 24) states how 
many markers start in each pool.

.P Entry markers

.P The US entry level is changed by the entry markers drawn.  There is an entry 
level against Japan and another against Germany and Italy.  This is explained in 
RAC 9.4.  Only the US player knows the exact entry levels, although the other 
players can make guesses based on the entry options the US chooses and may learn 
some information from intelligence operations (optional rule Intelligence).  The 
US player can look at the markers after he has committed them to a particular 
entry pool but he can't show them to anyone else (even on his own side).

.P Regular entry markers

.P Each turn MWIF randomly chooses 1 entry marker from the entry marker pool.  
From Jan/Feb 1942 onwards, MWIF draws an extra marker.  Each marker may be 
placed by the US player into either the Japan entry pool or the Germany/Italy 
entry pool (the US player's choice).

.P Some US entry actions give the US an extra marker draw.  These are noted on 
the US entry actions chart (see RAC 13.3.3).  One extra marker is drawn each 
turn by MWIF for each of those that applies.  The extra marker must go into the 
entry pool marked for that action (e.g. the extra marker for the Axis conquering 
the United Kingdom must go into the Germany/Italy pool).  Once the US is at war 
with Germany, Japan and Italy, the US stops drawing markers because entry levels 
will no longer be relevant. 

.P Action entry markers

.P The US player also adds entry markers during a turn if major powers take 
certain actions (see RAC 13.3.3).
 
.P This form has four panels, one for each US Entry Pool: two for Entry Levels,
on the left, and two for Tension Levels, on the right.  The top two panels are
for Germany/Italy while the bottom two are for Japan.  Inside each panel is the
entry chits for that pool with a total for the pool shown underneath each panel.

.P Process

.P When a chit is drawn in response to a US Entry Action, you will usually have
only one choice for where to place it.  You simply click on the one button that
is enabled.

.P There are some occasions when you can choose whether to draw a chit for the
Germany/Italy Entry pool or for the Japan Entry pool.  For example, at the 
beginning of the Global War scenario, the US player gets to draw 3 chits and 
each chit can be assigned to either of the Entry pools.  As always, you will not 
know what the chit's value is until after you have committed to placing it in 
one pool or the other.  Once the chit is drawn, it is displayed in the list of 
chits in the pool and the total values updated.

.P Note that when you move a chit from an Entry pool to a Tension pool, the 
specific chit is randomly selected.]





[.T Use Oil
.P Background

.P If you are playing with the optional rule Oil, you only automatically 
organize units during the final reorganization step if they are not oil 
dependent.  However, to organize oil dependent units, you must spend oil 
resources.  Oil dependent units are shown on the Unit costs chart (a separate 
PDF document and also accessible using the drop down Help Menu: Units).

.P You can use your own oil or oil from a co-operating major power to organize
your units.  Communist and Nationalist Chinese can use each other's oil.  Ships 
and aircraft at sea consume oil if reorganized, but they do not need to trace a 
path to the oil resource.  Co-operating major powers may freely use each other's 
oil, provided the owner agrees. 

.P You do not have to transport the oil anywhere.  But you must be able to trace 
a path from the unit to the oil resource.  This path is like a basic supply path 
(including via overseas) (see RAC 2.4.2) except that it can be of any length.  
Only oil in friendly territory may be used.  This means that oil in Persia and 
Venezuela can not be used if it resides in neutral country.

.P You can organize units whose combined oil requirements are less than or equal 
to 0.4 oil points, because that rounds to zero.

.P The use oil form simplifies the task or expending oil on reorganizing units 
by: (1) finding all the units that require oil to be reorganized, and (2) 
finding all the oil points/sources which each unit can reach/use.  The table on 
the top left lists all the units that require oil to be reorganized.  The table 
on the top right lists all the oil points that the selected unit can reach/use.  

.P The vast majority of the time all your units will be able to reach/use the 
same oil points.  The exception occurs when you have two separate groups of 
units cut off from each other, and both groups have oil points available within 
their separate enclaves.  As I said, this occurs very rarely, and MWIF works out 
all the details.  The net result is that if when you click on the unit table, 
the oil source table doesn't change, then all your units can access the same oil 
sources.  If the list of oil sources changes as you click through the unit list, 
then you have two groups of units and need to pay closer attention to how you 
spend oil points reorganizing units.

.P In the lower right is an insert map which centers on the selected unit or oil 
source when you click on an entry in either table.  When you click on a unit, 
the counter depiction of the unit appears in the lower left.  As you go through
the unit list, summary statistics are maintained in the lower left, totaling the 
amount of oil required to reorganize all the remaining units, the amount oil 
remaining, the amount of oil used so far, and the total amount of oil that must 
be expended to reorganize all the remaining units.

.P Finally, the top center of the form contains a list of buttons that let you 
precisely control which units are reorganized and which oil points are expended.
 
.P Process
 
.P Most of the time, you just select a unit, select an oil point, and click on 
the Reorganize Unit button.  When you reorganize convoy units, the unit might 
have multiple convoy points, say, 7 convoy points.  You get to choose whether to 
reorganize the entire unit, or to reorganize some of the convoy points and not 
reorganize the rest.  If you reorganize only some of the convoy points, MWIF 
will split the convoy unit into two units: one that is reorganized, and another 
that isn't.

.P The simplest action is to click on the Reorganize All button.  However, you 
might want to control which oil points are used, rather than have the program 
select and expend the topmost oil point(s) in the list.  You can mark individual 
oil points to not be used by left clicking on the table's Oil Available column 
for the oil point location you want to Don't Use.  A notation appears in the Oil
Available column to that effect.  You can toggle these On and Off if you change 
your mind.  When an oil source is marked Don't Use, the summary statistics in 
the bottom left are updated to reflect that change (that is, you will have 1 
less oil point 'available for reorganization').

.P Similarly, you can mark individual units to not be reorganized by clicking on 
the Oil Needed column for the unit you do not want to reorganize.  The notation 
'Don't Reorg.' will then appear in the unit's Oil Needed column.  And again, the 
statistics in the lower left will be updated: the 'Oil needed for all selected 
units' will decrease.  

.P If you do not want to reorganize (or can't afford to reorganize) all your 
units, then it is best to go through the list of units and mark those that you 
will not reorganize.  Once you have all the Don't Reorg. and Don't Use settings 
the way you want them, you can click on the Reorganize All button and the 
unmarked units will all be reorganized using the unmarked oil points.

.P The last tricky bit about reorganizing units is that oil points are always 
expended as integer numbers.  Though you will see the oil available number 
changing by 10ths or 100ths, once you click on the OK - Done button, the entire 
oil point will either be expended or not.  If 0.55 or more remains, the oil 
point will miraculously be restored to 1.0.  Conversely, if the 0.5 or less 
remains, the oil point will be fully expended.  Since this is obviously 
wasteful, MWIF does not enable the OK - Done button when the latter situation 
arises.  Instead, you must actively click on the Expend Oil Point button to 
change the amount of oil available from, say, 0.4 to 0.  Only then will MWIF 
enable the OK - Done button so you can exit this form/phase.]





[.T US Naval Combat
.P Background

.P Under certain conditions, the US has the option of including some of its 
combat units in a naval combat, even though the US is not at war with the Axis.  
These conditions arise when one or more of US Entry Options 11, 20, 29, and 38 
has been selected.  The US might also have its convoys included if US Entry 
Option 32 has been chosen.  The subphase US Decides Whether to Include Units 
(see RAC 13.3.2) is skipped if none of those US Entry Options has been selected 
or if US Entry Option 50, unrestricted naval warfare, has been chosen.  Note 
that the selection of US Entry Option 50 means that the US units will have been 
committed normally, if at all.

.P Process

.P This form simply lists the US naval units that the US player can voluntarily 
include in a naval combat.  You select the units you want include, or select 
none, and click on the OK button to implement your decision.]





[.T Vichy Declaration
.P Background

.P An Axis major power can choose to install a Vichy Government if one of its
in-supply land units occupies Paris in a peace step and France is not conquered 
and the USA and Germany are not at war.  If more than one Axis major power 
occupies Paris, then Germany has first choice as to whether it wishes to 
establish a Vichy government.

.P If you install a Vichy government, Metropolitan France itself is divided into 
2 countries - Metropolitan Vichy France (including Corsica if still French 
controlled) and Occupied France.  A line on the map marks the border.  The 
capital of Metropolitan Vichy France is Vichy.  Paris remains the capital of 
Occupied France.  When Vichy France is installed, the major power that imposed 
Vichy gets half of the intelligence points that France possesses and Free France 
gets none.  Thereafter, Free France rolls normally.
 
.P Occupied France is a conquered major power home country controlled by the 
Axis major power that installed the Vichy government.  Control of occupied 
France is as per RAC 13.7.1 except that all hexes controlled by French units 
become controlled by the Axis major power installing the Vichy government.  
Metropolitan Vichy France is the home country of a new major power: Vichy 
France.

.P Vichy France is a neutral major power run by the Axis major power that 
installed the Vichy government.

.P Free France is an alternative government also established at this time.  Free 
France is considered an incompletely conquered major power from now on unless 
otherwise specified.  It is run by the French player.  Free France starts at war 
with all countries France was at war with, and at peace with all others 
(including Vichy France). 

.P French territories and minor countries already conquered by the Axis remain 
conquered by them.  All other French territories and minor countries may be 
aligned with either Vichy France or Free France.  Roll a die for each of the 
other administration groups to determine who controls it.  A group becomes 
controlled by the (Free) French player if the roll is within the range shown on 
this chart.  Otherwise, it remains controlled by Vichy France.

.P Free-French Chart
.P Administration Group (Die)
.H
.B Morocco, Algeria & Tunisia (10)
.B French West Africa (9-10)
.B Syria (9-10)
.B Indo-China (9-10)
.B Madagascar (8-10)
.B All Asian minors & territories (7-10)
.B French Equatorial Africa (3-10)
.B All Pacific Ocean minors & territories (2-10)
.B All other territories & minors (9-10)

.P 2 is subtracted from each die roll if any on-map French carriers or
battleships are not currently in a Metropolitan French port.

.P Each hex France controls in a territory or home country controlled by another 
major power or minor country reverts to the control of: (1) the major power 
occupying the hex (if any), or (2) the major power that controls the territory 
or country (if no major power occupies the hex).

.P Process

.P This form simply lists the administrative groups, identifying which are 
controlled by Vichy France and which are controlled by Free France.  It's 
displayed after MWIF has rolled a die for each administrative group.]





[.T Victory
.P Background

.P Turns continue until the game ends.  At the end of the game, you work out who 
has won by counting the objectives each major power controls.

.P Automatic victory

.P However, during this the Victory phase of each turn, MWIF checks to see if 
one side has won an automatic victory.  Your side can win an automatic victory 
if the major powers on your side control all of the following cities, depending 
on which scenario you are playing:

.P Fascist Tide:
.H 
.B Berlin,
.B London,
.B Moscow,
.B Paris,
.B Pretoria, and
.B Rome.

.P Day of Infamy:
.H
.B Canberra,
.B Chungking,
.B  Delhi,
.B Taihoku, and
.B Tokyo.

.P For all other scenarios (except Barbarossa and Guadalcanal), all 11 cities 
must be controlled by one side for an automatic victory.  In Barbarossa and
Guadalcanal there is no possibility of an automatic victory.  If your side wins
an automatic victory, each major power on the other side gains 0 objectives.
Add up the objectives controlled by the major powers on your side.  You do this
normally (see Final victory below) treating all objectives controlled by the 
other side as neutral (that is the closest victorious major power counts those 
objectives).  If no one wins an automatic victory, you keep playing; the impulse 
number resets to 1 and the game advances 1 turn (2 months).

.P Final victory

.P There are 67 objective cities and ports on the map.  They represent the major 
strategic, cultural and political centers of the world.  Objectives have their 
names printed in red on the map:
.H 
.B Aden, Amsterdam, Antwerp, Athens,
.B Baghdad, Batavia, Belgrade, Berlin, Birmingham, Bucharest, Budapest, Buenos Aires,
.B Calcutta, Canberra, Cape Town, Chungking, Colombo,
.B Dakar, Delhi, Diego Suarez, Dutch Harbor,
.B Gibraltar,
.B Helsinki, Honolulu,
.B Istanbul,
.B Jerusalem,
.B Kiel, Kiev, Kwajalein,
.B Lanchow, Leningrad, London, Los Angeles,
.B Madrid, Manila, Marseilles, Mexico City, Milan, Munich, Moscow,
.B Oslo, Ottawa,
.B Pago Pago, Panama, Paris, Port Arthur, Prague,
.B Rabaul, Riyadh, Rome,
.B Saigon, Sao Paulo, Shanghai, Singapore, Stockholm, Suez, Sverdlovsk,
.B Taihoku, Teheran, Tokyo, Truk,
.B Vienna, Vancouver, Vladivostok,
.B Warsaw, Washington and Wellington.

.P At the end of the game, add up the objectives controlled by each major power.  
Add objectives in neutral minor countries to the total of the major power with 
the closest home country capital city (even if occupied by an enemy unit).  If 
an objective is equidistant from 2 capital cities, count it as half an objective 
for each of them.  All Commonwealth home countries can be used for determining 
closest home country capital.

.P Subtract your modified bid (see RAC 23.1.2) from your total.  Subtract 1 
from an Allied major power's total for each minor country in the Americas that 
it declared war on.  Subtract 1 from the USA's total if the USA has declared 
that both Mexico and Brazil are aligned with it (see RAC 19.8).

.P The major power with the largest final total wins.  If you controlled more 
than one major power, add up the objectives controlled by all your major powers 
before subtracting your bid.

.P Barbarossa Special Victory Conditions

.P In addition to the 8 on-map objectives, each city in the East European map
portion of the USSR (including Bessarabia) is an additional objective (e.g.
Leningrad counts as 2 objectives).  Whoever controls the most objectives at the
end of the game wins.

.P Guadalcanal Special Victory Conditions

.H Each player gains the following victory points at the end of the game:
.B 5 for each friendly controlled objective hex that was enemy controlled at the
start of the game (and 0 for any others).
.B 4 for each enemy CV destroyed.
.B The US/CW/France player scores victory points, if at the end of a turn there
are less than 5 Japanese convoys in the China Sea or South China Sea. The Allies
receive VP equal to the number of convoys less than 5 there are in each sea area
each turn.
.B 2 for each friendly controlled oil resource point that was enemy controlled
at the start of the game.
.B 1 for each other friendly controlled resource point that was enemy controlled
at the start of the game.

.P The player with the higher total subtracts their opponent�s total and
compares it to the following table to gauge the level of victory:
.B Decisive: 21+
.B Substantive: 11 - 20
.B Marginal: 6 - 10
.B Draw : 0 - 5

.P Day of Infamy Special Victory Conditions

.P If the Allies announce their special build point bonus (see �production�),
they must control all objectives to win the game.

.P The other 8 scenarios have no special victory conditions.

.P The form simply lists the major powers in the game and the players that
control them.  The program calculates the victory points each for each major
power and player.  The list of objective cities can be sorted by location name,
controlling major power, and latitude (i.e., Helsinki is the northernmost and
Wellington the southernmost.  Some objective cities are neutral and �owned� by
the major power with the closest capital.  Those cities have asterisks following
their name.  When a victory city has split ownership (e.g., Helsinki) the
background color for the entry is white.]





[.T Unit Review
.P Background

.P There are thousands of units in the game and it is easy to get lost trying to 
locate an individual unit, or determine where a group of units are.  For 
instance, you might want to know where all your tactical bombers are positioned.  
The purpose of the Unit Review form is to let you look at every unit in the 
game, or, more importantly, to filter all the units in the game down to a tight 
group in which you are currently interested.  The Unit Review form is commonly 
used in conjunction with the Unit View Filter form (see section 8.7.1.28 of the 
Player's Handbook).

.P The Unit Review form is simple in design, with a vertical list of units shown 
on the left.  Each unit has a short description to its right stating where it is 
currently located.  Units shown on the list are on the map, in the Force pool,
Future Force pool, and Reserve pool.  See section 8.7.1.25 of the Player's 
Manual for a description of the various pools in the game and how to review 
units sorted by pool.

.P You can see the unit's location in the insert map at the bottom.  If you 
wanted to, you could add a text comment to be associated with this unit as a 
Player's Note.  Under the zoom level 8 image of the unit is the historical 
description of the unit.  Lastly, there are buttons in the lower right that let 
you call up the Unit View Filter form to restrict which units are shown in the 
vertical list.

.P Process
 
.P There isn't a lot that can be done with this form, other than examining the 
units in the game.  Using the filter however, makes it a powerful tool.  For 
example, you could check out all your armor units: where they are, their current 
status, which ones are coming in as reinforcements, and which ones you'll be 
able to build in the next production phase.  Double clicking on a unit closes 
this form and repositions the current detailed map so it is centered on the 
selected unit (assuming it is on the map).]





[.T Unit View Filter
.P Background

.P There are literally thousands of units in MWIF. Besides the enormous map,
there are also over a dozen offmap pools where units might be located. When
reviewing units using the Pools or Unit Review forms, you might want to restrict
which units are displayed. To accomplish this the Unit View Filter form was
created.  It lets you specify how to filter the thousands of units down to the
few in which you have an immediate interest.

.P For example, you might want to check out all your armor units that are on the 
map. Or see which of your naval transports are carrying cargo. Perhaps out of 
supply enemy units are something you are considering attacking. And so on.

.P This form has a lot of panels, but the panel groupings should be pretty 
obvious: by unit type (land, naval, air, & special), by year, by size, by cost, 
and by country. At the bottom are another set of filters based on the units�
current attributes. These filters are cumulative, so by checking Armor, On Map, 
and Germany, you can see a list all the German armor that is on the map. The 
actual list of units appears in either the Pools or the Unit Review form.

.P Process

.P Check the boxes for the units that you want to see listed. If no boxes are 
checked in a group, then the filter for which units are shown ignores the 
category. For example, if you do not check a year box, then units from all years 
are shown. If you do not check a controlling country filter, then units from all 
countries are shown.

.P The 4 panels related to unit type (land, naval, air, and special) work in 
concert. If you check on any box in any of those 4 panels, then the units listed 
are restricted for all unit types. You can mix and match if you want to:
checking both paratroop and air transport for a specific country can help you 
understand the threat of paradrops.

.P For your convenience, each panel has a "Select All" button below it. That 
lets you check a whole lot of boxes at once, with the possibility of then 
unchecking a few. For instance, you could click on Select All Naval Types and 
then deselect Amphibious, Naval Transport, Naval Supply, Liner, and Convoy to 
see all the naval units that can engage in combat. The Select All buttons are 
toggles, so one click checks all the boxes and a second click unselects them 
all.

.P Lastly, this form provides you with the ability to save filters, which are 
then written out to a disk file. They can be restored at a later date when you 
want to use them again. The purpose here, obviously, is to let you build a
library of filters so you do not have to redesign them from scratch repeatedly.]





[.T Weather Report
.P Background

.P In the 1st impulse in each pair of impulses, MWIF generates a random number 
(a die roll) to determine the weather for that pair of impulses.  If the result 
from the last roll (even if it was from the previous turn), was asterisked, 1, 2 
or 3 is added to the random number, depending on the number of asterisks.  Cross 
referencing the modified random number with the turn on the weather chart gives 
the weather in each weather zone.

.P The current weather report also gives the Impulse Advance number.  If your
'Last Impulse' die roll (see RAC 12) doesn't end the turn's impulses, the
impulse number increases by that amount.

.P The weather zones are marked on the map using white lines along the hex 
borders.  They are:
.P 1. Arctic zone
.H .T 2. North temperate zone
.H .T 3. South temperate zone
.H .T 4. Mediterranean zone
.H .T 5. North monsoon zone
.H .T 6. South monsoon zone

.P The weather in a hex is defined as the weather for the weather zone in which 
it lies. 

.P Weather effects on terrain
.H 
.B Desert and desert mountain hexes in a weather zone in blizzard suffer the 
effects of snow instead.  In a weather zone in storm, these hexes suffer the 
effects of rain instead.  In a weather zone in rain or snow, they have fine 
weather instead.

.B Lake hexes are frozen in snow or blizzard.  Treat a frozen lake hex as clear.  
Land and aircraft units on a lake hex when it unfreezes are destroyed 
immediately.  

.B Lake hexsides are frozen if the hex on each side of the hexside is in snow 
or blizzard.  Treat a frozen lake hexside as a river hexside.  Note that the 
hexside due east of Amsterdam is a lake hexside and the hexside northeast of 
Amsterdam is a canal hexside. Flying boats (see RAC 2.3.1) on a lake hexside 
when it freezes, are destroyed immediately.

.B Swamp hexes are treated as forest in snow or blizzard.

.P Weather effects on supply and resource transportation
.H 
.B The supply range from a unit, or from a secondary or tertiary supply source, 
in a hex in fine weather is 4 hexes.  The supply range from a unit, or from a 
secondary supply source, in a hex in snow is only 3 hexes.  The supply range 
from a unit, or from a secondary supply source, in a hex in rain, storm or 
blizzard is only 2 hexes.

.B If the last impulse of the turn was blizzard or snow in the Arctic weather 
zone, Germany can only ship the Swedish resources through the Baltic Sea area if 
Narvik is not controlled by an Allied major power.

.B You can't transport resources (or build points) into or out of an iced-in port 
if the last impulse of the turn was blizzard or snow in the port hex.  You 
cannot trace an overseas supply path either out of, or into, an iced-in port if 
the weather in that hex is snow or blizzard.

.P Weather effects on movement
.H 
.B Double the terrain cost (see terrain effects chart) of all hexes in rain, 
storm or blizzard.

.B You can't invade (see RAC 11.14) a hex in storm, snow or blizzard.

.B You can't move naval units into or out of iced-in ports if the weather in the 
port hex is snow or blizzard.  When returning to base during the end of turn 
stage (see RAC 13.4) the weather is the weather during the last impulse of the 
turn.

.P Weather effects on combat
.H 
.B Halve the naval, tactical and strategic bombardment factors of aircraft 
(including carrier planes) in a sea area, or attacking a hex, in rain or snow.  
If the aircraft is suffering anti-aircraft fire, apply this halving after the AA 
results are applied.

.B The only mission you may fly to a weather zone in storm or blizzard is a 
rebase mission.

.B Reduce the odds in a land attack (see RAC 11.16.5) against a hex in rain by 1 
(for example. 12:1 becomes 11:1, and 3:2 becomes 1:1).  Reduce the odds in a 
land attack against a hex in storm or snow by 2 (for example 11-1 becomes 9-1 
and 3:1 becomes 3:2).  Reduce the odds in a land attack against a hex in 
blizzard by 3.

.B If at least half of your attacking land units are MTN, ski troops (AsA 
option 65), Swedish, Finnish, Norwegian, or elite Soviet units, you may lessen 
the odds reduction in snow or blizzard by 2 (that is snow has no effect and 
blizzard becomes a -1 odds shift).  If you use this power, your first loss must 
be from one of these units (exception: optional rule for combat engineers, see 
RAC 22.4.1).  These units provide no benefit in rain or storm.

.P Weather effects at sea
.H 
.B You may not choose naval air combat in a sea area where the weather is storm 
or blizzard.  Ignore aircraft in such a sea area for all purposes.  They may 
neither search nor be included in naval combat.  They must still abort from the 
sea area if all other units voluntarily abort however (see RAC 11.5.11).

.B The weather can affect the chances of finding and surprising naval forces at 
sea.  It does this by altering the search numbers in each sea-box section during 
port attacks (see RAC 11.2), naval searches (see RAC 11.5.5) and interceptions 
(see RAC 11.4.6).

.B Add 1 to the sea-box section's search number if: (1) the weather in the sea 
area is fine, rain or snow; and (2) the section contains one of your side's NAVs 
or carrier air unit.

.B Add 1 to your search die roll in a sea area in rain, snow, storm or blizzard.  
This roll can also be decreased by enemy convoys (see RAC 11.5.5).

.B Add 1 to a sea-box's asterisked shore bombardment (see RAC 11.16.2) modifiers 
for units in that sea-box bombarding a hex in rain or snow.  For example, if the 
modifier is '0*', treat it as a '1' for units bombarding a hex in rain.  Your
units can not shore bombard a hex in storm or blizzard.

.P This form shows the current weather for each of the 6 weather zones on the 
left.  Underneath the current weather is the die roll modifier for the next 
weather roll and the increase in the impulse number that will occur if the turn 
does not end with the current impulse.

.P The table of weather probabilities is for the next time the die is rolled for 
new weather, which happens every other impulse.

.P Process

.P There isn't anything for you to do with this form, other than read the 
displayed information.]





[.T US Entry Options
.P Background

.P The US entry options chart lists the political choices available to the US 
player.  Each option is targeted against Japan (Ja), Germany/Italy (Ge/It), or 
all three (if neither is specified).  The US player can review these at any 
time.

.P If the US player wants to choose an entry option, he must have a high enough 
entry level for that option.  The entry level is marked on the left hand side of 
the 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.

.P You may always pick one option against Japan and one against Germany/Italy 
every turn.  You can choose a second option against Japan if the first option 
against Japan did not move a marker to the tension pool.  You can choose a 
second option against Germany/Italy if the first option against Germany/Italy 
did not move a marker to the tension pool.  Of course, you do not have to choose 
any option if you don't want to, or you could choose some only against Japan but 
none against Germany/Italy, or vice versa.

.P Where an option requires a pre-requisite option to be picked first, it must 
have been picked in a prior turn.

.P Also to the right of the entry option, will be a number in parentheses.  This 
is the tension cost of that entry option.  For each 10 tension points the entry 
option costs, randomly choose a marker from a US entry pool and move it to the 
corresponding tension pool.  If there are any remaining tension points, roll a 
die.  If the roll is less than or equal to the remaining points, move another 
random marker from an entry pool to the tension pool.
 
.P If the entry option is aimed at a particular major power, you must move a 
marker from its entry pool to its tension pool.  If there are no markers in the 
entry pool, the USA can never declare war on that pool's major power(s).

.P If the entry option is not aimed at any particular major power, you must move 
a randomly chosen marker from an entry pool of your choice to its corresponding 
tension pool.  If you have relocated a sufficient fleet to Pearl Harbor (see 
entry option 26) and the entry option is aimed at Japan, you can increase or 
decrease the tension cost by up to 3 before rolling the die.

.P You can only choose each entry option once.  

.P When the US goes to war with a major power, you are treated as having chosen 
every unchosen entry option aimed at that major power.  You still roll for each 
of these options but don't have to move a marker to the tension pool when called 
for unless you so desire (except for your declaration of war ~ see RAC 9.4).  
You do this on a case by case basis. 

.P When the US is at war with every unconquered Axis major power, it is as if 
the US has chosen every entry option (except US entry option 44).  See RAC 
13.3.2 for the complete list and detailed descriptions of US Entry Options.

.P This form lists all the US Entry Options in numeric order by the Entry Level 
(leftmost column) required to choose the option.  If there is an additional 
requirement that a tension level be met, then that is shown in parentheses after 
the entry level number.  In the second column is either Yes or No, indicating 
whether the option has been chosen or not.  While the third column gives the 
entry option's name/description, the fourth indicates whether it is applied 
against Germany/Italy, Japan, or both.

.P The 5th column has the header Tension and this indicates the probability of a 
chit moving from the entry pool to the tension pool.  A 5 has a 50% chance, 
while a 13 guarantees that one chit will be moved with a 30% chance that a 
second will also be moved.  Shown in the last column is the first prerequisite 
that needs to be satisfied, which is usually the entry level.  Some entry 
options have additional prerequisites which are shown in the upper right when 
you select an entry option from the table.

.P Other information shown on the right is: the chance of the US declaring war 
on an Axis major power, and the total entry and tension levels for Germany/Italy 
and Japan.

.P Process

.P Once you select an option in the table, the buttons in the lower right are 
enabled/disabled, depending on whether you are capable of choosing the option at 
the present time, or not.  You can also bring up the US Entry Markers for review
by clicking on the View US Entry Markers button.  When you are done making your
selections, click on the Close button to exit the phase.]





[.T Find City/Port
.P Background

.P There are ~3700 labels on the MWIF world map, and while many of them are 
names of countries, sea areas, geographical features, and places of historical 
importance in WW II, there are also hundreds of city and port names. At times 
you will want to locate a city or port. This form lets you have the detailed
map jump immediately to any city or port.

.P This form is simply an alphabetical list of all the sea areas.

.P Process

.P If you type in the first few letters of a city or port name (not too slowly) 
the list jumps to the first name that matches what you type (e.g., "Con" jumps
to Conception. However, if you type in the letters slowly, then it jumps to the
last letter instead (e.g., "Co" ... "n" jumps to Nagasaki). Clicking on OK
closes the form and repositions the current detailed map on the city or port.]





[.T Naval Combat Abort Queue
.P Background

.P Naval combat can be initiated from 3 places in the sequence of play: Naval Combat by Phasing Side phase,
Naval Combat by Non-Phasing Side phase, and Naval Interceptions.  Naval interceptions can occur during any phase
where naval units move.  Once a naval interception combat/digression has been resolved, with any naval combat
aborts also completed, the sequence of play returns to the phase where the naval interception occurred.

.P Both naval combat phases start with the selection of a sea area (see Player's Manual section 7.10.1), while naval combat
interception digressions skip that subphase and begin with the subphase Naval Air Support by the Initiating Side (see
section 7.10.2).  Note that the initiating side is the phasing side, except during naval interception combats; then the
initiating side is the side which successfully intercepted the moving naval units.

.P In the subphases Voluntary Side Abort by Initiating Side and Voluntary Side Abort by Non-Initiating Side
(RAC 11.5.11), which occur after each round of naval combat, the decision maker on each side has the choice to stay
for another round of combat or abort all his units.  If he decides to abort his units, all of his side's units in the sea area
must abort - except for units belonging to a major power that is not at war with any units in the sea area.  For
example, if Italy were at war with France but not at war with the Commonwealth, then a naval combat between
France and Italy, where the French units decided to abort, would force all the French units to abort, but would have
no effect on any Commonwealth units in the sea area.

.P Should any units at war with each other remain in the sea area, MWIF returns the sequence of play to 7.10.2,
Naval Air Support by Initiating Side.  If no combatants remain in the sea area or the search rolls by both sides fail,
the naval combat is over and MWIF checks whether there are any units in the Naval Combat Abort Queue.  If there
are units in the Naval Combat Abort Queue, MWIF executes a Naval Combat Abort Digression (see Player's Manual section 7.13.6). 
If the queue is empty, MWIF returns to the point in the sequence of play from which the naval combat originated.

.P Queue Numbers

.P Units in the Naval Combat Abort Queue have queue numbers assigned to them as they abort.  These units do
not actually execute the abort (i.e., return to base) until the combat in the sea area reaches quiescence: no combatants
remain in the sea area or the search rolls by both sides fail.  While the naval combat is still in progress, any units that
have aborted are placed in the naval combat abort queue.  They are no longer part of any combat in the sea area. 
Instead, they sit quietly in the abort queue patiently awaiting their turn to execute an abort move to a friendly port.

.P The processing of the units in the abort queue occurs after the naval combat ends.  Then the units in the abort
queue are processed by queue number.  The procedure for assigning queue numbers is not simple.  You don't have to
worry about it since the program keeps track of everything and controls the order in which units must abort.  But if
you are interested, the next two paragraphs describe how queue number are assigned.
     

.P Naval combats initiated by a player as part of a naval combat phase have a queue number starting at 1.  When
a unit is forced to abort because of an abort result on the naval combat table, it is given the next queue number (queue
numbers are incremented by one during a combat).  All units on the same side that abort in the same naval combat
round have the same queue number.  So if you have 3 units forced to abort as a result of die rolls in a round of naval
combat, all 3 units will have the same queue number.  Units on the other side would be given a different queue
number, even if they aborted in the same round.  Units that abort in different rounds get different queue numbers. 
Units that abort voluntarily to escape from a naval combat, are also given a different queue number, but all of them
would have the same queue number.  It is quite possible to have a dozen or more units added to the queue during a
single naval combat, with their queue numbers ranging from, say, 1 to 5.

.P Assigning queue numbers is the same for a naval interception combat but a different starting queue number is
assigned: 1 + (1000 * the number of naval interception combats in the current phase of the game).  For example, if a
stack of naval units moving in the naval movement phase is successfully intercepted, then the starting queue number
for that combat would be 1001.  Similarly, if unit aborting from a naval combat initiated by a player as part of a naval
combat phase were intercepted, then that naval combat would have a starting queue number of 1001.  For a series of
naval interception combats, each caused by units aborting from an earlier naval combat, queue numbers would start at
1001, 2001, 3001, etc. for each combat. 


.P Processing the Queue

.P The processing of units in the abort queue is by queue number.  Units aborting from the most recent combat
are processed first, from smallest to largest queue number within that series.  What this means is that if there are units
in the queue with queue numbers of: 1, 2, 3, 4, 5, 1001,1002, then the first group to abort would be the 1001 group,
followed by the 1002 group, and then the group with a queue number of 1, and then 2, and so on.

.P Form Layout

.P This form has 3 panels that display units.  The one in the upper left holds the
units first in the queue.  They all have the same queue number.  The panel to its right holds units that have been
transferred from the left panel.  At the bottom of the form is a larger panel which holds all the other units still in the
queue, waiting their turn to abort.  Beneath the top two unit panels are corresponding unit data panels which are
updated as you pass the cursor over units in the panels above.  The one on the left is also updated if you pass the
cursor over any units in the bottom panel.  

.P If you select a unit, a larger image of it appears in the middle left of the form.  Should the selected unit be
carrying other units, then its transported units are also shown as larger images.  Note that you can toggle between
showing the damage and section numbers beneath the unit depictions in the unit panels.


.P On the far right is a column of flags with the topmost flag indicating which major power is currently
choosing which units to abort.

.P Process
     The general process is to select units in the upper left panel and then click on the right arrow button to move
them into the right panel.  If you change your mind, you can transfer units back to the left panel by selecting them and
clicking on the left arrow button.  Once you have selected which units you want to move as a group, click on the OK -
Done button.  That closes the Naval Abort Queue form and exits to the detailed map to perform a naval abort queue
digression, so you can move your selected units into a port.  Note that they might be intercepted enroute, which could
result in a new naval interception combat.

.B There are several restrictions on which units can move/abort together:
.B they must have the same abort queue number.
.B they must belong to the same major power.
.B they must occupy the same section box.
.B submarines cannot be mixed with non-submarine units.

.P So long as you obey those four conditions, you are free to select as few or as many units as you want to
move/abort as a group.  You can chose units from any section box, or switch to a different major power by clicking
on one of the enabled flags on the right.  The program enforces the four conditions, so you really don't need to worry
about that.  You might want to call up the naval combat chart or the ASW Pre-fire CRT if you think the units you
selected to abort together might be intercepted.

.P Once the group of units you selected has safely reached port, the program will return to the naval combat
abort queue for processing the next group of units that need to abort.  After the naval abort queue has been emptied,
the program returns to the place in the sequence of play where the first naval combat occurred.  At this point, any
units damaged in combat which reached port are removed from the map and placed in the repair pool, from which
they may be rebuilt during the production step at the end of the turn]





[.T Selectable Units
.P Background

.P There are numerous places in the sequence of play where only a few units are
eligible to move. For example, most air missions are limited to certain bombers 
or air transports, HQ support is only possible by a few HQs, shore bombardment 
is only possible by surface combat ships that happen to be in a sea area 
adjacent to a coastal land combat, and only fighters within range can fly as 
interceptors.

.P To simplify identifying and locating which units are selectable in these 
(and several other) phases, the Selectable Units form was created. It is not 
essential that you use it, but it automatically appears at the start of phases 
and subphases where the units eligible to be selected are typically very few. 
You are certain to find it a great convenience given the size of the map and the 
hundreds of units in the game as the war progresses.

.P The Selectable Units form is a vertical list of units that appears in the
upper left corner of the screen. It shows only one unit per row, but each row
has two implied columns; there is no delimiter between the two columns. The left
column, with the column header Select, shows the unit, while the right column,
with the header Help, is blank.

.P Process

.P Only one unit can be selected at a time, by clicking on the unit image. Doing 
so results in the unit being placed "in hand", just as if you had selected the 
unit from the map or the Flyouts form. Clicking on the second column (i.e., the 
blank space to the right of a unit image) repositions the detailed map so it is 
centered on the unit. By going down the list of units and clicking on the blank 
areas to the right of the unit images you can quickly review where all the units 
that you can use in the current phase/subphase are on the map.

.P Because this form is so narrow, it is difficult to "grab hold of" the top of 
the form and move it. Should you want to do that, first widen the form so that 
more of the top bar is visible. You can then drag the form by grabbing hold of 
the area to the left of the flag. Once you have relocated the form, you can 
resize it back to its normal narrow width.  The Selectable Units form's location
is stored as part of a screen layout definition.  If you reposition the form,
and then 'Redefine' the screen layout, the form will appear in its new location
for that major power whenever the screen layout is active.]





[.T Interactive Tutorials
.P The interactive tutorials start by loading a saved game.  You could 'play'
the game if you wanted to, but the purpose of the interactive tutorials is to
help you learn about the game's menus, forms, and controls.

.P By following the directions shown in this form's message panel, you will be
able to interact with the program as if you were playing the game.

.P Each tutorial takes you through an essential game element.  Some of them
focus on the tools that are available to help you play the game well.  Others go
through the mechanisms for moving units and engaging in combat.  Yet still other
tutorials describe forms specific to making important decisions.

.P The directions are given using a shorthand notation:
.B EX = Examine.
.B RD = Read.
.B MM = Move mouse to location, which is usually a hex, sea area, or form.
.B LC = Left-Click.
.B RC = Right-Click.
.B DC = Double-Left-Click.
.B DG = Drag: left-click, and while holding the mouse button down, move the mouse.
.B TG = Toggle; left-click for one result and left-click again for another.
.B CK = Check a check-box or radio button item.
.B UC = Uncheck a check-box or radio button item.
.B TY = Type one or more letter.
.B OK = Left-click on the form's OK button.
.B CF = Close Form.
.B {} = Indicates a key or key combination; e.g., {Ctrl+G}.

.P The Show Commentary button switches the text to show commentary for the page
of instructions.  If you click on it, the label for the button changes to Show
Instructions.  Essentially, the button is a toggle switch which lets you see
the Instructions or the Commentary for the page.

.P The Abb? button on the form is another toggle switch; this one lets you see
the list of abbreviations, instead of needing to display this full Help message.]





[.T Player Information
.P]





[.T Test NetPlay Communications
.P]





[.T SO Standing Orders Overview
.P For each of the standing orders, there is a separate window/form designed 
specifically for that standing order Of course, they are as similar as possible 
with common components and placement of panels, and so on. The key point here is 
to think of each of them as solving a unique problem.

.P Most standing orders evolve over time. That is to say, you start from your 
previous standing orders and update them to reflect changes in the position. 
The obvious time for updates is when reinforcements arrive. However, even then 
the majority of standing orders will remain unchanged. You still want s to 
defend (or not defend) against the same things you defended against last turn: 
strategic bombing, port attacks, ground strikes, and so on. One situation which 
will require setting a lot of SOs will be starting a scenario where there are no 
existing standing orders. Other places where a lot of SOs will need to be set 
are when the US enters the war, or whenever war is declared on a major power. 
These are situations where the players should take a lot of time to deal with 
the changed circumstances.

.P As shown in this form, there are 22 standing orders. You can access the forms
for each of these by clicking on the button for an individual standing order.
Using the forms enables you to review and modify the specifics of the each
standing order. At the bottom left there are two buttons which let you
save/restore all the standing orders to/from a disk file. Primarily, that
capability will be used at the start of a new game.]





[.T SO Initiative, Control of attacked minors, Accept or deny USSR border claims
.P Standing order 1 Initiative

.P Location .T PBEM 4.0 Initiative (RAC 6.0) - both players provide standing
orders for rerolls for the initiative and deciding who moves first in the turn.

.P Choices For initiative reroll: Yes or No.
.H .T Default No.

.P Choices For moving first: Yes or No.
.H .T Default Yes.

.P The first three standing orders are placed on the same form. You simply check
or uncheck the boxes to set the first standing order.

.P Standing order 2 Control of attacked minors

.P Location .T PBEM 7.1.4 Control new minor countries (RAC 9.7)

.P Choices The Major Powers on the side that controls the minor country.
.H .T Defaults Germany for Axis Powers and CW for Allied Powers.

.P For the second standing order you select a minor country and then click on 
one of the radio buttons to the right to set the major power that will align 
that currently selected minor country. Note that only "active" major powers, 
currently at war with another major power, can align a minor country. However, 
the program permits you to set the SO for an inactive major power. If when the 
SO executes the major power you have selected is inactive - at that moment - 
then the program will align the attacked minor to Germany for the Axis and the 
Commonwealth for the Allies.

.P Standing order 3 Accept or deny USSR border claims

.P Location .T PBEM 7.1.4 Control new minor countries (RAC 9.7)

.P Choices The German player can Allow or Deny the claims for Finland and 
Rumania separately.
.H .T Defaults Both Finland and Rumania are set to: Allow.

.P Only the Axis sets this standing order. You simply check or uncheck the boxes 
to set the third standing order.

.P You have the ability to save/restore just these 3 standing orders to/from a 
disk file.]





[.T SO 04
.P]





[.T SO 05
.P]





[.T SO 06
.P]





[.T SO 07
.P]





[.T SO 08
.P]





[.T SO 09
.P]





[.T SO 10
.P]





[.T SO 11
.P]





[.T SO 12
.P]





[.T SO 13
.P]





[.T SO 14
.P]





[.T SO 15
.P]





[.T SO 16
.P]





[.T SO 17
.P]





[.T SO 18
.P]





[.T SO 19
.P]





[.T SO 20
.P]





[.T SO 21
.P]





[.T SO 22
.P]





[.T Merge Convoys
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.

.P ===============

.P Currently this form displays the convoys that can be selected to be merged.
After selecting which convoys to merge, press the OK button.]





[.T Supply Sources and Paths
.P This form displays all valid supply sources for all major powers and minor
countries.  It shows the paths from each secondary supply source to the primary
source from which the secondary draws supply.  The units that are supplied by
each supply source are shown along with the paths they trace to their supply
source.

.P Supply is one of the more difficult aspects of the World in Flames game
design to learn and master.  Mercifully, the program performs all the
calculations as to which units are in supply.  This form enables you to review
supply sources and paths for all units on the map, both your own, those of your
allies, and those of your opponents.  While understanding the rules pertaining
to supply isn�t essential for playing the game (and you can ignore them when you
first start playing), it is essential for playing the game well.  Introductory
tutorial #9 is devoted to supply and (in my opinion) is the easiest way to learn
the supply rules.

.H Background

.P Units need to be in supply to operate effectively.  The program checks the
supply status of a unit before it moves, flies, sails, or reorganizes other
units.  It also checks the supply status of land units on both sides immediately
before resolving an overrun and at the moment of combat (both sides).  During
land combat declaration the program check the supply status of the attacking
units.

.H Supply Sources

.P Units at sea are always in supply.  

.P To be in supply, a unit on land must be able to trace a supply path back to a primary supply source.  A 
primary supply source for a unit is:

.B any friendly city in the unit's unconquered home country; or
.B for a Commonwealth unit, any friendly city in another unconquered Commonwealth home country; or
.B any friendly city in an unconquered home country of a major power with which the unit co-operates (see
RAC 18.1), or
.B when using the optional rule Supply Units (see Player's Manual section 9.7.27), an HQ is a primary supply source for the rest
of the turn if you expend an organized supply unit with which it is stacked, or
.B when using the optional rule Emergency HQ Supply (see Player's Manualsection 9.6.3). non-HQ units that are out of supply
can operate as if they were in supply this impulse if they can trace a basic supply path to an organized HQ with which they co-operate.   

.P Example: Germany has just declared war on Poland.  Polish units that can trace a supply path to a friendly
controlled city in Poland are in supply (because it is a friendly city in their home country). They are also in supply if
they can trace to their controlling major power's cities (because Poland co-operates with its controlling major power).

.P A city can only be a supply source for a unit if it has not been controlled by the other side at any time in the
turn.  The Communist Chinese and the Nationalist Chinese do not provide supply to each other.  If control of a
Chinese city changes from Nationalist to Communist or vice-a-versa, it immediately becomes a primary supply
source for the new owner.     

.P If the unit can't trace a supply path directly to a primary supply source, it can trace it via a secondary supply
source instead.  A secondary supply source for a unit is:
.B an HQ the unit co-operates with (see RAC 18.1); or
.B the capital city of a minor country controlled by the unit's major power; or
.B the capital city of a major power, or a minor country, conquered by the unit's major power, or by a major 
power with which the unit co-operates.

.P A secondary supply source for a unit must be able to trace a supply path to a primary supply source.  For
example, Poland's controlling major power is the Commonwealth, therefore Warsaw is a secondary supply source for
Commonwealth units, in addition to being a primary source for Polish units.

.P A tertiary supply source must be able to trace a supply path to a secondary supply source or another tertiary
supply source.  There can be any number of tertiary supply sources in a chain but it must end up at a secondary
supply source which then leads to a primary supply source for the unit tracing the path.
               
.P All secondary and tertiary supply sources on a supply path have to cooperate with the unit tracing supply.
A supply source can supply any number of units.  

.H Supply paths

.P You trace a supply path from a unit to a primary supply source.  If you are tracing a path from a secondary
supply source to a primary supply source, it is a railway supply path.  If you are tracing any other supply path, it is a
basic supply path.  This means that the path from a unit directly to a primary source is a basic supply path.  Equally
important, the supply path from a tertiary source to a secondary or to another tertiary is a basic supply path.  Only the
path from a secondary source to a primary source can use the rules for a railway supply path!

.P A supply path, basic or railway, can be up to 4 hexes.  Each desert, or desert mountain, hex your supply path
enters counts as 1 extra hex.  This maximum distance will vary in some weather (see RAC 8.2.2).  In those cases, you
determine the length allowed for each path by the weather in the hex occupied by the unit or secondary/tertiary
source.

.H Railway supply paths          

.P Any hex a railway supply path enters, by moving along a railway or road, does not count against the 4 hex
limit.  A hex it enters across a straits hexside does not count against the limit either, as long as the hexes on either
side of the straits are railway hexes.  The 4 non-rail hexes can occur anywhere along the path.  Although you will
mostly use them to trace supply from an HQ to the railhead, they can be handy for re-routing around an enemy unit
that's blocking a vital rail link.  A railway supply line does not stop upon entering the 4th hex in the basic path portion
of the supply path, but can continue indefinitely along the rail line.

.H Overseas supply paths                   

.P Any part of a basic or railway supply path can be traced overseas.  You may only trace supply overseas once
for each unit attempting to trace supply, regardless of how many secondary/tertiary supply sources are used between
the tracing unit and the primary supply source.  To trace a basic supply path overseas, the unit must be in a coastal
hex or trace the path via a port.  To trace a railway path overseas, the secondary source must be in a coastal hex or
trace the path via a port.

.P The sea portion of a supply path does not count against the maximum number of hexes permitted in the path. 
The port hex into which you trace the overseas supply path does count against your 4 hex limit.  However, it only
counts as 1 hex, regardless of the hex's terrain.    

.P If you are using the optional rule Limited Overseas Supply (see Player's Manual section 9.6.1), you can only trace a supply
path overseas if each sea area you trace it through contains a friendly convoy, TRS, or AMPH.  The convoy, TRS,
and AMPH cannot be from an inactive major power, but they do not necessarily have to be from a country at war
with the same countries with which the units being supplied are at war.  However, if there are any enemy blocking
units (CV, SCS, or aircraft with air-to-sea factors) in the sea area which are at war with the units being supplied, then
the convoy, TRS, and AMPH can not be used unless they too are at war with the blocking units.

.P From the coastal hex or port, you trace the supply path via any number of consecutive sea areas to a friendly
controlled port which is a supply source itself or from which you can continue the supply path overland to a supply
source.  You cannot trace a supply path into a sea area that contains:

.B an enemy CV, SCS, or aircraft unit with an air-to-sea factor;              
.B unless it also contains a surface naval unit, or aircraft unit with an air-to-sea factor which is controlled by a
 major power or minor country at war with that enemy unit.  Note that an escorting combat unit is not
 necessary; only a  convoy, TRS, or AMPH is needed.

.P You can't trace a supply path between sea areas if one of your SCS couldn't move between them (see RAC
11.4.4).  For example, Axis units can't trace supply between the Western Mediterranean and Cape St. Vincent until
Gibraltar is Axis controlled.

.P You can't trace an overseas supply path either out of, or into, an iced-in port (see Player's Manual Section 8.2.10) if the weather in
that hex is snow or blizzard.

.H Limits on supply paths

.P You can't trace any supply path:

.B into an enemy ZOC (unless the hex contains a friendly land unit); or
.B into a hex controlled by another major power unless it agrees; or
.B into a hex controlled by a neutral country - exceptions are: Sweden (see 19.7) and Axis units entering Vichy
 for the purpose of collapsing it; or
.B across an alpine hexside; or
.B across a lake hexside (except when frozen); or
.B across an all sea hexside that isn't a straits hexside (except as an overseas supply path); or
.B for any Soviet unit, into a hex controlled by any other Allied major power (and vice versa) unless the USSR
 is at war with Germany; or
.B when using the optional rule Limited Access Across Straits (see Player's Manual section 9.6.2), a unit can't trace supply
 across a straits hexside, if the presence of enemy units would prevent you tracing an overseas supply path
 into that sea area.  If also playing with Limited Overseas Supply, then all aspects of that rule pertain to the
 sea area (e.g., a friendly convoy, TRS, and AMPH must be present).  If 2 sea areas are crossed by a straits
 (e.g., Gibraltar), then supply can be traced through either of them.  Supply is blocked only if both sea areas
 are interdicted.  

.P The Axis can trace supply through Vichy French territory if Vichy is not neutral.

.H Form Layout

.P The flags along the left side can be used to change which major power's units are being viewed, and the large panel to 
the right of the flags shows the supply sources for the selected major power.  In the left column is the location of the 
supply source and in the right column is the type of supply source.  The numbers in parentheses denote how many units are 
currently being supplied by each supply source.  At the bottom of the form the units supplied by the currently selected source are listed.

.P The table in the upper right displays the supply path, hex by hex from the supply source (or unit) at the top to the 
ultimate primary supply source at the bottom.  No supply paths gain the benefit of rail lines costing zero 
Basic Supply Path Hexes (BSPH).  If a supply path uses a BSPH, then the right column of this table displays the incremental 
cost, measured in BSPH.  If a supply path traces overseas, then the sea area is listed in lieu of hex coordinates, and the 
cost column shows the word �Sea�.

.P The insert map on the center-left of the form shows the hex location of the selected unit or hex.  The unit data panel 
below the map updates when an HQ unit is selected in the supply source list and when the cursor passes over a unit depicted 
at the bottom of the form.  Similarly, the large unit image in the lower left corner is for either a selected HQ supply 
source or a selected unit from the units list.

.P The 3 check boxes in the top center of the form enable you to filter the list of supply sources.  Usually primary sources 
are not listed, because there are so many of them.  But if you want to see them, just check the Primary box.  The Active checkbox 
limits the supply sources listed in the table to those which are currently providing supply to units.  Sometimes it is useful to 
check both Primary and Active so the list shows all the supply sources actively providing supply to units.  The third 
checkbox, OOS, modifies the form so only secondary supply sources and units that are out of supply (OOS) are shown.  That 
is a frequently used feature.

.P The last item of interest is the button in the top center labeled Minors, which lets you review the supply 
situation of minor countries.  IT does that by bringing up a list of the minor countries with units on the map and 
letting you select one of them.  That�s especially useful for territorial units (e.g., Egyptian) that can trace to 
a city in their home country which acts as a valid primary supply source even though units belonging to the minor 
country�s controlling major power (e.g., the Commonwealth) cannot use that city as a primary supply source.

.H Using the Form
   
.P This form is purely informational.  Click on a supply source to see its basic supply path and the units to which 
it provides supply.  If you want, you can select each hex in turn from the Path list to center the insert map on those 
hexes (and the primary detail map, if the check box is selected).  If you are worried that your supply lines might be 
cut, this feature can be used to see what the potential threats may exist.

.P Note that you can use this form for not only reviewing your own supply sources and paths but also those of your 
allies and opponents.  Therefore it can be very helpful when trying to put enemy units out of supply.]






[.T No Room on Map
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.


.P ===============

.P Currently this form displays the units for which there is no room on the map.
These units will be moved to the production pool for arrival next turn.  This is
purely an informational message.]





[.T Conquered Reinforcement
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.


.P ===============

.P Currently this form displays reinforcements waiting to be placed on the map
by an incompletely conquered country.  Only one reinforcement can arrive each
turn.  After selecting which unit you want to arrive this turn, press the OK
button.]





[.T Load Unit
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.


.P ===============

.P Currently this form displays all the units that might be loaded onto the
naval transport (shown in the upper left corner of the form).  Either select one
of the units and press the OK button, or press the Cancel button - if you do not
want to load any units.]





[.T Initiate Naval Combat
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.


.P ===============

.P Currently this form displays all the naval units in the sea area which may be
used to initiate naval combat.  Either select one of them (which will become
disorganized) and press the OK button, or else press the Cancel button.]





[.T Conquered Units
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.


.P ===============

.P Currently this form displays a unit that has been destroyed due to conquest.
This is a purely informational message.]





[.T Destroy French
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.


.P ===============

.P Currently this form shows all the French units in a country that is
controlled by the current Allied major power.  The current Allied major power
has the option of destroying all these units rather than have half of them
remain on the map under the control of Vichy France.  If the decision is to
destroy these units, then Vichy France will be hostile to the current Allied
major power.  Press the OK button to destroy the units.  Press the Cancel button
to have half of these units to remain on the map under the control of Vichy
France.]





[.T Pilot Vichy Air Units
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.


.P ===============

.P Currently this form displays Vichy French air units that need pilots.  Select
which unit(s) should get a pilot and press the OK button.]





[.T Select Vichy Units
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.


.P ===============

.P Currently this form displays French units that are on the map in a Vichy
controlled country.  The player controlling Vichy France decides which of these
French land and air units go into the Free French force pool.  The remainder
stay on the map and become Vichy French units.

.P Note that half the units remain on the map and that this decision is made
separately for each Vichy controlled country.

.P After you have made your selection(s), press the OK button.]





[.T Emergency Supply Unit
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.


.P ===============

.P Currently this form displays all the units that might receive emergency
supply from the HQ (shown in the upper left corner of the form).  Select the
unit(s) to receive emergency supply (for the impulse) and press the OK button.]





[.T Removed French Units
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.


.P ===============

.P Currently this form displays the units from the French force pool that have
been removed from the game.  These units were randomly selected by the program.
Territorial units were not part of the group; that is, no territorial units
were removed from the game.  This is a purely informational message.]





[.T Naval Repair
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.


.P ===============

.P Currently this form displays all the naval units in the repair pool.  Only
one of these units can be repaired (for free) per turn.  This phase replaces the
normal production phase in the Guadalcanal scenario.  The selected unit will
arrive as a reinforcement in 2 turns.

.P After selecting which unit you want to repair, press the OK button.]





[.T Choose Convoy Loss
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.


.P ===============

.P Currently this form displays the convoys that were part of the naval combat.
One of them has to be destroyed.  The only difference in the convoys is their
nationality.  After making your selection, press the OK button.]





[.T Select Carrier
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.


.P ===============

.P Currently this form displays all the carriers on which the given carrier air
unit (displayed in the upper left corner of the form) can land.  Select one of
the carriers and press the OK button, or press the Cancel button.]





[.T Select Carrier Air Unit
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.


.P ===============

.P Currently this form displays all the carriers in the given hex on which the
carrier air unit (displayed in the upper left corner of the form) can set up.
Select one of the carriers and press the OK button, or press the Cancel button.]





[.T Expend Supply Unit
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.


.P ===============

.P Currently this form displays the supply units that can be expended to make
the selected HQ (shown in the upper left corner of the form) a primary supply
source for the rest of the turn.  Note well that the HQ remains a primary supply
source through multiple impulses.  That is not true when an HQ is used for
emergency supply.

.P However, the selected supply unit will be consumed by this use.  Virtually
always there is one supply unit shown.  Press the OK button to use the selected
supply unit, or press the Cancel button.]





[.T Swap Siberians
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.


.P ===============

.P Currently this form displays the Siberian units that can be placed on the map
in exchange for the given land unit (shown in the upper left corner of the
form).  The arriving Siberian unit simply replaces the given land unit, which
then returns to the force pool.  Press the OK button to swap the given land unit
for the selected Siberian unit, or press the Cancel button.]





[.T Swap Queens
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.


.P ===============

.P Currently this form displays the Queens unit that can be placed on the map
in exchange for the given naval transport (shown in the upper left corner of the
form).  The arriving Queens simply replaces the given naval transport, which
then returns to the force pool.  Press the OK button to swap the given naval
transport for the Queens unit, or press the Cancel button.]





[.T Swap Air Reserve
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.


.P ===============

.P Currently this form displays the air units in the Air Reserve pool which can
be placed on the map in exchange for the given air unit (shown in the upper left
corner of the form).  The arriving air unit simply replaces the given air unit,
which then enters the Air Reserve pool.  Press the OK button to swap the air
units, or press the Cancel button.]





[.T Unload Unit
.P This is a standard Unit Dialog form.  In the upper left corner is a maximum
zoom depiction of the target unit, if one exists.  Across the top of the form
are two text messages: a prompt and a current status message.  While the prompt
is always visible, the other text field may be blank.  On the right is an insert
map, which might not be used, in which case it is not shown.

.P Of primary importance is the list of units in the center of the form,
although there may be only one unit in the list.  Beneath the unit list is a
standard unit data panel and a maximum zoom depiction of the unit currently
selected from the unit list.  If the selected unit is transporting other units,
then maximum zoom depictions of those units are also shown.

.P Once a unit, or units, have been selected, the OK button is enabled.  There
may be a Cancel button visible if selecting a unit is not mandatory.  Lastly,
there is the ubiquitous Help button, which you just clicked on to generate this
message.


.P ===============

.P Currently this form displays the units which can be unloaded from the given
naval unit (shown in the upper left corner of the form) into a coastal hex (or
port).  Either select one of the transported units and press the OK button, or
press the Cancel button.]





[.T Assign New Owner
.P Background

.P During conquest of a country there is the possibility of naval units
switching from the conquered country to a new owner.  Depending on the die roll,
the conquering major power may get to choose a new owner from one of the major
powers on his side, or the conquered major power may get to choose a new owner
from one of the major powers on his side.  In any event, the unit does not
change its location, only its colors - which indicates its new owner.

.P You simply click on one of the flags to assign the unit to a new owner.  When
you click on one of the flags, the unit display immediately refreshes.]





[.T Choices for Mode of Play
.P Your first task in starting a new game is to choose which of the 3 modes of
play to use. (The flags that appear in the Start new Game form are purely 
cosmetic, only serving to introduce the national flags for each major power.) 
This can only be done when starting a new game , using the Start New Game form.
While you can freely change the mode of play while that form is open, once you
close it and MWIF starts to load data, you will not be able to change the mode
of play.  After making your selection, click on Mode OK to see the next part of
the Start New Game form.

.P Solitaire

.P Solitaire is where you play both the Axis and Allied sides of a scenario. 
This is a useful learning tool for seeing the position from both the attacking 
and defending side. You will be surprised at how many mistakes you make that 
aren�t obvious until you switch to playing the opposing side.

.P Head to head (Hot Seat)

.P This mode of play is for when two players are using the same computer. It is 
a head-to-head competition, and the players alternate sitting in front of the 
computer screen, using the keyboard and mouse to make decisions. Hence the name 
�hot seat�.

.P Over the Internet (NetPlay)

.P This mode of play uses the subset of code in MWIF called NetPlay. That
enables you to play MWIF using multiple computers, with each player having his 
own computer. The computers can be in the same building and connected over a 
Local Area Network (LAN), or connected worldwide over the Internet. One player 
initiates the game and his computer acts as Master MWIF (the server).

.P If there are more than 2 players, then a second computer also acts as a 
server. These two servers are for the team leaders for each side. Players decide 
which person on their side is going to be team leader, and MWIF then assigns 
those computers the role of Allied Server (Master MWIF) or Axis Server.

.P NetPlay requires players to be logged into one of the two servers (the team 
leaders� computers) in order to enter their moves and otherwise make decisions. 
Usually everyone is logged in at the same time, though players can disconnect 
for a period and rejoin later; at which time their computer�s copy of the game 
is brought up-to-date automatically.

.P Because NetPlay�s architecture uses two servers when there are more than 2 
players, it is possible to have an entire side disconnect and still have the 
game proceed. For example, if towards the end of a game session the phase of the 
game reaches Axis land movement, the Allied players might decide to 'quit early' 
while the Axis players discuss tactics and then enter their land moves. The 
Allied players� games will be made current when play resumes at the next playing 
session.

.P The only real restriction on having players absent (i.e., not logged in) is 
that the game might come to a halt if it reaches a point in the sequence of play 
where one of the absent players must make a decision.]





[.T Scenarios
.P Introduction to Scenarios

.P There are 11 scenarios from which to choose: 2 are introductory scenarios, 2 
are partial map scenarios, and 7 scenarios use the full world map. The 
introductory scenarios are each 5 turns long and focus on land (Barbarossa) and 
naval (Guadalcanal) operations. 

.P The 2 partial map scenarios are much longer, 36 and 23 turns, but limit game 
play to the European (Fascist Tide) and Pacific (Day Of Infamy) theaters of war. 
By abstracting out events in the other half of the world, these scenarios let 
the player limit game play to roughly half of the world.

.P The 7 full map scenarios start at different points in the war, letting the 
player choose whether to begin play with Germany�s invasion of Poland, 
immediately after the fall of France, just before Germany declares war on the
USSR, just before Japan declares war on the USA and CW, or later in the war, 
when the tide begins to turn in favor of the Allies.

.P After making your selection, click on Scenario OK to see the next part of the 
Start New Game form.

.P Barbarossa

.P Operation Barbarossa was the greatest land campaign in the history of the 
world. The Barbarossa scenario runs from May/June 1941 to January/February 1942, 
which is 5 turns. It starts with Germany poised to launch its drive against the 
massive Soviet army in May/June of 1941.

.P This is the best introductory scenario because it involves only two major 
powers, lasts 5 game turns, and includes few, if any, naval operations. The 
maximum number of players is 2.

.P Guadalcanal

.P The Guadalcanal scenario runs from May/June 1942 to January/February 1943, 
which is 5 turns. This scenario starts with the Japanese, having so easily 
conquered much of the Pacific, pondering whether they should take it all. 
Meanwhile, the United states is gathering its forces for the inconclusive battle 
of the Coral Sea, the decisive carrier action at Midway, and the long struggle 
on Guadalcanal.

.P This scenario is the best introduction to the use of naval units. There are 
only 3 major powers in play, it only lasts 5 turns, and it is limited to just 
the Pacific. In particular, it does not include any combat in China or the USSR.
The maximum number of players is 2.

.P Fascist Tide

.P The Fascist Tide scenario runs from September/October 1939 to July/August 
1945, which is 36 turns. This scenario covers the full war in Europe from 
Germany's invasion of Poland in September 1939 until the end at the battle for 
Berlin in May 1945.

.P The Axis powers have the initiative for roughly the first three years of the 
war before the Allies gradually gain the upper hand. This scenario is restricted 
to the European conflict and does not include action in the Pacific and Asia. 
The maximum number of players is 5.

.P Day of Infamy

.P The Day of Infamy scenario runs from November/December 1941 to July/August 
1945, which is 23 turns. This scenario covers the full war in Asia and the 
Pacific from November/December of 1941 until the dropping of the atomic bombs in 
August 1945.

.P It starts with Japan ready to bring the USA and the other western Allies to 
war with a stunning strike on Pearl Harbor and rapid expansion into southeast 
Asia. This scenario is limited to the conflict in the Pacific and does not 
include action in Europe, the Atlantic, and Northern Africa. The maximum number 
of players is 4.

.P Global War

.P The Global War scenario runs from September/October 1939 to July/August 1945, 
which is 36 turns. This scenario covers the full war, from Germany's invasion of 
Poland in September 1939 until the dropping of the atomic bombs in August 1945. 
It is the longest and most challenging of all the scenarios. 

.P The Axis powers have the initiative for roughly the first three years of the 
war before the Allies gradually gain the upper hand. The maximum number of 
players is 6.

.P Missed the Bus

.P The Missed the Bus scenario runs from July/August 1940 to July/August 1945, 
which is 31 turns. Fall Gelb, Germany's 1940 offensive against France and the 
Lowland countries, has been a stunning success and all of Europe lies at the 
feet of the Axis.

.P But where to attack? And how can the Allies survive the onslaught, wrest the 
initiative, and start the long drive to victory?

.P This scenario includes all the major powers, begins immediately after the 
declaration of Vichy France, and continues until the end of the war. The 
advantage of playing this scenario is that the players can skip the first 10 
months of the war and start immediately after the fall of France. The maximum 
number of players is 6.

.P Lebensraum

.P The Lebensraum scenario runs from May/June 1941 to July/August 1945, which is 
26 turns. France lies prostrate. The Commonwealth is bloodied but unbowed. 
Germany is ready to unleash Operation Barbarossa against the unsuspecting 
Soviets.

.P This scenario starts with Germany in control of most of mainland Europe and 
prepared to attack the USSR. Japan has a few months before they have to be ready 
for war with the USA. There is no longer any threat of an invasion of Great 
Britain but the Commonwealth is still under pressure until the USA or USSR is in 
the war. The maximum number of players is 6.

.P Waking Giant

.P The Waking Giant scenario runs from November/December 1941 to July/August 
1945, which is 23 turns. This scenario starts with Germany's offensive in the 
USSR stalling as winter arrives in November/December of 1941. Japan is ready to 
bring the United States and the other western Allies to war with a stunning 
strike on Pearl Harbor and rapid expansion into southeast Asia.

.P This scenario uses the full world map and involves all the major powers, 
although France is in a much reduced state, having been partially conquered and 
a Vichy government installed. The maximum number of players is 6.

.P Brute Force

.P The Brute Force scenario runs from May/June 1942 to July/August 1945, which 
is 20 turns. At roughly the mid-point of the war, the Brute Force scenario 
starts with Germany's summer offensive towards Stalingrad and the Caucasus in 
May/June of 1942. The Japanese are considering their next move after their 
unexpectedly successful sweep through southeast Asia and the Pacific.

.P Meanwhile, the United States is preparing to land in North Africa and, in the 
Pacific, is gathering its forces for the long struggle on Guadalcanal, the 
inconclusive battle of the Coral Sea, and the more decisive event at Midway.

.P This scenario is an expansion of the second scenario, Guadalcanal, to include 
the entire world map, all the major powers, and continue until the end of the 
war. The maximum number of players is 6.

.P Darkness Before the Dawn

.P The Darkness Before the Dawn scenario runs from July/August 1943 to 
July/August 1945, which is 13 turns. This scenario covers the final third of the 
war. While the Axis controls most of Europe, the Allies have rebuilt to become 
the stronger side.

.P The USA's entry into the war has given the Allies enormous industrial might, 
which they've converted into war mat�riel. But first, the Germans prepare for 
one last gamble: Kursk. If that fails, the Soviets will start their irresistible 
drive on Berlin. Meanwhile, the western Allies have cleared North Africa and are 
ready to land in Sicily.

.P In the Pacific, the Japanese imperial dream is evaporating. Losses at Midway, 
Papua, and Guadalcanal have them on the defensive. The USA begins its leap 
across the Pacific to liberate the Japanese conquests. The maximum number of 
players is 6.

.P Decline and Fall

.P The Decline and Fall scenario runs from May/June 1944 to July/August 1945, 
which is 8 turns. This scenario covers the last stages of the war. The Axis 
still controls vast empires and enormous quantities of mat�riel. Historically, 
within 16 months their power was destroyed and their cities in ruin.

.P The incompetence the Allied commanders displayed time and time again during 
the first half of the war was replaced by a series of stunning successes under 
the command of some excellent leaders. Could the Axis have put up stronger 
resistance? Or the Allies have done even better?

.P This is a good scenario to play if you don't normally get to this point in 
your games, or if the Allied players just want a good time. For the Axis 
players, it is very difficult. The maximum number of players is 5.]





[.T Optional Rules
.P MWIF has 81 optional rules, a truly daunting number of decisions for someone
playing the game for the first time. Because there are so many, they have been 
separated into 7 groups:
.H
.B additional units (27 rules),
.B land rules (8),
.B air rules (16),
.B naval rules (7),
.B supply rules (5),
.B production rules (5),
.B and other optional rules (13).

.P Some of the rules are complex and have long descriptions while others are 
simple with short descriptions. As a general guideline, the more complex the 
description, the more complexity the optional rule adds to playing the game. You 
select/deselect optional rules by clicking on the check boxes.

.P There some interdependencies between optional rules.  For example, Artillery
divisions can only be selected if Divisions are also selected; Division is a
prerequisite for Artillery.  Here is a complete list of the prerequisites for
optional rules:
.H
.B Artillery has the prerequisite: Divisions
.B Combat engineers has the prerequisite: Divisions
.B Construction engineers has the prerequisite: Divisions
.B Ski troops has the prerequisite: Divisions
.B Unlimited breakdown has the prerequisite: Divisions
.B Partisan HQs has the prerequisite: Partisans
.B Rough seas has the prerequisite: Cruisers in Flames
.B Oil tankers has the prerequisite: Convoys in Flames
.B Variable carrier plane searching has the prerequisite: Carrier planes
.B Naval offensive chit has the prerequisite: Offensive chits

.P Also Blitz bonus and 2D10 Land CRT are mutually exclusive.  Only one of them
can be ON.

.P You can view each of the 7 groups by clicking on the tabs at the top of the 
Optional Rules part of the Start New Game form. For a detailed description of 
any optional rule you simply right click on the label for the rule. Doing so, 
brings up text that explains the rule in fine detail. A complete set of those 81
descriptions are available in section 9 of the Player's Manual.

.P Getting back to an earlier point, deciding which optional rules to turn on 
for your first game can be a lot of work. As an aid, experienced WIF players 
have gone through all these rules and created some recommended sets under the 
labels: Novice, Standard, and Advanced. You can avail yourself of their advice 
by simply clicking on one of the buttons at the bottom, in the subsection 
labeled Default Optional Rules. You can then review those choices by clicking on
the 7 group tabs and examining which of the 80 optional rules are now checked. 
If you disagree with a rule being On/Off, simply click on the check box to 
change its setting.

.P Alternatively, you could click on the None or All buttons, to turn all the 
optional rules Off or On. Then you could go through and select/deselect rules to 
tailor the set to be exactly what you desire. Once you have developed your own 
personal set of optional rules, you can save it by clicking on the Save as 
Personal Set button in the bottom right of the form. When you start a new game 
in the future, you can restore your personal set by clicking on the Personal Set 
button.

.P And as a final possibility, you can design multiple optional rules sets and 
save them under unique names by clicking on the Save As button. When you start a 
new game in the future, you can access those saved sets by clicking on Restore, 
which brings up a Windows directory within which you can browse to choose the 
set of optional rules to restore. After making your selections, click on 
Optional Rules OK to see the next part of the Start New Game form.]





[.T Player Names
.P You need to enter at least one player name, sometimes more, depending on the 
mode of play. Solitaire and AI Opponent modes of play require one and only one 
name. Head-to-head and PBEM require 2 player names. For Internet play you can 
have between 2 and 6 players, though the scenario may limit you to less. See the 
scenario information in Player's Manual section 4.2 for the maximum number of 
players in each scenario.

.P Player names need to be unique. After entering all the player names, click on 
Names OK to see the next part of the Start New Game form.]





[.T Assigning Major Powers
.P This is the part of the Start new Game form where you decide which major 
power groups will be played by each player.

.P The player names are taken from the list that you entered in the previous 
step of starting a new game. The major power groups are taken straight from 
Rules as Written (see RAW 24.1.2), as specified by Australian Design Group. The 
only change in MWIF is that for the scenario Decline and Fall, the maximum 
number of players is 5, since Italy is completely conquered at the start of that 
scenario.

.P You can switch who plays what by left clicking on a major power group and 
selecting from the drop down pick list.  The name of each major power group is
followed by the historical number of objective cities the group held at the end
of the war.  After assigning a major power group to each player, click on Major
Powers OK to initiate the creation of the new game.]





[.T Air-to-air Combat Results Table

.P Air-to-air combat results are:

.B AX: The player rolling the dice chooses whether to destroy the opposing front bomber or front fighter.  Any
   unit being air transported by the destroyed unit is also destroyed.  If the chosen unit is a carrier air unit and
   you are not playing with the optional rule Carrier Planes, then its CV becomes damaged and its temporary
   carrier air unit is destroyed - if it's not a naval air combat, the CV goes into the repair pool once it has safely
   returned to base.  When using the Carrier Planes optional rule (see Player's Manual section 9.2.15), the CV is unaffected.

.B DX: Same as "AX" except that the side that didn't roll the dice chooses whether to destroy their own front
   fighter or front bomber.

.B AC: The player rolling the dice chooses any 1 opposing bomber to clear through to the target.  It need not be
   the front bomber.  The unit is removed from the line-up and placed on the target hex.  If there are no enemy
   bombers, this result is ignored.

.B DC: Same as "AC" except that players who didn't roll the dice choose which of their own bombers to clear
   through.

.B AA: The player rolling the dice chooses whether to abort the opposing front bomber or front fighter.  The
   owning player must return the chosen unit to any friendly controlled hex within range (see RAC 11.3)
   (or, for a carrier air unit, to the sea-box section from which it started).  An aborted air unit (and any unit
   being air-transported by it) becomes disorganized.  If a carrier air unit was flying in a naval air combat, it remains as
   it was, either organized or disorganized.  In any other case, a carrier air unit also becomes disorganized.
   Returning the air unit to base is handled as Return to Base digressions.

.B DA: Same as "AA" except that the player who didn't roll the dice chooses whether to abort their own front
   fighter or front bomber.

.B � : No effect.]





[.T Anti-aircraft Combat Results Table

.P Background

.P Anti-aircraft fire is used to abort or destroy attacking enemy air units prior to their attack.  Naval units have
an intrinsic anti-air strength and automatically defend against attacking enemy air units.  Additionally, anti-aircraft
divisions can fire on aircraft attacking the hex they occupy and any adjacent hexes.  No other units have the ability to
use anti-aircraft fire.

.P You resolve anti-aircraft fire after air-to-air combat and before cleared-through bombers attack their target. 
Anti-aircraft fire from units of a major power that is surprised is halved if directed exclusively against bombers
controlled by a major power that declared war on it (see RAC 15.1).

.P Naval units provide anti-aircraft fire during port attacks and naval air combats.  During a naval combat you
may spend Surprise Points (see RAC 11.5.6) to increase your anti-aircraft fire or decrease your opponent's anti-
aircraft fire.  It costs 2 surprise points per column shift.  If anti-aircraft fire reduces the attacker's air-to-sea factors to
the zero column, then that combat is over.  However, surprise points may not be used to increase an attack from zero
anti-aircraft factors to a positive number.

.P Divisional anti-aircraft artillery (see RAC 22.4.2) are land units that have an anti-aircraft strength and can
fire at any enemy air mission within range (except at-sea naval combat):

.B Port attack (see RAC 11.2),
.B Strategic bombardment (see RAC 11.7),
.B Carpet bombing (see RAC 11.8 : option 32),
.B Ground strike (see RAC 11.9),
.B Air transport (see RAC 11.12),
.B Paradrops (see RAC 11.15).  Note that the Commonwealth 51st air landing and German 5th mountain
   divisions are MTN units that can paradrop, but only into the same hex as a co-operating PARA (see RAC
   22.4.1).  If the PARA is destroyed or aborted by air-to-air combat or anti-aircraft fire but the air landing
   division survives, it must return to base.
.B Ground support (see RAC 11.16.4), and
.B Air reorganization (see RAC 11.18.1).

.P Organized in-supply anti-aircraft units can shoot at enemy aircraft flying a mission to the AA unit's hex or to
any adjacent hex (this represents the AA units being spread over a wide area).

.P Each AA unit can fire up to 4 times in a phase.  It can fire 4 times at one hex, or three times at one hex and
once at another, etc.  If you fire twice at one hex, double the unit's AA value.  If you fire 3 times at a hex, triple the
unit's AA value.  If you fire 4 times at a hex, quadruple the unit's AA value. You can add several AA units' values
together.  Halve the AA factors fired by light AA units at a hex containing only LND that took 4 or more turns to
produce (i.e., heavy bombers flying at a high altitude).

.P You resolve anti-aircraft fire after air-to-air combat and before the cleared through bombers attack their
target.  Resolve anti-aircraft fire against cleared-through bombers exactly like naval anti-aircraft fire (see the CRT in
section 11.5.9), reducing tactical, strategic or air-to-sea factors as appropriate.  In a port attack mission, you add the
AA units' factors to those of any ships in the port.

.P If an AA unit uses anti-aircraft fire, it becomes disorganized at the end of the phase.  In particular, if firing
against aircraft providing ground support, the AA unit becomes disorganized after the Advancing after Combat
subphase (see RAC 11.16.5).  If night and day missions are being flown to the same hex (see RAC 14.2.3), treat them
as separate hexes for anti-aircraft fire.  If an offensive chit is used during a Land action, AA units selected to receive
the benefits are doubled for land combat only, not for AA fire (see RAC 16.3).

.P It is important to know that these �shots' do not convert directly into effects on the targeted aircraft.  Instead,
the number of shots, in combination with the number of target aircraft in the hex, is used to look-up how many dice
will be rolled using the anti-aircraft combat results table (table 11.5 Naval Combat).  When deciding how to allocate
your shots (or whether to fire at all), you should have familiarity with that CRT, which can be viewed by clicking on
the Anti-aircraft Combat Chart button.

.P The cells of that CRT have entries like -1/6, -2/4, 1/1, and 3/5.  The second number is how many 10 sided
dice are rolled.  The first number is the number of dice to add together, and the plus/minus indicate whether to take
the highest/lowest dice, respectively.  So, -1/6 means to roll 6 dice and take the value of the lowest die.  -2/4 means
that 4 dice will be rolled and the two lowest will have their values summed.  3/5 indicates that 5 dice will be rolled
and the 3 highest summed.  It is possible to have between 1 and 50 points to �spend' on the attacking aircraft in a hex. 
Player's Manual Section 8.7.2.7 provides more information about using these points.]





[.T ASW Combat Results Table

.P ASW Units

.P ASW (anti-submarine warfare) units represent the corvettes, destroyers, submarine chasers, and escort
carriers that were used to guard convoys.  Some ASW units have an air component, representing escort carrier task
forces.  Like all other carriers, you need to equip an ASW carrier with a carrier air unit (and its pilot if using the Pilot
optional rule) to gain any benefit from the carrier's air power.  ASW units without an air component are SCSs.  

.P All ASW units are placed into a new force pool (which includes both those with an air component and those
without).  When using these units, no major power receives ASW factors based on the number of convoy points
located in a sea zone.  Instead, ASW units are built, and they provide special ASW capabilities, as described later in
this section.  Other unit types (i.e., SCS, carrier, and aircraft) still provide their usual ASW factors during submarine
combat. 

.P In some ways, ASW units are treated like convoy points, specifically:

.B When ending their move in a sea area they must be placed in the 0 box.
.B At the end of the turn, they do not need to return to base.
.B They may not attempt to intercept nor initiate a search.
.B If included during submarine combat, they count as an "Enemy Ship" and the owner may choose to take
losses on ASW units or convoys (unless the other side spends 3 surprise points to select an enemy target of course).

.P ASW units have a special pre-fire attack against included enemy submarines (only) in each surface or
submarine round of naval combat - but not in a naval air round of naval combat.  The attack factors of all included
ASW units are totaled, adding in included ASW air-to-sea factors on that side as well (all these factors may be
modified by weather).  Any other included units on that side are ignored for the pre-fire attack against submarines.

.P The pre-fire attack uses the Anti-air and Surface row of the naval combat chart, cross-referencing the total
modified ASW factors with the number of included enemy submarines (which use the Enemy ships column).  Die
rolls are as per anti-aircraft combat.  For every 10 points, one enemy submarine (owner's choice) suffers an 'X' result,
for every remaining 5 points, one enemy submarine (owner's choice) suffers a 'D' result.  After applying these results,
any remaining points are subtracted from the total submarine factors that press the attack in the ensuing combat
round.

.P In all other combats, ASWs have 0 attack factors.

.P For example, in fine weather, two Axis submarines with 2 SCS find enemy Allied convoys escorted by one
pink-shaded ASW unit and one red-shaded ASW unit, along with one SCS.  The red-shaded ASW also has an air
component whose carrier plane has 2 air-to-sea factors.  The Axis use 4 surprise points to call a round of surface
combat so that their SCS can fight (if they did not spend the surprise points, the ASW with an air component could
have required the round to be naval air combat).

.P The ASW units now add up their ASW factors.  The pink-shaded ASW's factor is a 2, and the red-shaded is a
1, plus its 2 air-to-sea factors.  Therefore the total ASW factors on the two included units is 5 (2 + 1 + 2).  Note that
the SCS cannot participate in this special pre-fire attack so its attack value is ignored.  
                              
.P Using the anti-aircraft column with 5 ASW factors against 2 submarines gives the Allies the worst of 6 rolls,
which turns out to be a 2.  The submarines have 3 and 4 attack factors respectively, and so in the ensuing round of
surface combat they will contribute 5 factors (7 - 2).  If the ensuing round of naval combat is a submarine combat, the
pink-shaded ASW's attack factors count as ASW factors, and red-shaded ASW's attack factors count double as ASW
factors.  This is in addition to their air component (if any).]





[.T Naval Combat Results Table
.P Naval surface combat

.P To determine naval combat results, work out the total attack factors of each side's surface naval units and
SUBs included in the round.  During surface naval combat each included Sub's attack factor is reduced by 1.  Find
your own total in the surface row of the naval combat chart.  That will determine the column where you find the
results you inflict on your opponent.  You can increase your column by spending 2 surprise points per column.  You
can decrease your opponent's column by spending 2 surprise points per column.  You can't move off the right-hand
end of the naval combat chart.  If you are moved off the left-hand end, you inflict no result on your opponent.

.P Cross reference the final column with the row containing the number of ships your opponent has taking part
in the round.  A ship is a naval unit, or 2 convoy points, included in the combat.  Every 2 convoy points (and any
spare 1 point) counts as a ship.

.P Combat results

.P The combat results are:

.H Result - Effect
.B X - The unit (and any cargo on it) is immediately destroyed.
.B D -The unit is damaged.  If the unit is already damaged, it (and any cargo on it) is destroyed instead.  A damaged
     unit only has half its printed attack, AA and ASW factors.  Its defense factor is 1 higher.  Its range and speed
     are not affected.  A damaged CV may not fly carrier planes (see RAC 14.4).  At the end of combat in this sea
     area (not each round), all damaged units must abort.
.B A - The unit aborts.  At the end of the combat round, it enters the Naval Abort Queue.  The aborted unit (and any
     cargo) becomes disorganized.
.B � A - No effect unless the same unit suffers two �� A' results in the same round of combat.  Two �� A' results
     become an �A' result.

.P Cross referencing the column and the row gives you your combat results.  There may be a number of �A'
results, some �D' results and some �X' results as well.  The combat is simultaneous - both sides should work out the
results they inflict before anyone implements them.  However, the active player rolls for the damage of the defending
player's ships first.  You must implement all �X' results first, then all �D' results and, finally, all �A' results.  

.P For each combat result you inflict, the owner selects a target to suffer that result.  For every 3 surprise points
you spend, you can select the target instead of your opponent (see RAC 11.5.6).  You can choose the same unit to
suffer more than one result, unless it is already destroyed or has suffered an �A' result.  During port attacks,  A and �
A results cannot be applied to units already disorganized.

.P Roll a die for each target.  If you roll the target's defense value or less, it suffers the result.  If you roll more
than its defense value, it suffers the next worse result - an �X' becomes a �D'; a �D' becomes an �A' and an �A'
becomes a �� A'.  Damage results can carry over from round to round.  All �� A' results lapse at the end of each
round (damage control parties have fixed the problem).  �X' and �D' results happen immediately.

.P However, you only implement �A' results (including unsuccessful �D' results and double �� A' results) at the
end of this round of combat.  All units aborting to the same port can abort together if you wish.  If an aborting unit
was damaged, it is moved to the repair pool once it successfully returns to port.  Any cargo on a damaged and
successfully aborted TRS is moved to the production pool to arrive as a reinforcement in the next turn.

.P Any carrier plane on a damaged CV which successfully aborted to a port is moved to the production pool to
arrive as a reinforcement in the next turn.  Your available pilots is increased by 1 when an aircraft unit or carrier
plane is moved to the production pool because the TRS or CV transporting it aborted when damaged.

.P Convoys

.P Every 2 convoy points counts as a ship for resolving combat.  An �X' result destroys 2 convoy points; a �D'
result destroys 1 convoy point and an �A' result aborts 1 convoy point.  If a player has only one convoy point, he can
choose it to take an X result.  But if there is more than one, two convoy points are lost.

.P The air-to-sea attack

.P The air-to-sea factors that survive anti-aircraft fire press the attack using the air-to-sea row of the naval
combat chart.  With this change, you then determine the outcome in the same way as you do for surface combat (see
RAC 11.5.8).  In the air-to-sea attack, both sides alternate picking targets to suffer a result.  The attacking player has
first pick.  For every 3 surprise points you spend, you can select the target instead of your opponent (see RAC
11.5.6). 

.P Submarine combat

.P Submarine combat allows you to attack enemy convoy points.  Either side can also spend surprise points to
choose a submarine combat even if there are no subs or convoy points included (see RAC 11.5.7).  In a submarine
combat, each side's SUBs (no other units) fight the opposing side's included non-SUB units.  If each side has both
SUBs and other targets, there will be 2 separate combats.  

.P For each submarine combat, add up the non-SUB side's ASW factors:

.B 2 for each SCS included (when using the optional rule Cruisers in Flames, each BB adds 0);
.B 1 for each CV included (when using the optional rule Cruisers in Flames, each CV adds 0);
.B 1 for each air-to-sea factor included (including those on CVs that aren't damaged) during fine, rain or snow;
.B 1 for every 2 US or Commonwealth convoy points included in a combat in 1942;
.B 2 for every 2 US or Commonwealth convoy points included in a combat in 1943; and
.B 3 for every 2 US or Commonwealth convoy points included in a combat in 1944 or later.

.P The non-SUB side uses these factors to attack the SUBs.  You do this in the same way as a surface naval
combat except that you use the ASW row of the naval combat chart and only count the SUBs as targets.  The SUBs
also attack in the same way as a surface naval combat except that they use the SUB row of the naval combat chart and
only the convoy points and ASW units count as ships.  Every 2 convoy points (and any spare point) counts as a ship. 
If no convoy points are included, which is only possible if you spent surprise points to choose a submarine combat (
see RAC 11.5.7), then you fight on the �0' ships row.

.P Losses inflicted by the non-SUB side can only be taken on the SUBs that attacked them (owners choice).  For
every 3 surprise points you spend, you can select the target SUB instead of the owner (see RAC 11.5.6).  Losses
inflicted by the SUB side can only be taken on convoys and ASW units (unless someone spends 3 surprise points to
inflict them on another target).  If convoy points and ASW units can take no further losses, ignore any remaining
losses (unless you spend surprise points to select another target).]





[.T Restore Saved Game

.P A list of the 11 scenarios is 
shown in the lower left corner of the opening  screen.  Clicking on one of the radio buttons in that list brings up
another panel in the center-bottom of the screen which contains all the saved games for that scenario (which are in
the scenario's Saved Games folder).  Clicking on one of those saved games brings up a third panel in the lower right
of the screen, which provides specifics about the saved game.  For instance, it tells when, where, and who: (1) the
date and time that the game was saved, (2) where in the sequence of play the save was made, and (3) who was
playing the game.  Click on the Restore Game button to initiate restoring the selected game.

.P Besides saved games in the Saved Games folders, the Browse button below the list of scenarios gives you
access to other saved games that you might want to restore.  For instance, there are automatic saves performed at the
start of most phases.  These are stored in the AutoSave folder within the Saved Games folder (for each scenario). 
There are 3 places where automatic saved games are placed: the Axis folder, the Allied folder, or directly in the
AutoSave folder.  

.P The reason there are 3 separate places is that if a phase is performed once for both sides (e.g., Weather), then
it is placed directly into the AutoSave folder.  For those phases that are perform by each side (e.g., Choose Action)
then separate saved games are made after the Axis and Allied sides execute the phase.  So, a saved game is
automatically created at the start of the Axis Choose Action phase and a different saved game is created at the start of
the Allied Choose Action phase.  Hence, the program uses separate folders. 

.P Note that automatic saves have the disadvantage of overwriting the previous saved game for the same phase. 
That means that you will only have one AutoSave game for a weather phase - the most recent one.  This is another
reason why the Axis and Allied phases are kept separate.  You can rely on the automatic saves to let you recover a
game for different phases within the last 2 impulses.  However, if you want to go back farther than that, you will have
to have made a save of your own, using a unique file name.

.P When restoring a saved game from within a game in progress, you can also use the menu item under File in
the main menu bar.  Clicking on that menu item presents you with the standard file directory for your disk.  You need
to navigate to the scenario and possibly subfolder where you have saved the game.  Once you have restored a saved
game, the program remembers the location in the directory structure so you do not have to navigate a second time -
assuming you are going back to the same place.

.P There are no restrictions on switching scenarios, mode of play, optional rules, or players when you load a
saved game.  The program �forgets' everything about the previous saved game.  If you want to, you can switch from
playing a PBEM Barbarossa game to a Solitaire Global War game directly, with no adverse effects.

.P Saved games contain the name of the screen layout in effect at the time of the save.  When a saved game is
restored, the program looks on the disk for the screen layout contained in the GAM file and applies that screen
layout.]





[.T Continue Moving

.H Continue Moving form 

.P During the naval movement phase, if your units are not intercepted, or if you choose to fight through and
survive the combat, you are given the option of either having all your units stop in the sea area, continuing to move
all your units, or having some of your units stop and others continue moving.  The Continue Moving form is
displayed so you can make that decision.  Simply click on the button to have the program implement your choice.

.P If you choose to stop, the Sea Box Section form (see Players Manual Section 8.7.2.50) is displayed.  If you
choose to split your units into two groups, then the Drop-off Units form (see Players Manual Section 8.7.2.16) is
displayed.  Note that you will not be able to split your units if have insufficient naval moves remaining.]





[.T Search and Seizure Form 
.P Background

.P It is possible for a major power (MP_A) to stop a major power on the other side (MP_B), with which MP_A
 is not at war, from transporting resources and build points overseas to a major power (MP_C) with which MP_A is at
 war.  For example, Germany, while at war with the Commonwealth, can stop the US from transporting resources to
 the Commonwealth while the US is neutral to Germany.  To do this:
.B MP_A must have an SCS, CV or SUB in the sea area during the search and seizure phase;
.B MP_B must have convoy points in the sea area that are transporting resources or build points to MP_C; and
.B the sea area must not contain an SCS, CV, or aircraft unit with an air-to-sea factor, controlled by any major
 power with which MP_A is at war, or a US unit escorting under the provisions of US entry options 11, 20,
 29, 38 or 50 (see RAC 13.3.2).     

.P MP_A (Germany) then has the option of executing a search and seizure. If it does so, those resources or build 
points are lost.  Each search and seizure MP_A executes is a US entry action (see RAC 13.3.3) if it is conducted 
against a major power not at war with the USA.  Each side, Axis or Allies, may only perform one search and 
seizure per sea area per turn.
 
.P Form Layout

.P At the top of the form figure 8.7.2.49) is a list of all the sea areas where a search and seizure can be 
executed.  The lower half of the form shows a map insert centered on the sea area currently selected.

.P Process

.P If you want to conduct a search and seizure, just select a sea area and click on the Execute Search and Seizure 
button.  All resources and build points being carried by a neutral major power through that sea area to a major power 
with which you are at war will be lost.  Click on the OK Done button when you do not want to execute any more
search and seizures (or have executed all the ones available).]





[.T US Entry Actions

.H Background

.P Actions both sides take before the US is at war with every Axis major power can hasten or delay the  entry of
the US into war with the Axis powers.

.P When a major power takes any action specified on the US entry actions chart, you should check the US entry
cost of that action.  If the cost is positive, you may have to randomly choose one or more markers from the common
marker pool and put it in one of your entry pools.  If the cost is negative, you may have to randomly choose one or
more markers from an entry pool and return it to the common marker pool.

.P If the action has "(Ge/It)" after it, place or remove the marker into/from the German/Italian entry pool.  If the
action has "(Ja)" after it, place or remove the marker into/from the Japanese entry pool.  In all other cases, the US
player can choose either entry pool.

.P For every 10 US entry points the action costs, randomly select 1 marker.  If there are any remaining points,
roll a die.  If the roll is less than or equal to the remaining points, select another marker.
     
.P You can only pick markers for each action once, regardless of the number of times that the action occurs,
unless the chart notes otherwise.

.P If the US can't take a marker from an entry marker pool when required, it can never declare war on that
pool's major power(s).

.H The entry actions

.P The actions on the chart are mostly self explanatory.  Those that aren't are:

.P 1.   Japan occupies Indo-China - Japan aligns French Indo-China but only if it is a Vichy territory (see RAC
 17.2) and there are no Allied units there.  Japan does this by announcing the occupation during an Axis
 declaration of war step.  Move any Vichy units in French Indo-China to the Free French force pool.  All
 hexes in French Indo-China immediately become Japanese controlled.

.P 3.   Japan militarizes Marshalls - this occurs as soon as Japan moves the first unit into any hex on the border of
 the Marshalls sea area.

.P 5.   Japan occupies Madagascar - Japan aligns Madagascar but only if it is a Vichy territory (see 17.2) and
 there are no Allied units there.  Japan does this by announcing the occupation during an Axis declaration of
 war step.  Japan must have aligned French Indo-China (see entry action 1) in a previous turn.  Move any
 Vichy units in Madagascar to the Free French force pool.  All hexes in Madagascar immediately become
 Japanese controlled.

.P 6.   Japan forces closure of Burma Road - the Burma Road is one way that the Allies can transport resources
 (see RAC 13.3.2, entry option 9) and build points to China.  The Axis can close it by physical occupation but
 Japan can also close it by diplomatic pressure on the Commonwealth.

.P If Japan does this, an Allied major power can't transport resources or build points to China via the Burma
 Road or French Indo-China until it is at war with Japan or the USA chooses US entry option 24, Reopen
 Burma Road.  China can still use the road to transport its own resources.  You only have to roll a die for
 diplomatic closure of the Burma Road, not for physical closure.  

.P Japan can take this action at any step, including right after the US Entry phase and before production (in
 order to deny China the resources for the current turn but delay the US Entry roll until the following turn. 
 The Allies may not use the railroad from Hanoi to send lend lease to China if the Burma Road is closed due
 to political pressure by the Japanese.
 
.P 8.   Axis conquers (or declares Vichy) France.   This does not apply to Free France.

.P 10.  Japan occupies Chinese city - each time a Japanese controlled land unit occupies (or reoccupies) a Chinese
 controlled city in China, there is the possibility of an outrage like the rape of Nanking occurring, an atrocity
 that the USA public finds out about.  You do not roll for cities controlled by the Japanese as a result of a
 Chinese surrender.  The same city can be rolled for multiple times if the Japanese take and retake it.  When NOT
 playing with the optional rule Additional Chinese Cities, the probability of the US getting a US Entry chit is 40%.
 Because there are so many additional cities when playing WITH the optional rule, the probability has been changed
 to (2 + the number of factories in the city) times 10%.  So, when the Japanese capture a Chinese city with no
 factories, the chance of the US geting a US Entry chit is 20%.  If the city has a factory, then the probability is
 30%.

.P 15.  Axis invades the United Kingdom - the Axis has invaded the UK as soon as any Axis land unit occupies
 any hex of the United Kingdom at the end of any Axis land combat step.

.P 19 & 30. Minor aligned - this occurs when the minor country aligns with a major power (see RAC 9.8).  A minor
 that joins a side because a major power declares war on it doesn't count.

.P 20, 31 & 32 Major Power declares war on neutral minor - roll once for each major power declaring war on this
 minor this impulse.

.P 21.  Allies support attacked minor - the Allies have supported an attacked minor country if there are at least 4
 Allied corps or armies in the minor's unconquered original home country during the Allied minor support
 step of the same turn an Axis major power declared war on it.  Soviet units in east Poland don't count and
 neither do the minor's own units.

.P 26.  USSR controls East Poland - see RAC 19.5.1.

.P 27.  USSR controls Nazi-Soviet Pact areas (Baltic States) -  see RAC 19.5.2. 

.P 33.  Japan declares war on CW, France, or the Netherlands.  A DOW by Japan on the Netherlands is not
 required (nor is an extra US roll made) if: (1) the Netherlands is aligned to CW or France at the time, and (2)
 Japan DOWs the Netherlands' controlling major power (i.e., CW or France).

.P 34, 35 & 36. Search and seizure - see RAC 13.6.1.  Search and Seizure rolls are once per sea area per side per turn.

.H Form Layout

.P This form lists all the US Entry Actions in numeric order with the die roll effect on US Entry, a short
description, and the major power group target.

.H Process

.P This form is purely informational.]




[.T Kamikaze Form 
.P Background

.P The Japanese employed their famous/infamous kamikaze air units towards the end of the war. Declaring 
 an air unit to be flying as a Kamikaze increases the effectiveness of the air unit�s bombing, but is certain 
 to destroy both the air unit and its pilot.

.P The Japanese player can declare kamikaze attacks in any naval air combat after air-to-air combat but 
 before ant-aircraft fire. He can nominate any or all of his bombers as kamikazes (even those with a death�s 
 head as described in the optional rule Flying bombs).  The air-to-sea factors of kamikaze bombers that survive 
 anti-aircraft fire are doubled.  Note that anti-aircraft fire reduces the original bombing factors of the air
 units.  Any surviving bombing factors are then doubled.

.P After the air to sea attack is resolved, all kamikazes and their pilots are destroyed. If the Carrier Planes 
 optional rule is not being used, any carrier that flies its air units as kamikazes results in the carrier being 
 damaged.

.P Form Layout

.P This is a standard Unit Dialog form.  Across the top of the form are two text messages: 
 a prompt and a current status message.  While the prompt is always visible, the other text 
 field may be blank.  On the right is an inset map showing the sea area where the combat is
 taking place.

.P Of primary importance is the list of units in the center of the form,
 although there may be only one unit in the list.  Beneath the unit list is a
 standard unit data panel and a maximum zoom depiction of the unit currently
 selected from the unit list.  

.P The OK button is always enabled.  Lastly, there is the ubiquitous Help button, which you 
 just clicked on to generate this message.


.P Process

.P This form displays all the Japanese bombers engaged in the current naval air combat.  Select none, one,
 or more of the bombers to fly as Kamikazes and press the OK button.  Selecting a bomber a second time 
 toggles it Off/On to fly as a kamikaze.  Selecting none of the bombers to fly as kamikazes is the most
 common decision.]





[.T Setup
.H
.B Lend Leasing Units

.P The lend lease portion of the setup phase starts each new game, unless you
are playing Barbarossa, which only has one country on each side.  Lend lease
starts with the Allied side getting  the opportunity to lend lease air units
between its major powers.  Then the Axis side gets the same opportunity.  Japan
never participates in lend lease, so the only Axis major powers that lend lease
are Germany and Italy.  If Italy is out of the war, or if it is early in the war
when Italy has no lend lease air units, the Axis has nothing to lend lease and
the game proceeds directly from Allied lend lease to setting up the first major
power in the scenario.

.P Lend leasing an air unit from a source major power to a recipient major power
causes 2 units to move between the lend lease pool and the force pool.  The
source major power moves a unit from its force pool to the lend lease pool,
while the recipient major power moves a unit from the lend lease pool to its
force pool.  The source major power has 1 less unit in its force pool while the
recipient major power has 1 additional unit in its force pool.  Together with
scrapping units, lend leasing air units enables you to modify the composition of
your force pools prior to the random selection of units during setup.

.P This part of the Setup phase is over once all major powers have closed the
lend lease form.
.H 
.B Scrapping Units

.P Scrapping units is a optional rule and if it has not been selected, this
portion of the setup phase is skipped.

.P Each major power has the opportunity to scrap units prior to the random draw
of the units that will be placed on the map.  The order in which major powers
set up their units is determined by the scenario rules.  For example, in
Barbarossa the USSR gets to scrap its older units, followed immediately by the
random draw of the units it will have available to place on the map.  After the
USSR has placed all its units on the map, Germany goes through the same
sequence: scrap units, random draw, place units on the map.  For scenarios that
involve multiple major powers, the same 3 step sequence is repeated for each
major power in turn.

.P Players can only scrap older units.  They get to choose which ones and may
choose to scrap none at all.  Note that scrapping units is permanent.  After you
close the scrap form, any units that you have scrapped will be placed in the
scrap pool and no longer part of the game.

.P For your convenience, there are saved lists of scrapped units for each major
power for each scenario, including a default list.  Simply clicking on Restore
Default List will automatically scrap the units in the default list.  Once you
have made your decisions about which units to scrap, you might want to save your
list to a file for use in future games.

.P This portion of the setup phase is over once all major powers have closed the
scrap form.
.H 
.B Placing Units on the Map

.P After a major power has closed the Scrap Units form, the game immediately
displays the setup tray for that major power.  This happens before to the next
major power to set up units seeing the scrap form for its units.  For example,
the USSR sets up first in Barbarossa and: (1) scraps units, followed by (2) sets
up units.  Only after the USSR has finished setting up its units does Germany
get to do the same: (1) scraps units, followed by (2) sets up units.

.P In each scenario the rules specify which types of units you will have
available to place on the map.  The rules also define how many of each type and
where they may be placed.  Often there are special restrictions on setting up
units, which can be viewed by clicking on the Setup Rules button in the setup
tray.

.P You can place units on the map in any order that you desire.  By clicking on
the different Set Up Areas labels, you can see what units you have available in
each set up area.  There is a list of available air units shown in the top of
the set up tray and either land or naval units shown in the bottom list.  You
can control whether the land or naval units are shown in the bottom list by
clicking on the Show Land/Show Naval button.

.P If you are playing with the optional rule Pilots, you will receive more air
units than pilots.  Clicking on an air unit in the setup tray assigns it a
pilot.  Holding down the Ctrl key and left clicking on an air unit deassigns a
pilot from an air unit.  Once you have assigned all your pilots, the remaining
air units without pilots are automatically placed in the air reserve pool.

.P All land and naval units start with the label �Ready' underneath it.  Air
units get that label once you assign them a pilot.  When you click on a �Ready'
unit it is displayed with the label "In Stack" under it.  All the "In Stack"
units are "in your hand" and can be placed on the map by left clicking on a
destination hex.

.P Once you have emptied the setup tray of units, the setup tray is removed from
view.  You can still rearrange the units you have on the map.  A major power has
not finished the setup phase until the player clicks on the End of Phase button
in the main form.

.P For your convenience, there are saved setup locations for non-random units.
By clicking on the  Restore Setup button in the setup tray, you can
automatically have units in the setup tray placed on the map.  This only affects
non-random units, such as named units (e.g., battleships Marat for the USSR,
Warspite for the CW, and Bismarck for Germany).  Autonomous units, like convoys
and build points, are also non-random, since they are all identical.  This means
that the long convoy pipelines can be created instantaneously without having to
place each convoy point individually.

.P Like saved scrap lists, saved setups are stored separately for each major
power for each scenario.  And also like the saved scrap lists, there are default
saved setups for each major power for each scenario.  Once you have made your
decisions about where to place your non-random units, you might want to save to
a file your setup placements for non-random units, for use in future games.

.P Note that units which are randomly drawn from your force pool are never part
of saved setups but instead always appear in the setup tray.  These include:
all air units, all land units except named HQ units, and a few naval units
(e.g., submarines and transports).
.H 
.B Placing Partisans on the Map

.P This is a optional rule and if it has not been selected, this portion of the
setup phase is skipped.

.P Once all the major powers have placed their units on the map, a final setup
phase occurs, where major powers get to place partisan units behind enemy lines.
Only a few of the later scenarios have partisan units to be placed during setup,
so this phase is oftentimes skipped.  Even if there are partisan units to be
placed, the phase will be skipped if there is no place to legally put them on
the map.  For example, in the Decline and Fall scenario the German player can
easily prevent the USSR partisans from being placed on the map by covering all
possible locations behind the German front lines with zones of control.  The
placement of partisans on the map is followed by the start of the first turn in
the scenario.]





[.T Reinforcements
.P Every turn, except the first turn, starts with the arrival of reinforcements.
All major powers go through the reinforcement phase simultaneously, following
the subphase sequence described in section 7.6 of the Player's Manual.  In
brief, that consists of 6 subphases: placement of annual additions in the force
pool, scrapping of older units, swapping some units for replacement units,
assignment of pilots to air units without pilots, placing reinforcements on the
map, and the removal of on-map air units to the air reserve pool.

.P Major powers are free to proceed through the 6 subphases at their own speed.
Note that this is quite atypical of how subphases are processed.  Some major
powers may be deciding about scrapping units while other major powers are
placing units on the map, and yet other major powers have completed the
reinforcement phase.  Once all major powers have completed the reinforcement
phase, the Lending phase begins.]





[.T Resource Lending
.P Lending Resources & Build Points (RAC 5.)

.P All major powers have the ability to lend resources to their allies.
Resources, including oil resources, and build points can be lent to any major
power on their side, though there are some restrictions on what neutral major
powers can lend.  The use of the word �lend' is a misnomer, since no
quid-pro-quo is necessary.  �Given' is more descriptive than �lent' for what
actually occurs.

.P Any commitments to lend resources and build points during the lending phase
must be fulfilled if at all possible.  However, the resources and build points
are not shipped from their point of origination to a destination in the
receiving country until the Production phase, which is one of the end of turn
phases.  A lot can happen between the lending and production phases, but the
source major power must fulfill any commitments it made, regardless of what has
happened during the turn.]





[.T Initiative
.P Which side has the initiative during the turn is determined during this
phase.  The initiative allows the winning side to dictate which side is the
phasing side for the first impulse in the turn.  Since the Axis and Allied sides
alternate being the phasing side, one will be the phasing side for the 1st, 3rd,
5th, etc. impulses while the other side will be the phasing side for the 2nd,
4th, 6th, etc. impulses.

.P The rules for which side has the initiative are somewhat complicated and are
discussed in detail in RAC Section 6 and also in the sections of the Player's
Manual describing the forms that are used: 8.7.2.21 Initiative and 8.7.2.27 Move
First Decision.

.P The initiative phase is over when one side has won the initiative and decided
which side moves first (i.e., which is the phasing side for the first impulse).]





[.T Weather
.P Weather is determined randomly during this phase, but only for odd impulses
(e.g., 1st, 3rd, 5th).  The weather for an even impulse is the same as the
weather for the immediately preceding impulse.  This means that the weather
phase is completely skipped for even numbered impulses, since nothing new
happens.

.P For some scenarios, the weather for the first two impulses is predefined as
part of the scenario setup instructions.  For other scenarios, the weather for
the first turn is randomly generated by MWIF.  Whenever the weather is randomly
generated for an impulse, the weather from the previous impulse (even if it
occurred in the previous turn) may bias the weather towards being more of the
same (see RAC section 8 for details).

.P Once the weather has been determined, all players are informed and typically
the game advances to the Declaration of War phase.  However, there is the
possibility that the change in weather caused overstacking and/or units to be
destroyed.  For instance, during snow and blizzard conditions, swamp terrain is
treated as if it were forest terrain.  That means that an air unit could be
placed in a swamp hex during a snow impulse (air are normally prohibited from
stacking in swamp terrain).  If the weather changes to rain in the next
impulse, then any air unit in a swamp would be destroyed.  In game terms, this
means that a digression from the sequence of play would occur, permitting the
owner of the destroyed unit to decide whether or not to scrap it.

.P If two air units were in a �frozen' swamp hex, with one based there as if the
terrain were forest and the second based there using the HQ's stacking bonus for
air units, then only one of the air units would be destroyed if the weather
changed to rain.  Essentially this would be an overstacking situation, were only
one air unit could be in the hex.  A digression would take place, permitting the
owner to decide which of the air units to destroy.  And then another digression
would occur for the owner of the destroyed unit to decide whether or not to
scrap it.

.P After all digressions have been completed, the game advances to the
Declaration of War phase.]





[.T Declare War
.P The declaration of war phase consists of a series of subphases.  The
subphases are performed in strict order with no major power permitted to advance
to the next subphase until all the major powers have completed the current
subphase.  This is markedly different from the atypical reinforcements phase
(see section 7.2.1 of the Player's Manual) where at one point in time each major
power could conceivably be executing a different subphase.

.P The decision makers within each subphase change depending upon circumstances,
with sometimes multiple players from the same side making decisions
simultaneously, while in other subphases a single major power makes all the
decisions.  Usually, both sides will get to make some decisions during the
phase, though the primary decision makers are on the phasing side.

.P See section 7.7 of the Player's Manual for details on each of the declaration
of war subphases.  In brief, that consists of: DOW on Major Powers, DOW on Minor
Countries, US Entry Effects, Neutrality Pact Creation & Renewal, Calling Out
Reserves, Choosing Major Power for Attacked Minor Countries, Setting Up Attacked
Minor Countries, Voluntarily Aligning Minor Countries, and Setting Up Aligned
Minor Countries.]





[.T Choose Action
.P In the choose action phase, each major power on the phasing side chooses
which action type he wants to take for the current impulse.  This action type
remains in effect for the entire impulse, but has no lasting effect once the
impulse is over.  Nor do the choices made by other major powers impose any
restrictions on what action type a major power chooses.

.P The action types are: Land, Naval, Air, Combined, and Pass.  If a major power
possesses an offensive chit, then he may use it at this time.  For the benefits
of using an offensive chit see sections 9.2.24 and 9.5.7 concerning this
optional rule.

.P Every major power on a side must choose an action.  Once they all have done
so, the game advances to the port attack phase.  For more information on
choosing an action, see the description of the form that is used in section
8.7.2.1 and advice from experienced players in section 3.4.2 of the Player's
Manual.]





[.T Port Attack
.P A successful port attack destroys enemy naval units.  All major powers on the
phasing side can make port attacks, unless they chose a Pass action.  All port
attacks are voluntary.  Port attacks can be made by: (1) land based air units
that have air-to-sea factors and (2) carrier based air units that are at sea.
Provided that there are bombers conducting a port attack on a port, the phasing
side may also fly fighter escorts to protect the bombers.  If the optional rule
Carrier Planes is not being used, then carriers at sea can also fly as either
bombers or fighters.

.P Bombers may only fly this mission if there is a viable naval target in the
port.  Here �viable' means an enemy unit.  Escorts may only fly the mission if
there is a bomber participating in the attack with which the fighter cooperates;
that is, the major powers that own the bomber and the fighter cooperate.

.P The subphases for flying a port attack mission are described in section 7.8
of the Player's Manual.  The performance of the air mission  (See section 7.8.10
of the Player's Manual) for a port attack is an air-to-sea naval combat by the
bombers on the enemy naval units in the port.  See section 8.7.2.30 of the
Player's Manual for more details.

.P Air units which are eligible to move in this phase are displayed in the
Selectable Units form (see section 8.7.2.49 of the Player's Manual for details).
This phase is done once all major powers on the phasing side have clicked on the
End of Phase button in the main form, or all air units that flew missions during
the phase have returned to base.]





[.T Naval Air
.P During the naval air phase, all major powers on the phasing side that did not
choose a Pass action can move air units into sea areas.  These actions do not
directly provoke combat but the presence of units in sea areas enable the owning
major power to intercept enemy naval movement through the sea area.  Also,
during the  Naval Combat by Phasing Side and Naval Combat by Non-Phasing Side
phases, players can elect to attempt to initiate combat in sea areas where the
phasing side moved air units in the Naval Air phase.

.P Air units that fly during this phase are unlike those that fly most air
missions.  In particular, they: (1) can not be intercepted while flying out to
sea, (2) they do not return to base at the end of this phase - they stay at sea,
and (3) they remain organized while at sea.

.P Air units which are eligible to move in this phase are displayed in the
Selectable Units form (see section 8.7.2.49 of the Player's Manual for details).
The phasing major powers move their air units into sea areas simultaneously and
the phase is done once they have all clicked on the End of Phase button in the
main form.]





[.T Naval Movement
.P During the naval movement phase, all major powers on the phasing side, that
did not choose a Pass, Air, or Land action, can move naval units: (1) from ports
into sea areas and (2) return naval units at sea to port.  These actions may be
intercepted by enemy units occupying the sea areas the naval units enter.  Note
that in World in Flames, naval units at sea can never move from one sea area to
a different sea area.

.P This is also the phase where naval units pick up units from ports.  The
transporting unit may be stacked with the transported unit at the start of the
phase, or the transporting unit may move through a port, picking up the
transported unit and continue to move, or the transporting unit can stop in a
sea area and pick up a unit from a coastal hex.

.P If enemy major powers elect to attempt interceptions, then an interception
digression takes place.  No other naval moves are permitted until the digression
is concluded.  That may take a while, since a successful naval interception can
lead to an immediate naval combat.  And as in all naval combats, some naval
units may be forced to abort to a friendly port.  Also, players have the option
to voluntarily abort from a naval combat.  Both the forced and voluntary "naval
abort moves" can be intercepted and a queue is maintained by MWIF of all the
naval moves that have to be concluded before players can resume their normal
naval movement in this phase.

.P Placing naval units in a sea area, and stopping them there, enables both
sides to attempt naval combat in the sea area in the next two phases: Naval
Combat by Phasing Side and Naval Combat by Non-Phasing Side.  For advice from
experienced players on deploying naval units, see section 3.4.4 of the Player's
Manual.

.P Other than the interruptions due to naval interceptions, the phasing major
powers move their naval units into and out of sea areas simultaneously.  This
phase is over once they have all clicked on the End of Phase button in the main
form.]





[.T Phasing Side Naval Combat
.P During the Naval Combat by Phasing Side phase, all major powers on the
phasing side, that did not take a Pass or Land action, can attempt to initiate
naval combat in sea areas which contain units belonging to major powers with
which they are at war.  Only one attempt can be by the phasing side in each sea
area, but there is no restriction on the number of different sea areas in which
attempts are made.

.P An attempt to initiate naval combat by the phasing side starts with one major
power on the phasing side choosing a sea area.  Each attempt, and any resulting
combat, is resolved completely before the next sea area is chosen.  The phasing
side does not have to attempt to initiate any combats, and can choose to desist
whenever they want.

.P See section 7.10 of the Player's Manual for a description of the subphases of 
naval combat.  For advice from experienced players on naval combat, see section 
3.4.7 of the Player's Manual.

.P As in all naval combats, some naval units may be forced to abort to a
friendly port.  Also, players have the option to voluntarily abort from a naval
combat.  Both the forced and voluntary "naval abort moves" can be intercepted
and a queue is maintained by MWIF of all the naval moves that have to be
concluded before the phasing side can attempt to initiate another naval combat
in this phase.  Note that only one naval combat will be extant at any point in
time, though there may be units in the abort queue that were placed there from
several naval combats.

.P This phase is done once the players on the phasing side decide to not attempt
to initiate any more naval combats.]





[.T Non-Phasing Side Naval Combat
.P During the Naval Combat by Non-Phasing Side phase, all major powers on the
non-phasing side, can attempt to initiate naval combat in sea areas which enemy
units have entered (and stopped) in either the Naval Air phase or the Naval
Movement phase of this impulse.  However, they may not choose a sea area where
the phasing side attempted to initiate a naval combat in the immediately
preceding Naval Combat by Phasing Side phase.

.P The process for this phase is the same as for the previous phase, except the
non-phasing side chooses the sea areas.  The non-phasing side does not have to
initiate combat in any sea areas.  The phase is done once the players on the
non-phasing side decide to not attempt to initiate any more naval combats.]





[.T Strategic Bombardment
.P  A successful strategic bombing mission destroys enemy production points,
factories, oil resources, saved oil points, or saved build points.  All major
powers on the phasing side can fly strategic bombing missions, unless they chose
a Pass action.  All strategic bombing missions are voluntary.  Strategic bombing
missions can be made by: (1) land based air units that have strategic bombing
factors and (2) carrier based air units that are at sea.  Provided that there
are bombers attacking a hex, the phasing side may fly fighter escorts to protect
the bombers.  If the optional rule Carrier Planes is not being used, then
carriers at sea can also fly as either bombers or fighters.

.P Bombers may only fly this mission if there is a viable strategic target in
the hex.  Here �viable' means an enemy factory, oil resource, synthetic oil
plant, saved oil point, or saved build point.  Escorts may only fly the mission
if there is a bomber participating in the attack with which the fighter
cooperates; that is, the major powers that own the bomber and the fighter
cooperate.

.P The subphases for flying a strategic bombing mission are described in section
7.8 of the Player's Manual.  The performance of the air mission  (See section
7.8.10 of the Player's Manual) for strategic bombing is a die roll using the
strategic bombing table.  See section 8.7.2.3 of the Player's Manual for more
details.

.P Air units which are eligible to move in this phase are displayed in the
Selectable Units form (see section 8.7.2.49 of the Player's Manual for details).
This phase is done once all major powers on the phasing side have clicked on the
End of Phase button in the main form, or all air units that flew missions during
the phase have returned to base.]





[.T Carpet Bombing
.P This is a optional rule and if it has not been selected, the phase is
skipped.

.P A successful carpet bombing mission destroys enemy land or air units.  All
major powers on the phasing side can fly carpet bombing missions (if that
optional rule has been chosen), unless they chose a Pass action.  All carpet
bombing missions are voluntary.  Carpet bombing missions can be made by: (1)
land based air units that have strategic bombing factors and (2) carrier based
air units that are at sea.  Provided that there are bombers attacking a hex, the
phasing side may fly fighter escorts to protect the bombers.  If the optional
rule Carrier Planes is not being used, then carriers at sea can also fly as
either bombers or fighters.

.P Bombers may only fly this mission if there is an enemy unit in the hex.
Escorts may only fly the mission if there is a bomber participating in the
attack with which the fighter cooperates; that is, the major powers that own the
bomber and the fighter cooperate.

.P The subphases for flying a carpet bombing mission are described in section
7.8 of the Player's Manual.  The performance of the air mission  (See section
7.8.10 of the Player's Manual) for carpet bombing is a die roll using the
strategic bombing table. See section 8.7.2.3 of the Player's Manual for more
details.

.P Air units which are eligible to move in this phase are displayed in the
Selectable Units form (see section 8.7.2.49 of the Player's Manual for details).
This phase is done once all major powers on the phasing side have clicked on the
End of Phase button in the main form, or all air units that flew missions during
the phase have returned to base.]





[.T Ground Strike
.P A successful ground strike disorganizes enemy land or air units.  All major
powers on the phasing side can fly ground strike missions, unless they chose a
Pass action.  All ground strike missions are voluntary.  Ground strike missions
can be made by: (1) land based air units that have tactical bombing factors and
(2) carrier based air units that are at sea.  Provided that there are bombers
attacking a hex, the phasing side may fly fighter escorts to protect the
bombers.  If the optional rule Carrier Planes is not being used, then carriers
at sea can also fly as either bombers or fighters. 

.P Bombers may only fly this mission if there is an enemy unit in the hex.
Escorts may only fly the mission if there is a bomber participating in the
attack with which the fighter cooperates; that is, the major powers that own the
bomber and the fighter cooperate.

.P The subphases for flying a ground strike mission are described in section 7.8
of the Player's Manual.  The performance of the air mission  (See section 7.8.10
of the Player's Manual) for a ground strike is a die roll against the bomber's
tactical factors.  See section 8.7.2.3 of the Player's Manual for more details.

.P This phase is done once all major powers on the phasing side have clicked on
the End of Phase button in the main form, or all air units that flew missions
during the phase have returned to base.]





[.T Rail Movement
.P During the rail movement phase, players on the phasing side that did not
choose a Pass or Naval action can move their land and air units along rail
lines.  Each unit that moves by rail counts as a rail move.  But if the distance
the unit travels is more than 60 hexes, it counts as 2 rail moves.  Moving a
factory counts as an additional rail move: 2 rail moves for 60 or less hexes and
3 rail moves if it goes farther than 60 hexes.

.P The number of available rail moves is between 1 and 4, depending on
 nationality (i.e., major power) and action type chosen.  This phase is done
 once all major powers on the phasing side have clicked on the End of Phase
button in the main form.]





[.T Land Movement
.P During the land movement phase, players on the phasing side that chose a Land
or Combined action can move their land units.  Each land unit that moves counts
as a land move.  The number of available land moves during a combined action is
limited depending on nationality (i.e., major power).  If a major power has
chosen a Land action, he can make as many land moves as he likes.

.P Enemy units might be overrun during land movement.  Sometimes that forces
enemy air and naval  units to rebase, which is handled as a digression.  If a
digression takes place, no other land moves are permitted until the digression
is concluded.  As with many digressions, a naval move may be involved, which
means a naval interception digression may occur, followed by a naval combat.
Basically, all land movement pauses while enemy players move their overrun units
and the consequences of those moves run their course.

.P For advice from experienced players on using HQ and armor units, see section
3.4.5 of the Player's Manual.  This phase is done once all major powers on the  
phasing side have clicked on the End of Phase button in the main form.]





[.T Air Transport
.P A successful air transport places a land unit in a friendly controlled hex.
All air transport missions are voluntary.  All major powers on the phasing side
can fly air transport missions, unless they chose a Pass action.  Air transport
missions can be made by air transport units that transport a land to the
destination hex.

.P Provided that there is an air transport with a land unit flying to a
destination hex, the phasing side may fly fighter escorts to protect the air
transport.  If the optional rule Carrier Planes is not being used, then carriers
at sea can also fly as fighters.

.P This mission may only be flown to hexes controlled by a friendly country.
Escorts may only fly the mission if there is an air transport or land
participating in the mission with which the fighter cooperates; that is, the
major powers that own the air transport (or land unit) and the fighter
cooperate.

.P The subphases for flying an air transport mission are described in section
7.8 of the Player's Manual.  The performance of the air mission  (See section
7.8.10 of the Player's Manual) for an air transport is the land unit is placed
in the destination hex.  No special form is used for this air mission.

.P Air units which are eligible to move in this phase are displayed in the
Selectable Units form (see section 8.7.2.49 of the Player's Manual for details).
This phase is done once all major powers on the phasing side have clicked on the
End of Phase button in the main form, or all air units that flew missions during   
the phase have returned to base.]





[.T Unload Land Units
.P During the unload land units phase, players on the phasing side that did not
choose a Pass or Air action may debark land units that are at sea (i.e., being
transported by naval units) into friendly controlled coastal hexes.  Each unit
that debarks counts as a land move, though the unit stops immediately in the
coastal hex and can move no farther.

.P Land units which are eligible to move in this phase are displayed in the
Selectable Units form (see section 8.7.2.49 of the Player's Manual for details).
This phase is done once all major powers on the phasing side have clicked on the
End of Phase button in the main form.]





[.T Invasion
.P During the invasion phase, players on the phasing side that chose a Land or
Combined action may invade enemy controlled hexes using land units that are at
sea (i.e., being transported by naval units).  Each land unit that invades
counts as a land move.  In addition, invading a hex means that the invading
major power must conduct a land attack on the hex, which may also be limited in
number.  See section 7.3.18 of the Player's Manual for more about land combat
declaration.  For advice from experienced players on land combat, see section
3.4.8 of the Player's Manual.

.P Land units which are eligible to invade in this phase are displayed in the
Selectable Units form (see section 8.7.2.49 of the Player's Manual for details).
There are many detailed rules concerning invasions.  See RAC 11.14 for a
complete explanation.  This phase is done once all major powers on the phasing
side have clicked on the End of Phase button in the main form.]





[.T Paradrop
.P A successful paradrop places an attacking land unit in an enemy controlled
hex.  All paradrop missions are voluntary.  All major powers on the phasing side
can fly paradrops, unless they chose a Pass action.  Paradrops can be made by
air transport units that transport a paradrop unit to the target hex.

.P Provided that there is an air transport with a paradrop unit attacking a hex,
the phasing side may fly fighter escorts to protect the air transport.  If the
optional rule Carrier Planes is not being used, then carriers at sea can also
fly as fighters.

.P This mission may only be flown against hexes controlled by an enemy.  Escorts
may only fly the mission if there is an air transport or paradrop unit
participating in the attack with which the fighter cooperates; that is, the
major powers that own the air transport (or paradrop unit) and the fighter must
cooperate.

.P The subphases for flying a paradrop mission are described in section 7.8 of
the Player's Manual.  The performance of the air mission (see section 7.8.10 of
the Player's Manual) for a paradrop is a land attack against the enemy
controlled hex.  Each land unit that paradrops counts as a land move.  In
addition, paradropping into a hex means that the paradropping major power must
conduct a land attack on the hex.  See section 7.3.18 of the Player's Manual for
more about land combat declaration.  For advice from experienced players on land
combat, see section 3.4.8 of the Player's Manual.

.P Air units which are eligible to move in this phase are displayed in the
Selectable Units form (see section 8.7.2.49 of the Player's Manual for details).
This phase is done once all major powers on the phasing side have clicked on the
End of Phase button in the main form, or all air units that flew missions during
the phase have returned to base.]





[.T Land Combat Declaration
.P This phase is devoted solely to the phasing side declaring land combat
attacks, that will be resolved later (see section 7.3.26 of the Player's
Manual).  Some land attacks will have already been committed to during the
invasion and paradrop phases, so what occurs here is adding units to those
attacks, or declaring new attacks.  In order to declare land attacks a major
power must have taken either a Land or Combined action.  If the latter, then the
number of land attacks permitted is restricted to between 1 and 3 depending on
the major power.

.P To �announce' a land attack, you simply pick up a land unit that is next to
an enemy unit and place your unit into the enemy unit's hex.  Note that though
when you �announce' a land attack you are �moving' units into a different hex;
no movement points are required - they are irrelevant during this phase of the
game.  You can add more units to an attack by simply moving more units into the
enemy hex.  Stacking limits are not a consideration at this time.

.P For advice from experienced players on land combat, see section 3.4.8 of the
Player's Manual.  This phase is done once all major powers on the phasing side
have clicked on the End of Phase button in the main form.]





[.T Ignore Notional
.P If an invasion or paradrop has been made, then the non-phasing side
(defender) gets to decide whether or not to include their notional unit in the
combat.  MWIF simply goes through all the invasions and paradrops and asks each
defending major power to decide Yes or No.

.P When all decisions concerning notional units have been made, the game checks
to see if any naval/air units have been overrun.  If so, a digression is
processed to rebase those units.  Once the digressions, if any, have been
performed, the game advances to the next phase.]





[.T Emergency HQ Supply
.P This is a optional rule and if it has not been selected, the phase is
skipped.

.P This is not so much a phase as it is a reminder.  Players can declare that an
HQ is providing emergency supply at any time.  However, it is most often used by
a defender just before combat.

.P The circumstances have to be "just so" for declaring emergency HQ supply, so
MWIF checks to see if there are any units out of supply where an HQ could
provide emergency supply.  If there is no reason to invoke emergency supply,
this phase is bypassed.  If the non-phasing side has a situation where they
might want to declare emergency HQ supply, then MWIF lets them do so.

.P HQ units which are eligible to provide emergency supply in this phase are
displayed in the Selectable Units form (see section 8.7.2.49 of the Player's
Manual for details). For advice from experienced players on use of HQ units, see
section 3.4.5 of the Player's Manual.  This phase is done once all major powers
on the non-phasing side have clicked on the End of Phase button in the main
form.]





[.T Defending Shore Bombardment
.P This is a optional rule and if it has not been selected, the phase is
skipped.

.P If land combats have been declared, MWIF checks to see if there are any
non-phasing major powers which could provide defensive shore bombardment support
to attacked hexes.  If so, then they are given the opportunity to do so.

.P Naval units which are eligible to perform shore bombardment in this phase are
displayed in the Selectable Units form (see section 8.7.2.49 of the Player's
Manual for details).  This phase is done once all major powers on the     
non-phasing side have clicked on the End of Phase button in the main form.]





[.T Attacking Shore Bombardment
.P This phase is identical to the previous phase except: (1) it is not an
optional rule, and (2) it is for major powers belonging to the phasing side.]





[.T Defending HQ Support
.P This is a optional rule and if it has not been selected, the phase is
skipped.

.P If land combats have been declared, MWIF checks to see if there are any
non-phasing major powers which could declare HQ support to attacked hexes.  If
so, then they are given the opportunity to do so.

.P When playing with the optional rule 2D10 Land Combat Results Table, HQ
support does not require a die roll.  However, when that optional rule has not
been chosen, the determination of whether HQ support occurs is not made until
the conclusion of the ground support phase.  That is, you will not know whether
HQs are successful in providing support until after all the decisions regarding
ground support have been made and resolved.

.P HQ units which are eligible to provide HQ support in this phase are displayed
in the Selectable Units form (see section 8.7.2.49 of the Player's Manual for
details).  For advice from experienced players on use of HQ units, see section
3.4.5 of the Player's Manual.  This phase is done once all major powers on the
non-phasing side have clicked on the End of Phase button in the main form.]





[.T Attacking HQ Support
.P This phase is identical to the previous phase except it is for major powers   
belonging to the phasing side.]





[.T Ground Support
.P  A successful ground support mission adds attack factors to a land attack.
All ground support missions are voluntary.  All major powers on both sides can
fly ground support missions, except for major powers on the phasing side which
chose a Pass action.  Ground support missions can be made by: (1) land based air
units that have tactical bombing factors and (2) carrier based air units that
are at sea.  Provided that there are bombers attacking a hex, the phasing side
may fly fighter escorts to protect the bombers.  If the optional rule Carrier
Planes is not being used, then carriers at sea can also fly as either bombers or
fighters.

.P Bombers may only fly this mission if there is a land attack being made
against the target hex.  Escorts may only fly the mission if there is a bomber
participating in the attack with which the fighter cooperates; that is, the
major powers that own the bomber and the fighter cooperate.

.P The subphases for flying a ground support mission are described in section
7.8 of the Player's Manual.  The performance of the air mission  (See section
7.8.10 of the Player's Manual) for ground support simply adds the bombers
tactical factors to the land attack.  See section 8.7.2.3 of the Player's Manual
for more details.

.P Air units which are eligible to move in this phase are displayed in the
Selectable Units form (see section 8.7.2.49 of the Player's Manual for details).
This phase is done once all major powers on the phasing side have clicked on the
End of Phase button in the main form, or all air units that flew missions during    
the phase have returned to base.]





[.T Land Combat Resolution
.P If land attacks have been declared, then the phasing side gets to decide in
what order they are resolved.  Each land attack is resolved completely before
selecting the next one.  All the land attacks that have been declared have to be
resolved, unless the resolution of earlier attacks results in zero in-supply
land units remaining to make the attack.  If any unit remains capable of making
a declared attack, then that attack is resolved, regardless of how the odds may
have changed.

.P See section 7.11 of the Player's Manual for the Land Combat Resolution 
subphases.  The phase is done once all land attacks have been resolved.]





[.T Air Rebase
.P In this phase, major powers on the phasing side may rebase their air units.
The number that can be rebased is limited depending on major power to between 1
to 3 if a Naval action was taken, 1 to 4 if a Land action was taken, and 2 to 7
if a Combined action was taken.  No aircraft can be rebased if a Pass action was
taken, and an unlimited number when an Air action was taken.

.P This phase is different from the other air mission phases in that air units
which rebase: (1) can not be intercepted and (2) are not disorganized at the end
of the phase.  In all the other air missions phases, air units are disorganized
after completing their mission.

.P This phase is done once all major powers on the phasing side have clicked on
the End of Phase button in the main form.]





[.T Reorganization by Air Transport
.P In this phase major powers on the phasing side may fly air transport units to
hexes occupied by disorganized units and �expend' the air transport unit to
reorganize a disorganized unit on the ground.  When the air transport returns to
base, it becomes disorganized.  Basically, the ability of the air transport to
perform a mission later in the turn is exchanged for the ability of another unit
(typically a land unit) to do something useful before the turn is over.

.P Air transport missions follow the same subphase sequence as other air
missions (see section 7.8 of the Player's Manual for details).  If the optional
rule Carrier Planes is not being used, then carriers at sea can also fly as
fighters.  For advice from experienced players concerning reorganizing units,
see section 3.4.9 of the Player's Manual.

.P Air units which are eligible to move in this phase are displayed in the
Selectable Units form (see section 8.7.2.49 of the Player's Manual for details).
This phase is done once all major powers on the phasing side have clicked on the
End of Phase button in the main form.]





[.T Reorganization by HQ
.P In this phase major powers on the phasing side can use HQs to reorganize
disorganized units.  There are restrictions on which units can be reorganized
(see RAC 11.18.2 for details).  The ability of the HQ to move later in the turn
is exchanged for the ability of other units to do something useful before the
turn is over.  For advice from experienced players concerning reorganizing units
using HQ units, see sections 3.4.5 and 3.4.9 of the Player's Manual.

.P HQ units which are eligible to reorganize other units in this phase are
displayed in the Selectable Units form (see section 8.7.2.49 of the Player's
Manual for details).  This phase is done once all major powers on the phasing
side have clicked on the End of Phase button in the main form.]





[.T Reorganziation by Naval Transport
.P In this phase major powers on the phasing side can use Naval Transports
(only) that are at sea to reorganize disorganized units.  The ability of the
naval transport to do something useful later in the turn is exchanged for the
ability of another unit to do something useful before the turn is over.  For
advice from experienced players concerning reorganizing units, see section
3.4.9 of the Player's Manual.

.P Naval transport units which are eligible to reorganize other units in this
phase are displayed in the Selectable Units form (see section 8.7.2.49 of the
Player's Manual for details).  This phase is done once all major powers on the
phasing side have clicked on the End of Phase button in the main form.]





[.T End of Turn Check
.P This phase occurs at the end of each impulse and is performed by MWIF,
without involvement of any of the players.  MWIF generates a random number and
if, when added to the impulse number, the sum is high enough, the turn is over.
In that case, play continues with the End of Turn phases (see section 7.4 of the
Player's Manual).

.P If the sum is low enough, then another impulse is started, beginning with
either the weather phase (odd numbered turns) or the declaration of war phase
(even numbered impulses).  If a new impulse does start, the phasing and
non-phasing sides switch.]





[.T Partisans
.P This is a optional rule and if it has not been selected, the phase is
skipped.

.P The partisan phase starts with MWIF generating a random number for each
country where partisans are eligible to appear (see RAC 13.1 for details on when 
partisans are eligible to appear).  The probability of partisans appearing in 
each country is a constant determined by a value in the country data file, which 
is read in when MWIF loads.  Those probabilities do not change during the game.  
The result is a list of countries where partisans may appear.

.P For each country that passed the first test, a second random number is
generated (specifically for that country) and compared against the country's
"partisan number" (determined by another value in the country data file).
Additions and subtractions to the randomly generated number are made based on
the number of partisans already in the country and the number of garrison points
in the country.  The comparison of the modified random number to the country's
partisan number determines how many partisans appear this turn.  It may be zero
or it may be between 1 and 3 new units.

.P Newly arrived partisans are placed on the map by their controlling major
power (see section 8.7.2.50 of the Player's Manual for details on using the set
up tray).  MWIF figures out who controls the partisans, following the rules in
section 13.1 of RAC.  The placement of partisans on the map may cause units to
be overrun.  If any units are overrun, a digression is performed to rebase or
scrap those units.  As usual, rebasing naval units may be intercepted with the
possibility of a naval combat occurring. 

.P Once all partisans have been placed on the board and any digressions
completed, this phase is over.]





[.T Entry
.P In this phase, major powers that have existing neutrality pacts get to draw
and place entry markers.  The side that had the initiative in the turn goes
first.  See sections 8.7.2.35 and 8.7.2.36 of the Player's Manual for a
discussion of the forms that are used and the process for placing the markers on
the map.

.P Once all major powers have drawn and placed their neutrality pact markers the
phase is over.]





[.T US Entry
.P If the US is still neutral with one of the Axis major powers, then during
this phase the US gets to draw entry markers (randomly generated by MWIF).  Note
that other US entry markers may have already been drawn during the turn, as a
result of actions taken by the Axis major powers.  Sometimes a US entry marker
must go into the Japanese US Entry Pool, sometimes into the German/Italian US
Entry Pool, and sometimes the US player gets to choose into which of the pools
to place the marker.

.P Once the new entry marker(s) has(have) been placed, the US player has the
ability to select a US Entry Option.  There are many options available and there
are restrictions on which can be chosen when.  See RAC 13.3.2 for details.  
There are also numerous consequences that occur from choosing a US entry option, 
which can affect the number of markers in the two US entry pools and the two US 
tension pools.  The movement of markers between pools is handled by MWIF, with 
the selection of which marker gets moved done randomly.

.P When the US player selects certain US entry options (e.g., US occupies
Greenland/Iceland), units may be forced to rebase, which can result in a
digression being executed.

.P Once the US has chosen its entry option(s) for the turn, and any resultant
digression processed, the phase is over.]





[.T Production Planning Preliminary
.P Production is not part of the Guadalcanal scenario, so this phase is skipped
when playing that scenario.

.P The production planning phase is executed simultaneously by all major powers.
Its purpose is to let each major power review the factories, resources, and
convoys available for producing production points in the Production phase that
follows later (see section 7.4.16 of the Player's Manual).  Planning for
production is important at this juncture in the turn since in the next few
phases players are going to make decisions about which units stay at sea and
which return to friendly ports.  If you need the convoys for shipping resources
to factories, then you not only need the convoys to stay at sea, but you also
need to worry about whether you want to keep some friendly escorts in the sea
area to defend them at the start of the next turn.

.P The decisions made here are not final.  Final allocation of resources to
production, saving oil points, and plotting convoy routes are made in the
Production Planning Final phase (see section 7.4.12).  The reason you want to
make preliminary decision here is so you can decide on which units should remain
at sea and which ones should return to base in the next 4 phases.

.P All of this planning is done using the Resource-Production form (see section
8.7.1.17 of the Player's Manual for details on using that form).  This phase is
over once all major powers have closed the Resource-Production form.]





[.T Stay At Sea
.P The major powers belonging to the side that was the phasing side in the last
impulse of the turn chooses which of its naval units it wants to stay at sea.
Most air and naval units are eligible to remain at sea between turns, though few
do so.  

.P Naval units can not stay at sea if they: belong to a neutral major power,
are a naval transport that is carrying cargo, or are in the zero section box of
a sea area.  However, convoys and ASW units may remain at sea indefinitely, even
though they always occupy the zero section box when at sea.

.P This phase is over once all major powers on the last impulse's phasing side
have clicked on the End of Phase button in the main form.]





[.T Stay At Sea
.P This phase is identical to the previous phase except it is for major powers
belonging to the last impulse's non-phasing side.]





[.T Return To Base
.P The major powers belonging to the side that was the phasing side in the last
impulse of the turn move their air units that are not staying at sea to a
friendly land hex, and their naval units that are not staying at sea to a
friendly port.  See RAC 13.4 for more details.

.P This phase is over once all major powers on the last impulse's phasing side
have clicked on the End of Phase button in the main form.  Note that the End of
Phase button is disabled until all the requisite units have been returned to
base.]





[.T Return To Base
.P This phase is identical to the previous phase except it is for major powers
belonging to the last impulse's non-phasing side.]





[.T Use Oil
.P This is a optional rule and if it has not been selected, the phase is
skipped.

.P This phase is executed by all the major powers simultaneously.  In it, each
major power denotes for which of its units oil is to be expended to reorganize
the unit.  See RAC 13.5.1 for the detailed rules concerning this and section
8.7.2.55 of the Player's Manual for a description of the form and the process
used to accomplish this task.

.P Units which do not require oil to be reorganized, are reorganized
automatically in the next phase.  Those that do require oil to reorganize will
only be reorganized in the next phase if the unit's owner expends oil points to
do so in the current phase.

.P This phase is over once all major powers have closed the Use Oil form.]





[.T End of Turn Reorganization
.P All units on the map are eligible to be reorganized in this phase.  The
processing is done automatically by MWIF.  If the optional rule for using oil is
active, then MWIF reorganizes units depending on what decisions each major power
made in the immediately preceding phase.

.P If the optional oil rule is not being used, then all disorganized units are
reorganized.  There is one exception to this, which is that if the optional rule
for reorganizing isolated units is in use, then isolated units are not
reorganized.  Once MWIF has completed reorganizing all the eligible units, the
game advances to the next phase.]





[.T Break Down Corps/Armies
.P This phase only occurs if the optional rule Divisions is in use, otherwise,
the phase is skipped.

.P Major powers on both sides can break down their corps/army sized units into
divisions during this phase.  See RAC 22.4.1 and sections 9.2.1 and
9.3.8 of the Player's Manual for details on which units can be broken down and
what divisions replace them.  Section 8.7.2.8 of the Player's Manual explains
how to use the form to break down units.

.P This phase is over once all major powers on the last impulse's phasing side
have clicked on the End of Phase button in the main form.]





[.T Production Planning Final
.P This phase is virtually identical to Production Planning Preliminary (see
section 7.4.4 of the Players Manual).  The main reason for this second phase to
do essentially the same thing, is that there might have been disruptions in your
convoy pipeline due to naval combat in the return to base phases.  This phase
lets you make adjustments if any disruptions happened since the production
planning preliminary phase.

.P This phase is over once all major powers have closed the Resource-Production
form.]





[.T Search and Seizure
.P Each of the major powers may be eligible to execute a search and seizure in a
sea area.  The program identifies which major powers have an opportunity to
execute a search and seizure in which sea areas.  It displays those sea areas
using the Search And Seizure form (see section 8.

.P Once all major powers have done so, the game advances to the next phase.]





[.T Scrap Destroyed Units
.P This phase only occurs if the optional rule Scrap is active.  All the major
powers that have had units destroyed during the turn execute this phase.  They
use the Scrap Units form (see section 8.7.2.47 of the Players Manual) to decide
whether the destroyed units are removed from the game (i.e., scrapped) or
returned to the force pool.

.P Once all major powers have decided about each of their destroyed units, the
game advances to the next phase.]





[.T Naval Repair
.P This phase only occurs when playing the Guadalcanal scenario.  That scenario
has no production phase per se, but it permits each of the 3 major powers in the
game to repair one naval unit per turn. Therefore, when playing Guadalcanal,
this phase is executed instead of the Production phase.

.P Each of the major powers is asked to select a naval unit to repair (from its
repair pool).  Once all major powers have done so, the game advances to the next
phase.]





[.T Production
.P The production phase is skipped when playing the Guadalcanal scenario.

.P During this phase all major powers receive build points as per the rules on
converting resources that arrived at factories this turn into production points.
Production points are then converted into build points.  The details of how this
is done is described in RAC 13.6.3 through 13.6.9.  You should be aware of what
happens during this process but you do not need to concern yourself with the
arithmetic, since MWIF works that all out according to the rules.

.P Players can call up the Resource-Production form (see section 8.7.1.17 of the
Player's Manual for an explanation of that form and how to use it) to get an
overview of their resources, factories, saved oil points, and saved build
points.

.P All the major powers, including Vichy France, execute this phase separately
and simultaneously.  MWIF handles the calculations and record keeping.  In
particular, it keeps track of gearing limits for each major power and displays
them with other relevant information for deciding which units to produce in the
Production form (see section 8.7.2.39 of the Player's Manual for a description
of how to use build points to produce units).  Production decisions are not
permanent until the player closes the Production form.  Up until then, you may
undo production decisions using the Production Undo form (see section 8.7.2.40
of the Player's Manual).  Once the production form is closed for a major power,
there is no going back if you change your mind.

.P After all major powers have closed the Production form, the phase is over and
the game advances to the next phase.]





[.T Reform Corps/Armies
.P This phase only occurs if the optional rule Divisions is in use, otherwise,
the phase is skipped.

.P Major powers on both sides can reform their divisions into corps/army sized
units during this phase.  See RAC 22.4.1 and sections 9.2.1 and 9.3.8 of the 
Player's Manual for details on which units can be reformed and what corps/army 
units replace them.  Section 8.7.2.41 of the Player's Manual explains how to use 
the form to reform units.

.P This phase is over once all major powers on the last impulse's phasing side
have clicked on the End of Phase button in the main form.]





[.T Intelligence
.P This is a optional rule and if it has not been selected, the phase is
skipped.

.P During this phase all major powers that are at war with another major power
simultaneously execute intelligence operations (an abstract concept in WIF).
The number of intelligence operations each major power has at its disposal is
determined by MWIF: 1 for free, plus 1 for each build point spent (i.e.,
�bought') by the major power on intelligence operations in the immediately
preceding Production phase.

.P Each of the major powers has to �execute' all their intelligence operations
during this phase.  This expenditure is simply the decision to use them for: (1)
die rolls, or (2) multiples (see RAC 22.1 for details).  After all the major 
powers have made those decisions, MWIF generates random numbers, comparable to 
rolling dice, and determines which side had the highest die roll.  The Allied 
side always wins ties.  MWIF then awards intelligence points to the winning 
side.  The losing side gains no intelligence points.

.P Intelligence points can be spent at any time during a turn on intelligence
actions.  See RAC 22.1 and section 9.8.9 of the Player's Manual for an 
explanation of available intelligence actions how much each one costs, in terms
of intelligence points.  Intelligence points can be saved from turn to turn
(NB: intelligence operations can not).

.P Spending intelligence point does not occur during this phase.  The phase is
over once MWIF determines which side has won and awarded that side additional
intelligence points.]





[.T Ukraine Creation
.P This is a optional rule and if it has not been selected, the phase is skipped.

.P The major power that controls Kiev has the option to cut the Ukraine out of
the USSR and transform it into an aligned minor country, (provided that hasn't
already been done).  If the Axis does this, the Ukraine becomes aligned to the
Axis side, otherwise it becomes aligned to the USSR.  In either case, this only
happens if the major power controlling Kiev possesses an offensive chit and is
willing to spend it to create the Ukraine.  Additionally, the Axis can only
create the Ukraine if Germany is willing to destroy several SS corps units (see
RAC 19.12 for details).

.P If the Ukraine is created, several changes occur as to who controls what
territory in the Ukraine and partisan units in the Ukraine may be destroyed.
All of these tasks are performed by MWIF, without the players having to make any
decisions.  This phase is over once: (1) the major power controlling Kiev
declines to create the Ukraine or (2) MWIF finishes performing the tasks
necessary for creating the Ukraine.]





[.T Conquest
.P During this phase, MWIF checks each country in the game to see if it has just
been conquered.  If it finds one, it immediately determines whether the conquest
is Complete or Incomplete.  It then performs the various tasks related to
conquest, which differ slightly depending on whether the conquest was complete
or incomplete (see RAC 13.7.1 for details).

.P Conquest usually causes control of the conquered country's hexes to change,
which may result in units having to perform forced rebases - this is equivalent
to them being overrun.  Should that happen, a digression takes place, permitting
the owning player(s) to rebase their units.  As always, rebasing naval units
might be intercepted and naval combat may occur. Units unable to rebase may be
destroyed.

.P Once conquering a country has concluded, MWIF goes back to the list of
countries in the game and resumes searching for additional conquered countries.
After all countries have been checked by MWIF, the game advances to the next
phase.]





[.T Allied Minor Support
.P During this phase MWIF checks all minor countries to see if they are being
supported by the Allies. For this to occur, the Axis must be at war with the
minor country, the Allies currently have 4 or more corps/armies in the minor
country, and the minor country hasn't been �supported' previously during the
game.

.P If MWIF finds a supported minor country, then US entry action #21 occurs (see
RAC 13.3.3 for details).  After all minor countries have been checked, the game
advances to the next phase.]





[.T Mutual Peace
.P MWIF first checks to see any of any of the three compulsory peace agreements
might occur for wars between: USSR-Finland, USSR-Rumania, and USSR-Japan.  If
the requisite conditions have been met (see RAC 19.6.1, 19.6.2, and 13.7.3
respectively for details), then the major power which has the ability to mandate
peace is asked if that is what they desire.  Note that the compulsory peace
between the USSR-Japan is an optional rule and is only checked if that rule has
been selected.

.P If the deciding player enforces peace, then MWIF: (1) effects changes to
which country controls what hexes, (2) changes the state of relations between
the countries to �neutral', and (2) performs any required relocation of units.
Relocating units is different from rebasing them.  Relocated units are
�teleported' to the nearest friendly hex where they can legally stack, without
regard to the normal rules for moving units.  Relocating units is performed as a
digression and the owning player(s) of the unit(s) get to choose in which hex
each unit is placed.  However, the choice of hexes is restricted to the
�nearest' hex, so there really is no choice unless 2 or  more hexes are
equidistant.  Relocated naval units can not be intercepted!

.P After the three compulsory peace agreements have been checked, and any
mandated peace agreements effected, MWIF asks all warring countries if they want
to agree to mutual peace.  For China to come to peace, both Nationalist China
and Communist China (i.e., the players controlling them) must agree.  If both
warring sides agreeing to peace are major powers, then a neutrality pact is put
into place.  Other details of the peace can include changing which side controls
what territory and the establishment of unbreakable trade agreements of a fixed
duration.

.P Should a mutual agreement to come to peace be reached, MWIF effects the
requisite changes, which may result in units being relocated as described
earlier in this section.

.P Once all mutual peace agreements have been declined or implemented, the game
advances to the next phase.]





[.T Vichy Declaration
.P If an Axis major power controls Paris and France is not conquered, that Axis
major power is asked if it wants to install a Vichy Government (see RAC 17.1 for
more restrictions on when Vichy France can be declared).  Should Vichy be
declared, a lot of detailed consequences happen.  MWIF performs these as a
series of subphases within this phase (see section 7.12 of the Player's Manual
for subphase details).

.P The game advances to the next phase if Vichy is not declared or after all the
Vichy subphases have been concluded.]





[.T Liberation
.P During this phase, MWIF checks each country in the game to see if it has just
been liberated.  If it finds one, it immediately asks the major power that is
capable of liberating the country whether it wants to do so or not.  If the
player answers yes, then MWIF performs the various tasks related to liberation
(see RAC 13.7.5 for details).

.P Liberation usually causes control of the liberated country's hexes to change,
which may result in units having to perform forced rebases - this is equivalent
to them being overrun.  Should that happen, a digression takes place, permitting
the owning player(s) to rebase their units.  As always, rebasing naval units
might be intercepted and naval combat may occur.  Units unable to rebase may be
destroyed.

.P Once liberating a country has been declined or concluded, MWIF goes back to
the list of countries in the game and resumes searching for additional liberated
countries.  After all countries have been checked by MWIF, the game advances to
the next phase.]





[.T Surrender
.P MWIF checks every major power home country that is at war to see if the
requisite conditions have been met for the country to surrender.  If any is
found, that major power is asked if it wants to surrender.  If the player
decides to surrender, it is treated as if it were a conquest (see RAC 13.7.6 for
more details and section 7.4.20 of the Player's Manual for how conquest is
effected).

.P After all major power home countries have been checked and surrender either
declined or implemented, the game advances to the next phase.]





[.T Factory Destruction
.P This is a optional rule and if it has not been selected, the phase is
skipped.

.P MWIF checks to see if there are any blue factories whose hexes are occupied
by an enemy land unit.  If that condition is found, then players that controls
those land unit are given the opportunity to destroy those factories.

.P Units which are eligible to destroy factories are displayed in the Selectable
Units form (see section 8.7.2.49 of the Player's Manual for details).  If no
factories are eligible to be destroyed, MWIF advances to the next phase.
Otherwise the phase ends once every player who is eligible to destroy factories
has clicked on the End of Phase button in the main form.]





[.T Victory Check
.P MWIF checks whether the conditions for automatic victory have been met (see
RAC 13.8 for details).  If so, or if the last run of the game has just
concluded, the game advance to the End of Game Phase.  If automatic victory has
not occurred and there are more turns in the game, MWIF advances the turn one
bi-month (e.g., from Jan/Feb to Mar/Apr), sets the impulse number to 1, and
proceeds to the Reinforcements phase (see section 7.2.1 of the Player's
Manual).]





[.T Game End
.P Final victory is determined by examining all the victory hexes in the game,
and any scenario-specific victory conditions (see RAC 13.8 and RAW 30 for
details).  MWIF then displays the victory form for the players to review (see
section 8.7.2.58 of the Player's Manual for a description of
the form).]





[.T Quit
.P ]





[.T None
.P ]





[.T Annual Additions
.P During Jan/Feb turns (only), all units in the future force pool that become
available for production in the new year are moved into the force pool.  This
subphase is performed by MWIF with no decisions required by the players.
Players can review the units in their force pools using the Unit Pools form (see
section 8.7.1.25 of the Player's Manual for details).]





[.T ReinForcement Scrap
.P All major powers are permitted to scrap units during this phase.  See section
8.7.2.47 of the Player's Manual for details concerning the process and the form
used.  Once a major power closes the Scrap Units form, the game advances to the
next subphase for that major power.]





[.T Replacements
.P There are a few naval units that may be replaced in the game.  If any
replacements units are available for a major power, then the replacement form is
shown during this subphase and the major power decides whether or not to replace
an existing naval unit with a new one.  See RAC 4.1.4 and section 8.7.2.32 of 
the Player's Manual for a description of what units are eligible to be replaced 
and the process for replacing them.

.P This subphase is over for that major power if there are no available
replacement units (almost always the case) or the player has made his decisions
concerning those that are available.]





[.T Assigning Pilots to Air Units in the Air Reserve
.P Pilots is a optional rule and if it has not been selected, this subphase is
skipped.

.P Each major power gets to assign pilots to: (1) air units newly arriving as
reinforcements and (2) air units in the air reserve pool.  The Air Reserve form
is used for this task (see section 8.7.2.5 of the Player's Manual for details of
the process).  Once a major power closes that form, the game advances to the
next subphase for that major power.]





[.T Reinforcements - Placing Units on Map

.P All units arriving as reinforcements during this turn, including those air
units that were assigned pilots in the preceding phase, are displayed in the
setup tray (see section 8.7.2.50 of the Player's Manual for details on using
that form).  Each major power places its units from the setup tray onto the map,
more or less simultaneously.  Once a major power has emptied the setup tray and
clicked the End of Phase button on the main form, the game advances to the next
subphase for that major power.]





[.T Moving Air Units from Map to the Air Reserve

.P Pilots is a optional rule and if it has not been selected, this subphase is
skipped.

.P Each major power may remove a piloted air unit from the map, if it is in a
home city.  The air unit goes into the air reserve pool and the major power
gains a pilot.  The pilot may not be used until a following turn.  Once a major
power has clicked the End of Phase button on the main form, the reinforcement
phase is over for that major power.]





[.T Reinforcements Done
.P The subphases in the reinforcement phase are executed by all major powers at
their own speed.  See section 7.2.1 of the Player's Manual for complete
description of the process.  After all major powers have completed the last
subphase, the reinforcement phase is over and the game advances to the next
phase.]





[.T Reinforcement Wait
.P The subphases in the reinforcement phase are executed by all major powers at
their own speed.  See section 7.2.1 of the Player's Manual for complete
description of the process.  After all major powers have completed the last
subphase, the reinforcement phase is over and the game advances to the next
phase.]





[.T Declare War on Major Powers
.P If all major powers are at war with all the major powers on the other side,
this subphase is skipped.

.P During this subphase, major powers on the phasing side can declare war on
other major powers (see section 8.7.2.15 of the Player's Manual for details on
using the form for this subphase).  There are elaborate rules that govern when
the USA can declare war on the Axis major powers (see RAC 9.2 and 9.3 for
details).  Note that none of the consequences of these declarations of war occur
during this subphase.  Instead, the consequences are implemented in later
subphases of the DOW phase.

.P Once all major powers on the phasing side have closed the DOW on major powers
form, this subphase is over and the game advances to the next subphase.]





[.T Declare War on Minor Countries

.P During this subphase, major powers on the phasing side can declare war on
minor countries (see section 8.7.2.16 of the Player's Manual for details on
using the form for this subphase).  Note that none of the consequences of these
declarations of war occur during this subphase.  Instead, the consequences are
implemented in later subphases of the DOW phase.

.P This subphase is also when major powers can take certain special actions:
.H 
.B USSR claims the Finnish borderlands.
.B USSR claims Bessarabia.
.B USA occupies Greenland/Iceland (US entry option must have been chosen in a
previous impulse).
.B USA occupies Northern Ireland (US entry option must have been chosen in a
previous impulse).
.B Japan closes the Burma Road using political pressure.
.B A major power (usually CW) adds interned units to its force pool.
.B The CW adds Polish units to its force pool.

.P These special actions are only displayed when the current major power is
capable of implementing them.  Towards the end of the game, and for most major
powers, the special actions list is always empty.

.P Once all major powers on the phasing side have closed the DOW on minor powers
form, this subphase is over and the game advances to the next subphase.]





[.T Declarations of War - US Entry Effects

.P During this subphase the US Entry effects of declarations of war made in the
previous two subphases are implemented.  To do this, MWIF generates random
numbers, comparable to rolling dice.  Depending on the outcomes of the die
rolls, the USA may have new entry markers to add it its entry pools, or possibly
some will be removed (done randomly and automatically by MWIF).  If either event
occurs, the changed entry pools are displayed for review by the USA player
(only).

.P If no US entry events have happened, or after the USA reviews the changes,
the subphase is over and the game advances to the next subphase.]





[.T Declarations of War - Neutrality Pact Creation & Renewal

.P During this subphase major powers on the phasing side may create new
neutrality pacts, or renew existing ones for an additional year.  In either
case, the major power on the opposing side which is also part of the neutrality
pact must agree to the neutrality pact creation/renewal.  See section 8.7.1.13
of the Player's Manual for a description of the process and the form used.

.P Once all major powers on the phasing side have closed the Neutrality Pact
form, the subphase is over and the game advances to the next subphase.]





[.T Calling Out Reserves

.P If a major power on the phasing side declared war on a major power on the
non-phasing side, then both major powers have the option to immediately call out
their reserve units.  If one of them decides to call out its reserves, a form is
displayed, showing all the reserve units that may be called out.  The owner gets
to decide which ones are placed on the map, which may be none, all, or some (see
section 8.7.2.43 of the Player's Manual for a description of the Call Out
Reserves form).  If a major power does not call out all of his reserves, then he
is given the ability to do so during this phase of the next and subsequent
impulses, provided he is still at war with a major power.

.P If reserve units have been called out, then the setup tray is displayed and
the owner gets to place his units on the map.  They have to arrive in cities in
their home country and are always disorganized as soon as they are placed on the
map.  Some of the units have to be placed in specific cities (e.g., the Kiev
reserve unit has to be placed in Kiev).

.P Once all major powers have indicated that they are finished placing reserve
units by clicking on the End of Phase button on the main form, the subphase is
over and the game advances to the next subphase.]





[.T Choosing a Major Power for Attacked Minor Countries

.P If during the second subphase of this phase, a major power declared war on a
minor country, then the attacked minor country has to be aligned to a major
power on the other side.  Each of the eligible major powers that can align the
minor are asked, in the order that their capitals are closest to the capital of
the attacked minor country.  See RAC 9.7 for the definition of which major 
powers are �eligible'.  The first major power that accepts aligning the minor 
does so.  If none of the major powers is willing to align the minor, then the 
minor country immediately surrenders (see section 7.4.25 of the Player's Manual
for a description of the process of surrendering).

.P Once all attacked minor countries have been aligned, or surrendered, the
subphase is over and the game advances to the next subphase.]





[.T Setting Up Attacked Minor Countries

.P Major powers that aligned attacked minor countries in the previous subphase
now place the units belonging to the minor country on the map.  The setup tray
is used for this task and the units can be placed in any hex in the minor
country's home country.

.P Once all the units belonging to attacked minor countries have been placed on
the map and the controlling major power(s) has(have) indicated they are done by
clicking on the End of Phase button on the main form, the subphase is over and
the game advances to the next subphase.]





[.T Voluntarily Aligning Minor Countries

.P During this subphase, major powers on the phasing side may be able to align
specific minor countries.  Which minor countries can be aligned by each major
power is unique and defined in the rules.  However, only one minor country can
be aligned by each major power in an impulse.  MWIF displays the Align Minor
Countries form when there is one or more minor countries that can be aligned by
the current major power (see section 8.7.2.14 of the Player's Manual for details
on that form).

.P Once all major powers on the phasing side close the Align Minor Countries
form,  the subphase is over and the game advances to the next subphase.]





[.T Setting Up Aligned Minor Countries

.P Major powers that aligned minor countries in the previous subphase now place
the units belonging to the minor country on the map.  The setup tray is used for
this task and the units can be placed in any hex in the minor country's home
country.

.P Once all the units belonging to aligned minor countries have been placed on
the map and the controlling major power(s) has(have) indicated they are done by
clicking on the End of Phase button on the main form, the subphase is over and
the game advances to the next subphase.]





[.T Declarations of War - Done
.P The declaration of war (DOW) subphases are executed by MWIF in a strict
order, as listed below.  The game does not advance to a new DOW subphase until
the current one has been completed by all players.  Once the last DOW subphase
is finished, the game advances to the next phase.]





[.T Declarations of War - Wait
.P The declaration of war (DOW) subphases are executed by MWIF in a strict
order, as listed below.  The game does not advance to a new DOW subphase until
the current one has been completed by all players.  Once the last DOW subphase
is finished, the game advances to the next phase.]





[.T Combat Air Patrol (CAP)

.P The Combat Air Patrol subphase is commonly referred to as CAP.  This subphase
lets non-phasing major powers fly fighters to hexes that are vulnerable to air
attack during the current air mission phase (e.g., ground strike phase).

.P The advantage of flying CAP is that fighters can reach target hexes within
their entire range.  If the non- phasing player waits until the phasing player
has flown his bombers, and then flies fighters to intercept (in the subphase
"non-phasing side flies interceptors"), the range of the intercepting fighters
is reduced to half their normal range.  However, this small advantage is heavily
outweighed by the disadvantage that flying CAP "uses up" the fighter and the
phasing side can just ignore the hex for the one impulse that the fighter flies
CAP.  That's because all air units flying CAP have to return to base at the end
of each air mission phase.  Once they have returned to base they become
disorganized and are no longer available to perform tasks until they are
reorganized.

.P If the optional rule Carrier Planes is not being used, then carriers at sea
can fly CAP.  To do this, MWIF creates a "temporary carrier air unit" to fly the
mission.  After the air mission is over, the temporary air unit is removed from
the game.  Should the temporary air unit be shot down, the carrier that �flew'
the mission is damaged.

.P MWIF deviates from RAW in that major powers are not permitted to fly CAP
missions unless the target hex is truly threatened.  There has to be an enemy
bomber/air transport capable of flying a mission to the hex, which means there
has to be a viable target within the hex.

.P If you have a fighter flying CAP and enemy air units fly a night mission into its hex, then your CAP fighter
will be assumed to be flying a night mission and will engage the enemy air units in air-to-air combat.  If enemy air
units fly both day and night missions into its hex, then you will be notified that they have done so and will be able to
assign your CAP fighter to fly a night mission during the Non-Phasing Side Flies Interceptors subphase.  Use the Unit
Menu to effect that change.  The default setting is that your CAP fighter is flying a day mission.

.P Because CAP is so rarely flown, and because it might be flown in each of the
8 air mission phases, MWIF provides a Command option so each major
power can "turn off" the frequently occurring opportunity to fly CAP for any of
the 8 air missions.  For example, China can turn off CAP for all 8 air missions
and the subphase would always be skipped for China.  Turning CAP on and off can
be done by a major power whenever he wants.  The only effect of having CAP
on/off is whether the major power sees the CAP subphase or not; that is, whether
he is given the opportunity to fly CAP.

.P The CAP subphase is over once all major powers on the non-phasing side click
on the End of Phase button in the main form.  If you do not turn off CAP, it is
quite likely that you will have 8 opportunities to fly CAP in every enemy
impulse.  That's either 24 (8 x 3) clicks for the Axis side, or 40 (8 x 5) for
the Allied side, on the End of Phase button every impulse.  Trust me, that gets
boring fast.]





[.T Phasing Side Flies Bombers & Escorts

.P This is the most important of the air mission subphases since it is when
major powers on the phasing side can fly bombers/air transports to a destination
hex.  In most cases, if no bombers/air transports fly during this subphase, then
all the remaining subphases in the air mission phase are skipped.  The two
exceptions are: (1) fighters flying CAP always return to base during the
subphase "non-phasing side returns to base", and (2) during the ground support
phase, the non-phasing side always has the opportunity to fly bombers and
escorts.

.P Besides the bombers/air transports flying missions, the major powers on the
phasing side can also fly escorts to protect the bombers/air transports.  There
are restrictions on which air units can fly during this phase, and since there
usually has to be a �target' in the destination hex, the ability to fly depends
heavily on the current air mission phase.  See RAC 14.2 for details.

.P If the optional rule Carrier Planes is not being used, then carriers at sea can:
.H 
.B fly air missions performed by bombers during the phases: port attacks,
strategic bombing, carpet bombing, ground strikes, and ground support, or
.B fly as fighter escorts (during all air mission phases).

.P To do this, MWIF creates a "temporary carrier air unit" to fly the mission.
After the mission is over, the temporary air unit is removed from the game.
Should the temporary air unit be shot down, the carrier that �flew' the mission
is damaged.

.P In the case of carrier air units (temporary or actual carrier air units), the
owning major power needs to specify whether the air unit is flying as a bomber
or as a fighter (see section 8.7.2.38 of the Player's Manual).  Some land based
air fighters are also capable of flying as bombers - the default is for them to
be fighters unless their role has been specified as bombers.

.P This subphase is over once all major powers on the phasing side click on the
End of Phase button in the main
form.]





[.T Non-Phasing Side Flies Bombers & Escorts

.P This subphase is skipped for all air mission phases except ground support.
During the ground support phase, major powers on the non-phasing side can
perform the same tasks that their counterparts on the phasing side did as
described in the immediately preceding subphase.

.P This subphase is over once all major powers on the non-phasing side click on
the End of Phase button in the main form.]





[.T Non-Phasing Side Flies Interceptors

.P During this subphase major powers on the non-phasing side can fly
intercepting fighters to any hex where their enemies have flown bombers/air
transports/escorts.  If the optional rule Carrier Planes is not being used, then
carriers at sea can fly as fighter interceptors.

.P This subphase is over once all major powers on the non-phasing side click on
the End of Phase button in the main form.]





[.T Phasing Side Flies Interceptors

.P During this subphase major powers on the phasing side can fly intercepting
fighters to any hex where an enemy has flown bombers or fighters.  If the
optional rule Carrier Planes is not being used, then carriers at sea can fly as
fighter interceptors.

.P This subphase is over once all major powers on the phasing side click on the
End of Phase button in the main form.]





[.T Surprise Points Used

.P This subphase is skipped except during the port attack phase.  Surprise never
happens during the other 7 air mission phases.

.P During this subphase MWIF generates random numbers to see if one side has
been surprised.  See RAC 11.5.6 for details on surprise during naval actions and 
section 8.7.2.52 of the Player's Manual for a description of the Surprise Points 
form.  If surprise has occurred, then the winning side gets the opportunity to 
spend its surprise points at this time.

.P This subphase is over once the deciding major power on the winning side
closes the Surprise Points form.]





[.T Air-to-air Combat

.P This subphase only occurs if there are air units from both sides flying in
the same hex and at least one of the sides has fighters.  If no such hex exists,
then this subphase is skipped.  If one or more hexes contain units that can
engage in air-to-air combat, then MWIF executes the air-to-air sub-subphase
sequence as described in section 7.9 of the Player's Manual.

.P This subphase is over once all air-to-air combats have been resolved, and the
air-to-air combat form closed following the last air-to-air combat (see section
8.7.2.4 of the Player's Manual for details on the air-to-air combat form).]





[.T  Anti-aircraft Attacks by Non-Phasing Side

.P This subphase is skipped if no bombers/air transports on the phasing side
survived air-to-air combat in the preceding subphase.

.P For each hex containing bombers/air transports belonging to the phasing side,
major powers on the non-phasing side may conduct anti-aircraft fire.
Anti-aircraft fire can be from ships defending in the port attack phase, and/or
anti-aircraft units in or adjacent to hexes containing enemy bombers/air
transports.  Anti-aircraft units are divisions and only present in the game if
that optional rule is being used.

.P Anti-aircraft fire has two sub-subphases.  The first sub-subphase is just for
anti-aircraft (AA) units.  If AA units are capable of firing on enemy
bombers/air transports, then the major powers which own the AA units are given
the opportunity to �plot' their AA fire.  This is done using the Anti-aircraft
Fire form (see section 8.7.2.6 of the Player's Manual for details on using that
form).  Plotting AA fire is totally voluntary and the first sub-subphase is over
once all major powers on the non-phasing side have closed the Anti-aircraft Fire
form.

.P The second sub-subphase of this subphase is to determine the damage inflicted
by the AA fire plotted in the first sub-subphase plus any contributing
anti-aircraft fire from naval units attacked during a port attack phase.  MWIF
calculates the damages and the owning players choose which of their units
receive damage (see section 8.7.2.7 of the Player's Manual for the details on
using the Anti-aircraft Fire Results form).

.P This subphase is over once all major powers that suffered damage have closed
the Anti-aircraft Fire Results form.]





[.T Anti-aircraft Attacks by Phasing Side

.P This subphase is skipped for all air mission phases except the ground support
phase.  It is also skipped during the ground support phase if no bombers on the
non-phasing side were flown or none survived air-to-air combat.

.P Otherwise, this phase is identical to the immediately preceding subphase
except that the phasing side executes its anti-aircraft fire.]





[.T Air Mission Performed

.P This subphase is completely different for each air mission phase.  All air
missions display a form during this subphase so the players can either make
decisions or simply see the results of the air mission:
.H 
.B Port attack: Naval Combat Results form, see section 8.7.2.30 of the Player's
Manual for details.
.B Strategic bombing: Air Attack form, see section 8.7.2.3 of the Player's
Manual for details.
.B Carpet bombing: Air Attack form, see section 8.7.2.3 of the Player's Manual
for details.
.B Ground strike: Air Attack form, see section 8.7.2.3 of the Player's Manual
for details.
.B Air transport: Air Attack form, see section 8.7.2.3 of the Player's Manual
for details.
.B Paradrop: Air Attack form, see section 8.7.2.3 of the Player's Manual for
details.
.B Ground support: Air Attack form, see section 8.7.2.3 of the Player's Manual
for details.
.B Reorganization by air transport: Reorganize Units form, see section 8.7.2.42
of the Player's Manual for details.

.P Once the displayed form is closed by all major powers, the game advances to
the next subphase.]





[.T Return to Base by Phasing Side

.P All air units owned by major powers on the phasing side that have flown
during the current phase are required to return to base during this subphase.
It is possible that some air units will be destroyed because they are unable to
return to base.

.P After all air units have been returned to base by all major powers on the
phasing side and all players on the phasing side have clicked on the End of
Phase button in the main form, the game advances to the next subphase.]





[.T Return to Base by Non-Phasing Side

.P This subphase is the same as the preceding subphase except the major powers
on the non-phasing side return their units to base.]





[.T Air Mission - Done
.P There are 8 air missions in MWIF.  These occur during the:
.H 
.B Port attack phase,
.B Strategic bombing phase,
.B Carpet bombing phase,
.B Ground strike phase,
.B Air transport phase,
.B Paradrop phase,
.B Ground support phase, and
.B Reorganization by air transport phase.

.P The descriptions in this section of air mission subphases only applies to
these 8 air missions!

.P Specifically not included under the heading of "air mission" are the movement
of air units made during:
.H 
.B The naval air phase,
.B The naval air support by initiating side subphase of a naval combat phase,
.B The naval air support by non-initiating side subphase of a naval combat
phase, and
.B The air rebase phase.

.P Each of the 8 air missions is executed by MWIF as a series of subphases.
Air-to-air combat is one of those subphases, and it is executed as a series of
sub-subphases.  See RAC 14.2 for details concerning air missions.]





[.T Air Mission - Wait
.P There are 8 air missions in MWIF.  These occur during the:
.H 
.B Port attack phase,
.B Strategic bombing phase,
.B Carpet bombing phase,
.B Ground strike phase,
.B Air transport phase,
.B Paradrop phase,
.B Ground support phase, and
.B Reorganization by air transport phase.

.P The descriptions in this section of air mission subphases only applies to
these 8 air missions!

.P Specifically not included under the heading of "air mission" are the movement
of air units made during:
.H 
.B The naval air phase,
.B The naval air support by initiating side subphase of a naval combat phase,
.B The naval air support by non-initiating side subphase of a naval combat
phase, and
.B The air rebase phase.

.P Each of the 8 air missions is executed by MWIF as a series of subphases.
Air-to-air combat is one of those subphases, and it is executed as a series of
sub-subphases.  See RAC 14.2 for details concerning air missions.]





[.T Select Sea Area for Naval Combat

.P Depending on whether it is the Naval Combat by Phasing Side or Non-Phasing
Side, one major power on the phasing/non-phasing side is designated the decision
maker for each sea area.  The Naval Combat Overview form (see section 8.7.2.28
of the Player's Manual) is shown to all players, although a sea area can be
selected for combat only by the designated major power for that sea area (i.e.,
the major power on the phasing/non-phasing side with the most units in the sea
area).  That decision maker is also the only one who can decline combat in that
sea area.

.P If any of the decision makers selects a sea area for naval combat, that
person designates which naval unit is initiating the combat.  Note that the
decision maker does not have to choose one of his own units, just one of the
units on his side that is eligible to initiate the naval combat.  The initiating
unit may have been identified previously (e.g., in a naval interception during
the naval movement phase, the intercepting unit can be used as the initiating
unit in the ensuing Naval Combat by Non-Phasing Side phase).  After the
initiating unit has been determined, MWIF advances the sequence of play to the
subphase Naval Air Support by the Initiating Side.

.P Once all sea areas where combat may occur have either been selected or
declined, the naval combat phase ends and MWIF advances the sequence of play to
the next phase (either the Naval Combat by Non-Phasing Side phase or the
Strategic Bombing phase).]





[.T Naval Air Support by Initiating Side

.P In this subphase the major powers on the initiating side can fly land based
air units into the sea area in support of the current naval combat.  As
�interceptors' these units have only half their normal range.  Once all major
powers on the initiating side have clicked on the End of Phase button in the
main form, this subphase is over and MWIF advances the sequence of play to the
subphase Naval Air Support by the Non-Initiating Side.]





[.T Naval Air Support by Non-Initiating Side

.P This subphase is the same as the preceding one but for the major powers on
the non-initiating side.] 





[.T Commit Submarines to Naval Combat

.P In this subphase both sides decide whether or not to commit their submarines
to the combat.  The side that initiated the combat decides first.  If the naval
combat is an interception combat, then the side that successfully intercepted
(the non-initiating side) has already decided whether or not to include its
subs.

.P The decision making major power on each side is the major power with the most
units in the sea area.  The Commit Subs form is used for this decision (see
section 8.7.2.11 of the Player's Manual).  Once both sides have closed the
Commit Subs form, this subphase is over and MWIF advances the sequence of play
to the next subphase.]





[.T Search Die Rolls

.P The first thing done in this subphase is to make sure that both sides have
units committed to the naval combat.  It is possible that one side had only
submarines and decided to not commit their subs.  In that case, the combat is
over.

.P Assuming that a naval combat is still possible, MWIF generates random numbers
to simulate rolling dice for the search rolls for both sides.  During port
attacks the non-phasing side has fixed numbers for their die rolls: 5 for a
major port and 3 for a minor port.  MWIF figures out which sides had successful
search rolls and informs everyone as to what happened.

.P There are 3 possible outcomes of the search rolls:
.H 
.B Neither side succeeds - the combat is over.
.B Both sides succeed - MWIF records this fact and advances the sequence of play
to the next subphase.
.B One side succeeds and the other fails - MWIF records who �won' and advances
the sequence of play to the next subphase.]





[.T Voluntary Abort by Walther Submarines

.P This is part of the optional rule Convoys in Flames and if that has not been
selected, this subphase is skipped.

.P Any Walther submarines that can potentially be included in the combat may
voluntarily abort at this time, before any combat occurs.  After that decision
has been, made the game advances to Select Included Sea Boxes.]





[.T Select Included Sea Boxes

.P If both search rolls were successful, then which sea box sections are
included is ordained by the rules and recorded by MWIF.  If only one side was
successful, MWIF lets the winning side choose which sea box sections for the
losing side are included in the combat (see section 8.7.2.48 of the Player's
Manual).  Either way, once the included sea box sections are known, MWIF
advances the sequence of play to the next subphase.]





[.T US Decides Whether to Include Units

.P Under certain conditions, the US has the option of including some of its
combat units in the naval combat, even though the US is not at war with the
Axis.  These are US Entry options 11, 20, 29, and 38.  It might also have some
of its convoys included if US Entry option 32 has been chosen.  This subphase is
skipped if none of the those US Entry options have been selected or is US Entry
option 50, unrestricted naval warfare, has been chosen.  The addition of US
Entry option 50 means that the US units will have already ben committed in the
previous subphase.

.P Once the US player has decided what, if any, units to include (see section
8.7.2.56 of the Player's Manual), MWIF advances the sequence of play to the next
subphase.]





[.T Naval Combat Surprise

.P Depending on the search numbers and sea box sections, MWIF calculates which
side has surprise points available.  There might be none, and if there is only
1, then there is no way to spend it.  Either way, MWIF skips this subphase and
advances to the Select Combat Type subphase.

.P If one side has surprise points, the decision maker for that side for this
combat now gets the opportunity to spend them (see section 8.7.2.52 of the
Player's Manual).  One of those choices might be to avoid combat altogether.  If
that choice is selected, then the combat is over.

.P Assuming that the combat is not over, MWIF advances the sequence of play to
the next subphase as soon as the decision maker closes the Surprise Points
form.]





[.T Select Naval Combat Type

.P Determining the naval combat type is a series of decisions:
.H 
.B 1. The side that has surprise may have chosen the naval combat type (if they
chose naval air and the weather prevents a naval air combat, then the combat is
over).
.B 2. If the weather permits naval air combat, and the initiating side has a unit
capable of naval air combat (see RAC 11.5.7), the initiating side can choose 
naval air combat.
.B 3. Same as #2 but for the non-initiating side.
.B 4. If the initiating side has a unit capable of submarine combat and the
non-initiating side has convoys present, the initiating side can choose
submarine combat.
.B 5. Same as #4 but with the roles reversed.
.B 6. If none of the above has been chosen, it is a surface combat.

.P Once the combat type has been decided MWIF advances the sequence of play
based on the combat type:
.H 
.B Naval air combat - Air-to-air Combat subphase (see section 7.10.10 of the
Player's Manual),
.B Submarine combat - ASW Pre-fire Attack by Non-Initiating Side (see section
7.10.16 of the Players Manual), or
.B Surface combat - ASW Pre-fire Attack by Non-Initiating Side (see section
7.10.16 of the Players Manual).]






[.T Naval Air-to-air Combat

.P Naval Air combat starts with identifying all the carrier air units included
in the combat and separating them from their carriers; they fly into battle.
When not playing with the optional rule Carrier Air Planes, for each
participating carrier MWIF creates a temporary carrier air unit, which players
manipulate at various points in the naval air combat (e.g., assigning whether
the unit is a fighter or bomber, and arranging units for air-to-air combat).
These temporary carrier air units have air-to-air and air-to-sea factors equal
to the class of the carrier they represent. The air-to-air factor is used when
the temporary air unit flies as a fighter and the air-to-sea factor when it
flies as a bomber.

.P Regardless of whether the optional rule for carrier air units is being used,
MWIF then lets all players, simultaneously, decide which of their engaged air
units are flying as fighters and which are flying as bombers.  Only
fighter-bombers and carrier air units have this flexibility, and even for them
there are many cases where the unit must fly as a fighter (e.g., if the unit has
an air-to-sea factor of zero).

.P After all air units have been assigned a role as either fighter or bomber
(see section 8.7.2.32 of the Player's Manual for details of using the Plane Role
form), a standard air-to-air combat is performed (see section 7.9 of the
Player's Manual).  If zero bombers survive the air-to-air combat, MWIF advances
the sequence of play to the subphase 7.10.21 of the Player's Manual, Voluntary
Side Abort by Initiating Side.  Otherwise, the sequence of play advances to the
subphase Kamikaze Attacks by Japan.]





[.T Kamikaze Attacks by Japan

.P If the optional rule for using Kamikazes is being used and there are Japanese
bombers that survived air-to-air combat in a naval air combat, the Japanese
player has the opportunity to declare them as flying as kamikazes (see RAC 14.8).

.P If some bombers from the initiating side remain, MWIF advances the sequence
of play to the subphase Naval Air Attack by Initiating Side.  Otherwise, it
skips to the subphase Anti-air Combat by Non-Initiating Side.]





[.T Anti-aircraft Combat by Non-Initiating Side

.P If there are no bombers from the initiating side remaining in the attack,
MWIF skips this subphase and advances the sequence of play to the subphase
Anti-aircraft Combat by Initiating Side.  Conversely, if there are bombers from
the initiating side left, they are subject to anti-aircraft fire (see RAC
11.5.9).  Then once again MWIF checks to see if there are bombers from the
initiating side remaining in the attack.

.P If some bombers from the initiating side remain, MWIF advances the sequence
of play to the subphase Naval Air Attack by Initiating Side.  Otherwise, it
skips to the subphase Anti-air Combat by Initiating Side.]





[.T Anti-aircraft Combat by Initiating Side

.P This is the same as 7.10.11 of the Player's Manual except the sides are
reversed.  When this subphase is over, MWIF advances the sequence of play to
either Naval Air Attack by Non-Initiating Side, or skips that subphase and
advances to end of naval combat round processing (as described in 7.10.12 of the
Player's Manual).]





[.T Naval Air Attack by Initiating Side

.P This subphase executes the actual naval air attack by the initiating side's
bombers on the non-initiating side's naval units.  MWIF uses the naval combat
results table to determine what damage was inflicted, if any.  The four possible
results are: no effect, aborted, damaged, and destroyed.

.P The team leader for the initiating side chooses the first target and the
sides alternate choosing targets thereafter.  If one side had the advantage of
surprise and spent surprise points to choose a target, then they get to choose
the target when normally their opponent would choose.  That is, the side that
doesn't have surprise loses its �turn' to choose a target, and the other side
chooses 3 in a row (or more if more surprises points were spent on choosing
targets).  See section 8.7.2.30 of the Player's Manual for details concerning
the use of the Naval Combat Results form.

.P As the target for each result is determined, MWIF processes those results by
generating a random number. Depending on the defense factor of the target and
the generated random number, the target either receives the result indicated, or
a result "one less" severe.  See RAC 11.5.8 for details about this and other 
naval combat results. Should convoys receive adverse results, MWIF automatically 
splits a large convoy unit into smaller ones.  For example, if one convoy is 
destroyed, MWIF will split a 4 point convoy unit into a 3 point unit and a 1 
point unit, and destroy the 1 point convoy.

.P Any aborting land based air units are placed in the Return To Base Stack and
returned to a land hex at the end of the combat round.  Naval units which have
aborted are placed in the Naval Combat Abort Queue and processed after this
naval combat is completely over (see section 11.13.6 of the Player's Manual).

.P Regardless of the naval combat results, all carrier air units are returned to
their carriers at the end of the naval combat round.  Damaged naval units remain
in the sea area and may end up participating in future naval combat rounds of
this naval combat.  However, once this naval combat is completely over, all
damaged naval units are placed in the Naval Abort Queue and processed the same
as other units therein (see section 11.13.6 of the Player's Manual).

.P After this subphase is over, MWIF continues the current naval combat round by
advancing the sequence of play to the subphase Anti-air Combat by Initiating
Side.]





[.T Naval Air Attack by Non-Initiating Side

.P This is the same as 7.10.12 of the Player's Manual except the sides are
reversed.  When this subphase is over, MWIF advances the sequence of play to the
end of naval combat round processing (as described in 7.10.12 of the Player's
Manual).]





[.T ASW Pre-fire Attack by Non-Initiating Side

.P If the optional rule Convoys is not being used this subphase is skipped and
the game advances the sequence of play depending on the naval combat type:
.B Submarine combat - Anti-air Combat by Non-Initiating Side subphase (see
section 7.10.11 of the Player's Manual), or
.B Surface combat - Surface Attack by Initiating Side (see section 7.10.15 of
the Player's Manual).

.P ASW units execute a special pre-fire attack on enemy submarines (see RAC
22.4.19).  During this phase those attacks are carried out by the non-initiating
side against the initiating side's submarines.  Once those attacks have been
carried out, MWIF advances the sequence of play to the subphase ASW Pre-fire
Attack by Initiating Side.]







[.T ASW Pre-fire Attack by Initiating Side

.P ASW units execute a special pre-fire attack on enemy submarines (see RAC
22.4.19).  During this phase those attacks are carried out by the initiating
side against the non-initiating side's submarines.  Once those attacks have been
carried out, MWIF advances the sequence of play depending on the naval combat
type:
.B Submarine combat - Anti-air Combat by Non-Initiating Side subphase (see
section 7.10.11 of the Player's Manual), or
.B Surface combat - Surface Attack by Initiating Side (see section 7.10.15 of
the Player's Manual).]






[.T Surface Attack by Initiating Side

.P Both sides must have surface naval units included in the combat for this type
of combat to take place.  If either side does not, then MWIF advances the
sequence of play to end of naval combat round.  Usually, if MWIF processes to
this subphase a naval surface combat occurs.

.P A surface naval combat is the simplest of the 3 types of naval combat.  MWIF
counts how many surface factors the initiating side has, counts the number of
ships the non-initiating side has, and performs a table lookup using the naval
combat results table.  The processing of the results is the same as described in
section 7.10.12 of the Player's Manual.

.P After this subphase is over, MWIF continues the current naval combat round by
advancing the sequence of play to the subphase Surface Attack by Non-Initiating
Side.]





[.T Surface Attack by Non-Initiating Side

.P This subphase is identical to the previous one except the sides are reversed.
When this subphase is over, MWIF advances the sequence of play to the end of
naval combat round processing (as described in section 7.10.12 of the Player's
Manual).]





[.T ASW Attack by Non-Initiating Side

.P A submarine naval combat starts with the non-initiating side using its ASW
(anti-submarine warfare) units to attack the initiating side's submarines.
Obviously, if the non-initiating side has no ASW units or the initiating side
has no submarines, this subphase is skipped.  Under those circumstances, MWIF
either advances the sequence of play to the Submarine Attack by Initiating Side
(if the initiating side has submarines) or to the ASW Attack by Initiating Side
subphase (if they do not).

.P Assuming that both sides have the requisite units for this subphase to occur
and using only committed units, MWIF counts the ASW factors of the
non-initiating side, counts the submarines on the initiating side, and performs
a table lookup using the Naval combat results table.  The processing of the
results is the same as described in section 7.10.12 of the Player's Manual.

.P After this subphase is over, MWIF continues the current naval combat round by
advancing the sequence of play to the subphase Submarine Attack by Initiating
Side.]





[.T Submarine Attack by Initiating Side

.P In this subphase, using only committed units, MWIF counts the submarine
factors on the initiating side, counts of the number of convoys, ASW Escorts,
and ASW Carriers on non-initiating side, and performs a table lookup using the
Naval combat results table.  The processing of the results is the same as
described in section 7.10.12 of the Player's Manual.

.P After this subphase is over, MWIF continues the current naval combat round by
advancing the sequence of play to the subphase ASW Attack by Initiating Side.]





[.T ASW Attack by Initiating Side

.P This subphase is identical to 7.10.17 of the Player's Manual, except the
sides are reversed.  After this subphase is over, MWIF continues the current
naval combat round by advancing the sequence of play to the subphase Submarine
Attack by Non-Initiating Side.]





[.T Submarine Attack by Non-Initiating Side

.P This subphase is identical to 7.10.18 of the Player's Manual, except the
sides are reversed.  After this subphase is over, MWIF continues the current
naval combat round by advancing the sequence of play to the end of naval combat
round processing (as described in 7.10.12 of the Player's Manual).]





[.T End Naval Combat Round

.P At the end of each round of naval combat, � aborts are cleared and remaining surprise points are eliminated. 
Any air units that were used in the round have their roles reset to Undecided.  All carrier air units return to their
carriers.  Also, any US naval units that were committed to the combat are uncommitted; although they can be
committed anew in the next round if the US player so desires.  The same is true for committing submarines for all
players.  Newly aborted naval units are assigned an incremented abort queue number and placed in the Naval Combat
Abort Queue for processing once the naval combat is over.

.P If there are combat units from both sides still in the sea area, each side gets to decide whether to abort from
the combat or not.]





[.T Voluntary Side Abort by Initiating Side

.P In this subphase, which occurs after each round of naval combat, regardless
of type of naval combat, the decision maker on the initiating side has the
choice of whether to stay for another round of combat or abort some of his
units.  If he decides to abort a unit, all of his side's units that were
committed to combat in the immediately preceding round of naval combat must also
abort.  Regardless of his decision, once he has made it, MWIF advances the
sequence of play to Voluntary Side Abort by Non-Initiating Side.]





[.T Voluntary Side Abort by Non-Initiating Side

.P Similar to the decision made in the previous subphase, the non-initiating
side can choose whether to stay or abort.

.P If any units at war with each other remain in the sea area, MWIF returns the
sequence of play to 7.10.2 of the Player's Manual, Naval Air Support by
Initiating Side.  If no combatants remain in the sea area, the naval combat is
over and MWIF checks whether there are any units in the Naval Combat Abort
Queue.  If so, MWIF executes a Naval Combat Abort Digression (see section 7.13.6
of the Player's Manual).  If the queue is empty, MWIF returns to the point in
the sequence of play from which this naval combat originated.]





[.T Next Naval Combat Round

.P If at the end of a naval combat round either or both sides decide to abort from the combat, or if either or both
sides no longer have units capable of combat in the sea area, the combat is over. Otherwise, the combat continues with 
another pair of search rolls. If the combat is over and if it were a naval interception 
combat, then the program returns to the place in the sequence of play where the digression for the naval interception
occurred.  If it were a naval combat during one of the naval combat phases, then the program returns to asking the
players if they want to initiate a combat in another sea area.]





[.T Select Land Combat

.P During this subphase, the team leader for the phasing side (regardless of the
units engaged in land combat) selects which of the land combats should be
resolved first/next.  If there is only one combat, this subphase is skipped.
Once a combat has been selected, the game advances to the next subphase.]





[.T Non-Phasing Side Snow Unit Decision

.P If it is possible for the non-phasing side to gain a benefit by using snow
units, the decision maker for the non-phasing side is asked whether to include
the benefits of his side's snow units.  Once that question has been answered,
the game advances to the next subphase.]





[.T Phasing Side Snow Unit Decision

.P If it is possible for the phasing side to gain a benefit by using snow units,
the decision maker for the phasing side is asked whether to include the benefits
of his side's snow units.  Once that question has been answered,  the game
advances to the next subphase.]





[.T Choose Combat Type

.P During this subphase one player determines which type of combat will occur:
assault or blitz.  Sometimes that decision is made by the attacking side and
sometimes by the defending side.  MWIF figures out which side gets to choose
(see RAC 11.16.5 and 11.15.6 for details) and the decision maker for that side 
gets to click on either the Assault or Blitz button in the Land Combat form.

.P The subphase does not end immediately once the combat type has been chosen.
Instead, MWIF waits for the team leader on the decision maker side to click on
the Resolve Combat button in the Land Combat form.  This slight delay is to give
all the players the opportunity to see which combat type was chosen.]





[.T Land Combat Die Rolls

.P After the combat type has been selected, MWIF generates a random number to
simulate rolling dice.  It then looks up the combat result on whichever of the
land combat tables is being used (1D10 or 2D10).  That result is reported to all
players in this subphase.  MWIF then decides which subphase comes next depending
on the combat results.  There are two possibilities: Convert Shattered Results
to Retreat, or Assign Losses.]





[.T Convert Shattered Results to Retreats

.P During this subphase the team leader for the phasing side can convert
Shattered and Breakthrough results to Retreats.  He indicates his decision by
clicking on the appropriate button in the Land Combat form.  Once he has done
so, the game advances to the Assign Losses subphase.]





[.T Assign Losses

.P MWIF has a lot of work to do in this subphase.  First, it needs to establish
the decisions each side needs to make.  The defender might have to choose which
units to destroy, shatter, and/or retreat.  The attacker might have to choose
which units to destroy and/or disorganize.  In some cases all units on a side
are destroyed or disorganized, and that is also done at this time.  Destroyed
units are placed in a temporary Destroy Stack.

.P Team leaders on both sides simultaneously select which of their own units
will take losses, if any.  Many times there will be no decision to make.  That
happens when all the units on a side are treated equally: all destroyed, all
disorganized, all retreated, all shattered, or all unaffected by the combat
result.

.P After the team leaders have assigned losses, or if no assignments were
necessary, MWIF:
.H 
.B places units that have been destroyed into the Destroyed Stack to be
processed later,
.B disorganizes those that have earned that distinction,
.B places retreating units in the Retreat Stack, and
.B places shattered units into the Production pool to arrive in the following
turn as reinforcements.

.P Having processed all units directly involved in the combat, MWIF checks to
see if the attacked hex has been vacated of all enemy units.  If it has not,
then any invading and paradropping units are destroyed, and added to the
Destroyed Stack.

.P If the attacked hex has been emptied of enemy land combat units, MWIF checks
to see if there are any remaining invading and/or paradropping units that can be
placed in the hex.  Should that occur, MWIF places those units in the hex and
changes the control of the hex from one side to the other.

.P If the hex has changed control, MWIF advances the game to the subphase Change
Hex Control.  Otherwise, a digression is made to permit players to decide about
scrapping their destroyed units, after which MWIF advances the game to the
subphase Retreat Units.  Note that control of the hex does not change at this
time unless a unit successfully invaded or paradropped into the hex.  Most of
the time, if control of the attacked hex changes, it will be during the Advance
After Combat subphase.]





[.T Change Hex Control

.P During this subphase MWIF checks if an invasion or paradrop was successful.
If so, then control of the hex changes and any defending units still in the hex
are overrun.  Since the hex has been emptied of land combat units, any overrun
units will be air or naval units.  MWIF executes a Rebase digression so the
owning major powers can rebase their overrun units.  As you might expect, there
will be cases where units are destroyed instead of overrun.  Rebasing naval
units may be intercepted so a naval interception combat might occur too.  All of
this can take place prior to land units executing a mandatory retreat.  Once hex
control has been processed and any digressions completed, the game advances to
the Retreat Units subphase.]





[.T Retreat Units

.P If there are any units to be retreated as a result of combat, the decision
maker for the phasing side gets to choose their path of retreat, according to a
priority scheme defined in the rules (see RAC 11.16.5 for details). Should there 
be only one possible retreat hex, then MWIF implements the retreat without any 
action by the players. Otherwise, the decision maker for the phasing side picks 
up the unit(s) and moves them, one at a time, to a destination hex (i.e., he 
retreats the enemy units).  It is possible that only some of the units can 
successfully retreat.  Since the decision maker for the phasing side implements 
the retreat, he effectively gets to choose which goes first, and thereby which 
units are unable to retreat and are destroyed instead.

.P Once the decision maker on the phasing side has clicked on the End of Phase
button in the main form, the game advances to the next subphase.]





[.T Advance After Combat

.P This is the last subphase for resolving a land combat.  If the phasing side
is entitled to advance units into the attacked hex, or possibly one hex beyond,
then that occurs during this phase.  The decision maker for the phasing side
picks up his advancing units and places them in their destination hexes.  In so
doing, control of the hexes his land units enter changes and an overrun might
occur.  If that happens, then a Rebase digression is performed so the owning
player(s) can rebase their overrun units.

.P Once the decision maker for the phasing side has indicated he is done
advancing his units by clicking on the End of Phase button in the main form, and
any digression completed, the game either returns to the Select Combat subphase
(see section 7.11.1 of the Player's Manual) for determining which land combat is
to resolve next, or terminates the land combat resolution phase if all land
combats have been resolved.]





[.T Determine Control of French Administrative Groups

.P This subphase asks the Axis major power if he wants to declare Vichy France.
If the answer is yes, then MWIF generates random numbers to decide which of the
French administrative groups will go to Vichy France (the Axis side) and which
will become Free French (the Allied side).

.P The processing for changing countries to becoming part of Vichy France is
rather complex.  See RAC 17.2 for details.  From MWIF's point of view it has to 
check every hex on the map to see if it is now Axis controlled or not, due to 
the changing affiliations of the countries that became part of Vichy France.  
Those countries also become neutral vis-a-vis all major powers.

.P As part of its internal record keeping, MWIF reassesses foreign troop
commitments in all countries that had been part of France, after the
determination of what countries are controlled by Vichy France and Free France.

.P The French player then gets to choose a new home country for France (i.e.,
for Free France).

.P Once all the house keeping tasks have been performed and the French player
has chosen his new home country, the game advances to the next subphase.]





[.T Move Non-French Land & Air Units

.P During this subphase MWIF moves all non-French land and air units that are in 
Vichy controlled hexes to the Relocate Stack.  Once all such units have been 
placed in the Relocate Stack, MWIF executes a Relocate digression so the major 
powers that own those units can move them to the nearest friendly hex.

.P After the Relocate digression has been completed, the game advances to the
next subphase.]





[.T Move Non-French Naval Units

.P During this subphase MWIF moves all non-French naval units that are in Vichy
controlled ports to the Rebase Stack.  Once all such units have been placed in
the Rebase Stack, MWIF executes a Rebase digression so the major powers that own
those units can move them to a friendly port.  As usual, rebasing naval units
may be intercepted and a naval combat necessary.  After the Rebase digression
has been completed, the game advances to the next subphase.]





[.T Return French Units at Sea to Land

.P During this subphase, MWIF moves all French units at sea, both air and naval,
into the Return To Base Stack.  Once all such units have been placed in the
Return To Base Stack, MWIF executes a Return To Base digression so the Axis
major power that declared Vichy France can move them to the nearest hex that is
controlled by either Vichy France or Free France.

.P Note that the Axis player is making these decisions and though he is
constrained to place these units in the nearest French hex (specifically a port
for naval units), he might have two or more from which to choose. This means he
might be able to move them to a Vichy France/Axis controlled hex instead of a
Free France/Allied controlled hex.  If the units at sea are not within range of
a French hex, they are destroyed.

.P This subphase is the one exception in the game where moving naval units can
not be intercepted.  Partly that is because until the units return to port it is
not clear to which side they are going to belong.  Once the Return To Base
digression has been completed, the game advances to the next subphase.]





[.T Move French Land and Air Units from Axis Territory

.P During this subphase MWIF moves all French land and air units in Axis
controlled hexes, that are not part of Vichy France, into the Relocate Stack.
Once all such units have been placed in the Relocate Stack, MWIF executes a
Relocate digression so the Axis major power that declared Vichy France can move
them to the nearest hex that is controlled by Vichy France or Free France.  Also
at this time, if there are any French partisans in Vichy France, they are
destroyed (removed from the game).

.P Once the Relocate digression has been completed, the game advances to the
next subphase.]





[.T Move French Naval Units from Axis Territory

.P During this subphase MWIF moves all French naval units in Axis controlled
hexes, that are not part of Vichy France, into the Rebase Stack.  Once all such
units have been placed in the Rebase Stack, MWIF executes a Rebase digression so
the Axis major power that declared Vichy France can move them to the nearest
port that is controlled by Vichy France.

.P As usual, rebasing naval units may be intercepted and a naval combat
necessary.  Once the digression has been completed, the game advances to the
next subphase.]





[.T Allied Decisions to Destroy French Units

.P During this subphase MWIF identifies all the French units that are in hexes
controlled by major powers on the Allied side (other than Free France).  Those
major powers are given the opportunity of destroying none, any, or all of the
French units in hexes they control.  If an Allied major power destroys any
French units, Vichy France becomes hostile to that major power.

.P Note that this subphase occurs before French units in Allied territory are
moved to French territory (i.e., in the next two subphases).]





[.T Move French Land and Air Units from Allied Territory

.P During this subphase MWIF moves all French land and air units in Allied
controlled hexes, that are not part of Free France, into the Relocate Stack.
Once all such units have been placed in the Relocate Stack, MWIF executes a
Relocate digression so the Axis major power that declared Vichy France can move
them to the nearest hex that is controlled by either Free France or Vichy
France.

.P Once the Relocate digression has been completed, the game advances to the
next subphase.]





[.T Move French Naval Units from Allied Territory

.P During this subphase MWIF moves all French naval units in Allied controlled
hexes, that are not part of Free France, into the Rebase Stack.  Once all such
units have been placed in the Rebase Stack, MWIF executes a Rebase digression so
the Axis major power that declared Vichy France can move them to the nearest
port that is controlled by either Free France or Vichy France.

.P As usual, rebasing naval units may be intercepted and a naval combat
necessary.  Once the digression has been completed, the game advances to the
next subphase.] 





[.T Move French Land & Air Units from Off-map Pools

.P Provided that the optional rule Pilots is being used, this phase starts with
MWIF checking how many pilots Vichy France has available, either in production
or previously owned by France.  Against that number is compared the number of
air units in the Vichy France Air Reserve (previously the French Air Reserve)
plus those in production.  If there are fewer pilots than air units, the Vichy
France player gets to choose to which air units to assign pilots.  Piloted air
units go into the Setup pool to be setup in the next subphase.  Excess air units
are placed in the Free French force pool.  Excess pilots are simply destroyed.

.P Next, MWIF goes through all the French non-naval units that are in the
production pool and decides what should happen to them.  Most go into the Setup
pool to be setup in the next subphase.  Oil resources and factories that are
being repaired stay in the production pool but become controlled by Vichy
France.

.P French militia and reserve units, both those on the map or those off the map,
go into the Free France force pool, unless they are suppose to arrive in a
specific city and that city is held by the enemy.  In which case, they are
placed in the Reserve pool.

.P After these housekeeping tasks are finished, the game advances to the next
subphase.]





[.T Place French Units onto Map

.P During this subphase, the Vichy France player gets to place any units from
the Setup pool onto the map in Vichy Metropolitan France.  The standard setup
tray is used.  Once the Vichy France player clicks on the End of Phase button on
the main form, the game advances to the next subphase.]





[.T Remove French Units from Map

.P During this subphase MWIF goes through each of the administrative groups
controlled by Vichy France and lets the Axis major power that declared Vichy
France decide which of the land and air units in those administrative groups
should stay on the map.  Note that all the on-map French reserve and militia
units were removed earlier (see section 7.12.10 of the Player's Manual).  Half
of the remaining land and air units, in each administrative group, rounding up,
have to be removed.  The removed units go into the Free French force pool.  The
administrative groups are processed individually, without regard for removals in
other administrative groups.  After every Vichy controlled administrative group
has been processed, the game advances to the next subphase.]





[.T Determine Vichy French and Free French Units

.P During this subphase all French units on the map in Vichy territory, in the
production pool, repair pool, and construction pool, become Vichy French units.

.P Then MWIF removes half of the Free French units from the force pool
(territorial units are not affected).  Once the Free French force pool has been
cut in half, MWIF displays the remaining force pool to the Free France player.
Unless DeGaulle is already on the map and in an Allied controlled hex, that HQ
unit is placed in the Free France force pool.

.P Once these housekeeping tasks are completed, the formation of Vichy France is
complete and the game advances to the next phase (Liberation).]






[.T Conquer France
.P If after Vichy France has been declared, and all the administrative groups
have been rolled for, there is no administrative group controlled by Free
France, well then, France is completely conquered.]






[.T Relocate Units Digression

.P Relocating Units digressions come up at various times in the sequence of
play.  I think of these as �teleportation' in that the normal rules on how units
move from one hex to another are ignored completely.  However, these are always
"to the nearest hex" which leaves very little leeway for players as to where the
units can be placed.  Because of that restriction on placement, these
digressions do not take very much time.]





[.T Rebase Overrun Units Digression

.P Rebasing Overrun Units digressions happen frequently in the sequence of play.
They occur during overruns and also what I think of as pseudo-overruns.  The
latter occur when an air or naval unit is in a hex, without a land unit present,
and control of the hex changes to the other side.  All of a sudden, the units
are in enemy territory and have to be rebased by the owning player.

.P Rebasing an air unit is easy.  Although, if there's no friendly hex in range,
the air unit is destroyed (and may be scrapped).

.P Rebasing naval units can be a lot more complex; naval units can be
intercepted and then they will have to "fight through" the enemy units.  That
means an entire naval combat sequence has to be executed.  And naval combats can
have multiple rounds.  Naval combats can also cause naval units to abort, so
there might be a Naval Combat Abort digression to execute as well.]





[.T Return to Base Digression

.P Return to Base digressions primarily occur during air-to-air and
anti-aircraft combat, when a player has to abort one of his air units as the
result of an irritating die roll by his opponent.  The only other place they are
used is when forming Vichy France and the French air and naval units at sea
return to base.  Abort results from naval combats are not included in this
group, but instead are processed as a Naval Combat Abort digression.

.P Usually returning an air unit to base is not difficult, though it is possible
that there might not be a friendly hex to which it can return, resulting in the
unit being destroyed (and may be scrapped).]






[.T Naval Interception Digression

.P Naval Interception digressions are the second most common digression, or
perhaps the most common.  Virtually every time a naval unit enters a sea area
containing enemy units, MWIF executes a naval interception digression.  That
provides the enemy of the moving units the opportunity to intercept, if he so
chooses.

.P Frequently a naval interception digression will evolve into a naval combat.
Naval combats can produce aborting naval units, which, because they are moving,
can also be intercepted.  Naval units aborting from naval combat are processed
using a Naval Combat Abort digression.  A Scrap Units digression is executed
after each naval combat, so that is often the last task performed in a naval
interception digression.

.P MWIF �s sequence of play for naval combats and naval combat aborts differs
from RAW.  The rest of this paragraph is how MWIF does it.  Though each naval
combat is run through to conclusion before any aborted naval units are moved, it
is still common for a queue of aborting naval units to build up.  Those units
are moved in the order that they entered the queue (first in, first out), though
units aborting from the most recent combat abort before units from combats that
were completed earlier.  The naval unit(s) in the list which is(are) first to
move is(are) always the �oldest' aborting unit(s) from the most recent naval
combat.]





[.T Naval Combat Abort Digression

.P MWIF's sequence of play for naval combats and naval combat aborts differs
from RAW.  The rest of this section is how MWIF does it.

.P Naval Combat Abort digressions only occur when processing the Naval Abort
Queue.  MWIF maintains that queue and adds naval units to it when either an
abort result is received during a naval combat round, or an entire side in a
naval combat chooses to abort voluntarily at the end of a naval combat round.

.P The units in the Naval Abort Queue are sometimes moved as individual units or
as a group of naval units.  A player has the option of combining two or more
naval units in the Naval Abort Queue if those units started in the same sea box
section and aborted from the same naval combat during the same round.  That
happens most often when an entire side voluntarily aborts at the end of a combat
round.  However, it can also occur if there was more than 1 naval unit aborted
during a single combat round as a result of die rolls.

.P Note that if a combat result precipitated an abort and then the player
decides to voluntarily abort at the end of the same round, the combat abort(s)
is(are) merged into the voluntarily abort and the naval units are all considered
equivalent as far as moving them is concerned.

.P If the player decides to move a group of aborted naval units, then they must
have started in the same sea box section.  If two or more units move as a group,
they are required to return to the same port.

.P Naval combat abort digressions continue executing until there are no longer
any units in the Naval Abort Queue.]






[.T Correct Overstacking Digression

.P A Correct Overstacking digression does just that.  At numerous points in the
sequence of play MWIF checks to make sure no overstacking has occurred (hexes
that contain more than the maximum for a specific type of units are considered
to be overstacked).  For instance, this is done after the weather has changed,
and after a successful carpet-bombing attack.  If any hex is overstacked, MWIF
determines which major power gets to select the unit(s) to destroy and displays
the Over-Stacked Hex form (see section 8.7.2.34 of the Player's Manual for
details on using that form) so the decision maker can choose which unit(s) to
destroy.

.P This digression is over once no overstacked hexes remain.]





[.T Collapse Vichy France Digression
.P The Collapse Vichy France digression goes through a series of events that are
precipitated by the collapse of Vichy France.  These include transferring Vichy
France land and air units in Metropolitan France to the Free France force pool
and converting all other Vichy land and air units on the map to Free French
units (in place).

.P All on-map Vichy naval units become Free French - they may be forced to
rebase if they are in Axis controlled hexes.  Those in the production,
construction, and repair pools become Axis controlled.

.P Vichy controlled territories and countries either become Axis controlled (if
and only if an Axis land unit is present) or become Free French.

.P After all the consequences of the above events have been processed fully, the
digression returns to the Axis land or rail movement phase that was in effect
prior to the collape of Vichy France.]







[.T Air-to-air Combat: Select Location

.P During naval air combats this sub-subphase is skipped.  That is because only
one air-to-air combat takes place at a time during naval combat, so there is no
decision to make.  Likewise, if an air mission phase provokes only one
air-to-air combat, this sub-subphase is skipped.

.P When there is more than one air-to-air combat which needs to be resolved,
then the major power on the phasing side which has the most bombers/air
transports involved in air-to-air combats chooses the order in which combats are
resolved.  Ties go to the major power which has the most fighters involved.

.P Once the decision maker has selected an air combat and clicked on the Combat
Chosen button, the game advances to the next sub-subphase.]



[.T Air-to-air Combat: Arrange Units

.P During this sub-subphase, the major powers on each side which are the
decision makers for the combat (i.e., have the most air units involved in the
combat, ties go to the major power with the most fighters) simultaneously
arrange their air units in preparation for combat.  Both sides place their
fighters in a line and their bombers/air transports in a second line.

.P Of course if both sides have 0 or 1 fighters, and 0 or 1 bombers/air
transports, then there is nothing to arrange and this sub-subphase is skipped.
Assuming that there are units to be arranged, the game advances to the next
sub-subphase once both sides have arranged their fighters and bombers/air
transports for the current round of the air-to-air combat.

.P Note that neither side sees how the other side has arranged its units until
both sides click on the "Axis/Allies Ready" button.]




[.T Air-to-air Combat: Defender Fires on Attacker

.P During this sub-subphase, the defending side rolls its attack dice (1st die
roll).  Actually MWIF generates a random number and reports the result to all
players.  This sub-subphase is over once all players have acknowledged having
seen the result.]



[.T Air-to-air Combat: Affected Attacking Unit Chosen

.P During this sub-subphase, the side which has a unit designated as receiving a
result chooses which unit, provided there is more than one unit from which to
choose.  The air-to-air combat results state whether the side which rolled the
die chooses the unit, or the side which did not roll the die chooses the unit.
MWIF determines which side that is and enables the decision maker on that side
to select which unit is: destroyed, aborted, or cleared through.

.P Once the decision maker selects a unit, MWIF displays the selection to all
players and the game advances to the next sub-subphase.]



[.T Air-to-air Combat: Attacking Unit's Result
 
.P If no unit was selected (e.g., if the result of the die roll was "no
effect"), or if the result of the die roll was "cleared through", then this
sub-subphase is skipped.

.P During this sub-subphase the unit selected in the preceding sub-subphase may
need special processing: if a unit is aborted, a digression is necessary for the
owner to perform a return to base for the air unit.  Once the digression is
completed, the game advances to the next sub-subphase.]



[.T Air-to-air Combat: Attacker Fires on Defender

.P During this sub-subphase, the attacking side rolls its attack dice (2nd die
roll).  Actually MWIF generates a random number and reports the result to all
players.]





[.T Air-to-air Combat: Affected Defending Unit Chosen

.P This sub-subphase is identical to the "Affected Attacking Unit Chosen"
sub-subphase, except it is based on the result of the attacker's die roll.]



[.T Air-to-air Combat: Defending Unit's Result

.P This sub-subphase is identical to the "Attacking Unit's Result" sub-subphase,
except it is based on the result of the attacker's die roll.]





[.T Air-to-air Combat: Attacker Aborts or Stays

.P During this sub-subphase, the attacking side decision maker has the option of
aborting all its air units, or not.  When a carrier air unit is aborted during
this subphase of a naval air combat, it returns to a carrier and is available in
the next naval air combat round.

.P If the attacker does not abort all his air units, then there might be another
round of air-to-air combat.  Once the attacking side's decision maker clicks on
the �Abort' or �Stay' button, this sub-subphase is over and the game advances to
the next sub-subphase.]





[.T Air-to-air Combat: Defender Aborts or Stays

.P During this sub-subphase, the defending side decision maker has the option of
aborting all its air units, or not.  If he does not abort all his air units,
then there might be another round of air-to-air combat.

.P If both sides decide to stay, and there are units left to fight, the game
proceeds to another round of air-to-air combat by returning to the sub-subphase
Arrange Units (see Player's Manual section 7.9.2).]





[.T Air-to-air Combat: Both Staying
.P If either or both sides abort their units (or there are no combatants
remaining), then the combat is over and the subphase air-to-air combat is
completed for the current air mission (or naval air combat).  If more air-to-air
combats need to be resolved, then the game returns to the Select Combat
sub-subphase (see Player's Manual section 7.9.1).  After all
the air-to-air combats have been resolved, the game returns to the air mission
(or naval air combat) from which the air-to-air combat arose.]




[.T New Game Stage
.P When you start a new game, you go through a series of 4 or 5 steps: selecting
the Mode of Play, selecting the scenario, deciding which optional rules to use,
and naming the players.  The fifth step is to assign major power groups to each
player.  If the mode of play is Solitaire, where you will be playing both sides,
then the fifth step is skipped.

.P After exiting the Start New Game form, there are 3 'subphases' involved in
placing units on the map.  The first is to decide about Lend Leasing air units
between major powers on the same side.  For many scenarios, the Axis have no air
available to lend lease.  If so, the lend lease subphase is skipped for the Axis
players.  The Allied players will always have the ability to lend lease air
units, except in the Barbarossa scenario, where there is only one Allied player.

.P The second phase, which MWIF has made into an optional rule, is for scrapping
units.  Each player has the opportunity to scrap units before the units he gets
to set up are randomly drawn from those available.  By scrapping weaker units, a
player can enrich the pool of units from which his original units are picked.

.P Finally, the start new game stage ends with each major power setting up his
units on the map, using the setup tray.  Note that while the lend lease subphase
is performed by all major powers on each side simultaneously, the scrap units
and set up units subphases are performed by each major power in a series, with
the order dictated by the scenario setup instructions.]



[.T New Turn Stage
.P Every turn, except the first turn, starts with the arrival of reinforcements.
All major powers go through the reinforcement phase simultaneously, following
the subphase sequence described in section 7.7.  In brief, that consists of 6
subphases: placement of annual additions in the force pool, scrapping of older
units, swapping some units for replacement units, assignment of pilots to air
units without pilots, placing reinforcements on the map, and the removal of
on-map air units to the air reserve pool.

.P Major powers are free to proceed through the 6 subphases at their own speed.
Note that this is quite atypical of how subphases are processed.  Some major
powers may be deciding about scrapping units while other major powers are
placing units on the map, and yet other major powers have completed the
reinforcement phase.

.P Once all major powers have completed the reinforcement phase, the Lending
phase begins.

.P The last phase within the New Turn Stage is Initiative, which includes the
decision as to which side moves first in the turn - made by the side that wins
the initiatve.]






[.T New Impulse Stage
.P Each turn consists of a series of impulses, the actual number being
determined randomly.  The important thing to know is that there are 31 phases
within each impulse.  Indeed, most of the time spent playing MWIF is spent
executing the phases that occur during an impulse.

.P The 3 phases that start each new impulse are: Weather, Declarations of War,
and Choosing an Action for each major power on the phasing side.]





[.T Naval Stage
.P The Naval Stage consists of 5 phases: Port attacks, Naval Air missions, Naval
Movement, and initiating Naval Combat by first the phasing side and then by the
non-phasing side.]






[.T Independent Air Missions Stage
.P This stage consists of, in order: Strategic Bombing, Carpet Bombing, and
Ground Strikes.  All of these require the major power who flies these missions
to have air missions available.  Note that carpet bombing is an optional rule
and if it is not in use, then that phase is skipped.]






[.T Land Stage
.P While very important for game play, the Land Stage consists of just Land
Movement and Land Combat.  However, within Land Movement falls moving units by
rail as well as moving them through individual land hexes.  It also encompasses
air transport, debarking land units for ships, invasions from the sea, and    
paradrops.]






[.T Air Rebase Stage
.P This stage consists of the single phase Air Rebase, which requires air   
missions to be available and is only flown by the phasing side.]






[.T End of Impulse Stage
.P At the end of each impulse the major powers on the phasing side can
reorganize their units via air (air transports), land (HQs), and sea (naval
transports). The last phase in each impulse is a check to see if the turn is   
over.]





[.T End of Turn Stage
.P There are many phases that occur at the end of each turn:
.B Partisans - partisans may arrive on the map (optional rule).
.B Entry - major powers with neutrality pacts draw and place entry markers.
.B US Entry - US draws entry markers and selects US Entry Option(s).
.B Production Planning - major powers review their factories, resources, and
convoys for producing build points in the Production phase that follows later. 
.B Stay at Sea (phasing side) - decide which air and naval units stay at sea.
.B Stay at Sea (non-phasing side) - decide which air and naval units stay at sea.
.B Return to Base (phasing side) - return to base air and naval units at sea
that are not staying at sea.
.B Return to Base (non-phasing side) - return to base air and naval units at sea
that are not staying at sea.
.B Use Oil - denote which units use oil so they can be reorganized (optional
rule).
.B Final Reorganization - all eligible units are reorganized by MWIF.
.B Breakdown Units - all major powers can break down their corps/army sized
units into divisions.
.B Naval Repair - (Guadalcanal scenario only) each major power repairs 1 naval
unit.
.B Build Units - each major power receives build points and builds units (not
part of Guadalcanal scenario).
.B Reform Units - all major powers can reform their divisions into corps/army
sized units.
.B Intelligence - all major powers that are at war with another major power
simultaneously execute intelligence operations.
.B Peace - this consists of 7 phases: Ukraine, Conquest, Support Minors, Mutual
Peace, Vichy, Liberation, and Surrender.
.B Factory Destruction - land units in hexes with enemy blue factories may each
destroy a factory.
.B Victory Check - MWIF checks for automatic victory conditions having been met,
and failing that, if the last game turn has been completed.
.B End of Game - Final victory is determined.]





[.T Land Movement
.P The Land Movement group shown in the sequence of play form consists of six
phases: Rail Movement, Land Mmovement, Air Transport, Debarking Units (land
units from naval units at sea), Invasions, and Paradrops.]





[.T Land Combat
.P The Land Combat group shown in the sequence of play form consists of nine
phases: Land Combat Declaration, Notional Units, HQ Emergency Supply (which can
occur at any time but is inserted here since that is where is it most commonly
used), Defender's Shore Bombardment, Attacker's Shore Bombardment, Defender's HQ
Support, Attacker's HQ Support, Ground Support, and Land Combat Resolution.]






[.T Naval Movement
.P During the naval movement phase, all major powers on the phasing side, that
did not choose a Pass, Air, or Land action, can move naval units.  These naval
moves can be: (1) from a port into a sea area, (2) from a sea area to a port or
(3) from a section box in a sea area to a lower numbered section box in the same
sea area.  These actions may be intercepted by enemy units occupying the sea
areas the naval units enter.  Note that in World in Flames, naval units at sea
can never start the phase in one sea area and end the phase in a different sea
area.

.P This is also the phase where naval units pick up units from ports and coastal
hexes.  The transporting unit may be stacked with the transported unit at the
start of the phase; or the transporting unit may move through a port, picking up
the transported unit and continue its move; or the transporting unit can end its
move in a sea area and pick up a unit from a coastal hex.

.P If enemy major powers elect to attempt an interception, then an interception
digression takes place.  No other naval moves are permitted until the digression
is concluded.  That may take a while, since a successful naval interception can
lead to an immediate naval combat.  And as in all naval combats, some naval
units may be forced to abort to a friendly port.  Also, players have the option
to voluntarily abort from a naval combat.  Both the forced and voluntary �naval
abort moves� can be intercepted and a queue is maintained by MWIF of all the
naval moves that have to be concluded before players can resume their normal
naval movement in this phase.

.P Placing naval units in a sea area, and stopping them there, enables both
sides to attempt naval combat in the sea area in the next two phases: Naval
Combat by Phasing Side and Naval Combat by Non-Phasing Side.  For advice from
experienced players on deploying naval units, see Players Manual section 3.4.3.

.P Other than the interruptions due to naval interceptions, the phasing major
powers move their naval units into and out of sea areas simultaneously.  This
phase is over once they have all clicked on the End of Phase button in the main
form.]





[.T Naval Interception
.P
.P Background

.P Interception is a way of bringing enemy naval units to combat before they end their move.  You can try to
intercept a group of enemy naval units as soon as it enters a sea area containing at least one of your organized naval
or aircraft units.

.P You can't try to intercept:                  

.B SUBs moving individually or in a group; or
.B aircraft units flying into or through the sea area; or
.B units moving from one section into a lower-numbered section of the same sea-box; or
.B a group containing only naval units with which you are not at war.

.P How to intercept

.P If you want to try to intercept, announce whether you are committing your SUBs to the attempt.  This is an all
or nothing choice - you commit all your SUBs or none at all.  Your aircraft and surface naval units are always
committed to every interception you attempt.

.P You must now designate an organized unit (except a convoy) as the interception unit, and it becomes
disorganized.  Without an interception unit, you can't intercept.  You can designate a SUB as the interception unit,
even if you don't intend to commit your SUBs.

.P As long as that interception unit remains in the sea-box, you can make further interception attempts in that
sea area against other groups of naval units during the same impulse, without having to designate another interception
unit.  If the interception unit is in the sea-box during naval combat, it also allows you to attempt to start a naval
combat there without having to designate (and disorganize) another unit to conduct the search (see RAC 11.6).  If the
interception unit aborts or is destroyed, you have to designate another interception unit in that sea area (which would
become disorganized) with which to make another interception attempt or start a combat.

.P To find out if the interception succeeds, a die is rolled and compared to the search number in the highest
section containing units you committed to the interception.  Some weather will modify the search numbers, as will
the presence of carrier planes and NAVs (see RAC 8.2.4 and RAC 11.5.5).
 
.P You succeed if you roll the modified search number, or less, of the highest section that contains one of your
committed units.  If your roll is higher than that modified search number, your interception attempt fails.

.P Interception attempt fails

.P If the interception attempt fails, the moving force continues as if nothing had happened.

.P Successful interception

.P If the interception attempt succeeds, the moving player has 2 choices:

.B stop the move in that sea area; or
.B try to fight through.

.P If you are returning to base (see RAC 11.4.1 and RAC 13.4), you cannot stop in the sea area.  Instead you
must try to fight your way through.

.P Stopping in the sea area

.P Any units which stop, go into the a sea box section like any other naval move (see RAC 11.4.2).  There is no
interception combat, but there may be naval combat in that sea area in the naval combat step (see RAC 11.5).

.P Fighting your way through

.P If you want to fight your way through, put your moving group of naval units into one section of the sea-box
(as if it were ending a move there).  Now start the normal combat sequence (see RAC 11.5.1).  The only differences
are in the first round:

.B your opponent's interception roll counts as his/her search roll; and
.B your opponent has already announced whether his/her SUBs were committed; and
.B although you determine which of your units take part by making a search roll as usual, the units in the 
moving group are always included (even if there are other units in their sea-box section which aren't).

.P After the first round, the combat continues exactly like any other combat.  It is quite possible for your moving
group of naval units to be excluded from later combat rounds.
                    
.P A side may abort an interception combat after one round.  If a unit suffers an �A' result, or a side aborts an
interception combat, it is a �normal' return to base.  

.P A unit that was aborting already when it was intercepted, and is then required to abort from the interception
combat, has a range equal to whatever range remains from its previous abort result.  For example, an overrun naval
unit has double its printed range when required to abort.  If it is intercepted in the first sea area it enters and then has
to abort again, it has double its range minus 1 available for continuing its return to base.  Naval units can never move
more than double their range in a single move, even if intercepted and aborted.

.P End of interception

.P The interception combat ends as soon as either side has no units at war with any units of the other side in any
section of the sea-box, or the search rolls fail to produce a combat.  You can then either leave the moving group of
naval units where it is, or move it, or move part of it (splitting it would be an extra naval move; see RAC 11.4.1) with
its remaining range and movement allowance.  Reduce the moving group's remaining movement allowance (not its
range) by the (unmodified) search number of the section in which you put them to fight through.

.P Form Layout

.P The form presents the units moving into the sea on the left.  All units, from both
sides, that are already in the sea area are shown on the right.  There are two standard unit detail panels which can
display information either for individual ships or totals for all the units in the panels above.  At the bottom of the
form, in the left-hand corner, relevant combat charts are available to help you make your decision.  Also located
there, is a check box you can use to center the main detailed map on the sea area, and another to commit all your subs
to the battle if the interception succeeds.  At the very top of the Naval Interception form, your chances are displayed
as the number you need to roll in order to succeed.

.P Process

.P After reviewing the various sources of information, click on "Intercept" to attempt an interception, or "Do not
intercept" to let the moving ships continue their move unmolested.]





[.T Naval Interception Search
.P Background

.P Interception is a way of bringing enemy naval units to combat before they end their move.  You can try to
intercept a group of enemy naval units as soon as it enters a sea area containing at least one of your organized naval
or aircraft units.

.P You can't try to intercept:                  

.B SUBs moving individually or in a group; or
.B aircraft units flying into or through the sea area; or
.B units moving from one section into a lower-numbered section of the same sea-box; or
.B a group containing only naval units with which you are not at war.

.P How to intercept

.P If you want to try to intercept, announce whether you are committing your SUBs to the attempt.  This is an all
or nothing choice - you commit all your SUBs or none at all.  Your aircraft and surface naval units are always
committed to every interception you attempt.

.P You must now designate an organized unit (except a convoy) as the interception unit, and it becomes
disorganized.  Without an interception unit, you can't intercept.  You can designate a SUB as the interception unit,
even if you don't intend to commit your SUBs.

.P As long as that interception unit remains in the sea-box, you can make further interception attempts in that
sea area against other groups of naval units during the same impulse, without having to designate another interception
unit.  If the interception unit is in the sea-box during naval combat, it also allows you to attempt to start a naval
combat there without having to designate (and disorganize) another unit to conduct the search (see RAC 11.6).  If the
interception unit aborts or is destroyed, you have to designate another interception unit in that sea area (which would
become disorganized) with which to make another interception attempt or start a combat.

.P To find out if the interception succeeds, a die is rolled and compared to the search number in the highest
section containing units you committed to the interception.  Some weather will modify the search numbers, as will
the presence of carrier planes and NAVs (see RAC 8.2.4 and RAC 11.5.5).
 
.P You succeed if you roll the modified search number, or less, of the highest section that contains one of your
committed units.  If your roll is higher than that modified search number, your interception attempt fails.

.P Interception attempt fails

.P If the interception attempt fails, the moving force continues as if nothing had happened.

.P Successful interception

.P If the interception attempt succeeds, the moving player has 2 choices:

.B stop the move in that sea area; or
.B try to fight through.

.P If you are returning to base (see RAC 11.4.1 and RAC 13.4), you cannot stop in the sea area.  Instead you
must try to fight your way through.]





[.T Naval Stop or Fight
.P Background

.P Interception is a way of bringing enemy naval units to combat before they end their move.  You can try to
intercept a group of enemy naval units as soon as it enters a sea area containing at least one of your organized naval
or aircraft units.

.P You can't try to intercept:                  

.B SUBs moving individually or in a group; or
.B aircraft units flying into or through the sea area; or
.B units moving from one section into a lower-numbered section of the same sea-box; or
.B a group containing only naval units with which you are not at war.

.P How to intercept

.P If you want to try to intercept, announce whether you are committing your SUBs to the attempt.  This is an all
or nothing choice - you commit all your SUBs or none at all.  Your aircraft and surface naval units are always
committed to every interception you attempt.

.P You must now designate an organized unit (except a convoy) as the interception unit, and it becomes
disorganized.  Without an interception unit, you can't intercept.  You can designate a SUB as the interception unit,
even if you don't intend to commit your SUBs.

.P As long as that interception unit remains in the sea-box, you can make further interception attempts in that
sea area against other groups of naval units during the same impulse, without having to designate another interception
unit.  If the interception unit is in the sea-box during naval combat, it also allows you to attempt to start a naval
combat there without having to designate (and disorganize) another unit to conduct the search (see RAC 11.6).  If the
interception unit aborts or is destroyed, you have to designate another interception unit in that sea area (which would
become disorganized) with which to make another interception attempt or start a combat.

.P To find out if the interception succeeds, a die is rolled and compared to the search number in the highest
section containing units you committed to the interception.  Some weather will modify the search numbers, as will
the presence of carrier planes and NAVs (see RAC 8.2.4 and RAC 11.5.5).
 
.P You succeed if you roll the modified search number, or less, of the highest section that contains one of your
committed units.  If your roll is higher than that modified search number, your interception attempt fails.

.P Interception attempt fails

.P If the interception attempt fails, the moving force continues as if nothing had happened.

.P Successful interception

.P If the interception attempt succeeds, the moving player has 2 choices:

.B stop the move in that sea area; or
.B try to fight through.

.P If you are returning to base (see RAC 11.4.1 and RAC 13.4), you cannot stop in the sea area.  Instead you
must try to fight your way through.

.P Stopping in the sea area

.P Any units which stop, go into the a sea box section like any other naval move (see RAC 11.4.2).  There is no
interception combat, but there may be naval combat in that sea area in the naval combat step (see RAC 11.5).

.P Fighting your way through

.P If you want to fight your way through, put your moving group of naval units into one section of the sea-box
(as if it were ending a move there).  Now start the normal combat sequence (see RAC 11.5.1).  The only differences
are in the first round:

.B your opponent's interception roll counts as his/her search roll; and
.B your opponent has already announced whether his/her SUBs were committed; and
.B although you determine which of your units take part by making a search roll as usual, the units in the 
moving group are always included (even if there are other units in their sea-box section which aren't).

.P After the first round, the combat continues exactly like any other combat.  It is quite possible for your moving
group of naval units to be excluded from later combat rounds.
                    
.P A side may abort an interception combat after one round.  If a unit suffers an �A' result, or a side aborts an
interception combat, it is a �normal' return to base.  

.P A unit that was aborting already when it was intercepted, and is then required to abort from the interception
combat, has a range equal to whatever range remains from its previous abort result.  For example, an overrun naval
unit has double its printed range when required to abort.  If it is intercepted in the first sea area it enters and then has
to abort again, it has double its range minus 1 available for continuing its return to base.  Naval units can never move
more than double their range in a single move, even if intercepted and aborted.

.P End of interception

.P The interception combat ends as soon as either side has no units at war with any units of the other side in any
section of the sea-box, or the search rolls fail to produce a combat.  You can then either leave the moving group of
naval units where it is, or move it, or move part of it (splitting it would be an extra naval move; see RAC 11.4.1) with
its remaining range and movement allowance.  Reduce the moving group's remaining movement allowance (not its
range) by the (unmodified) search number of the section in which you put them to fight through.]





[.T Naval Interception Combat

.H Background from Rules as Coded - Included Units

.P After both sides have flown, or not flown, supporting air units to a sea area where a naval 
combat is occurring, and both sides have decided whether or not to commit their submarines, each 
side rolls a search die.  For each side, the search die roll is compared to the search numbers in the 
sea-box sections occupied by their committed units occupy.  Both the search roll and the search 
number for a sea box section may be modified:

.B One is subtracted from the search roll for every 10 enemy convoy points (or part 
thereof) in the sea area.  This modifier does not apply to interception attempts, port attacks, or during storm 
or blizzard.  This modifier does apply after the first round of an interception combat.  
.B One is added to the search roll in a sea area in rain, snow, storm or blizzard. 
.B One is added to the search numbers (see RAC 8.2.4) if the weather in the sea area is fine, rain or snow, and 
the section contains a NAV or undamaged carrier (if using the optional rule Carrier Planes, the carrier must 
have a carrier air unit on it) which belongs to the side rolling the die.
.B When playing with the optional rule Carrier Search, instead of increasing the search number in a section of a 
sea-box by 1 in Fine, Snow or Rain, it is modified according to the highest range among the carrier planes on
undamaged committed CVs in that section: if the longest range is 1-3, no modification; if the longest range 
is 4-6, the search number is increased by 1; if the longest range is 7+, the search number is increased by 2.

.P If both side's modified search roll is higher than the highest modified search number in the sections occupied
by one of its committed units, there is no naval combat.  If either side's modified roll is less than or equal to the
modified search number of a section occupied by one of its committed units, then a naval combat will occur.  If a
combat occurs, each of a side's committed units are included if the side's modified search die roll is less than or
equal to the modified search number of the section the unit occupies. 

.H Only one side succeeds

.P If only one side gets to include units, then that side must pick at least one section containing committed
enemy units.  Only those enemy units are included in the combat.  Just because a player chooses to include in the
combat the enemy units in a particular section doesn't mean that its own units there are also included.  They must
have been included by choosing player's side's own search roll.

.P The moving group of naval units is always included in the first round of a naval interception combat,
regardless of in which sea box section they are placed.  If both sides succeed in their search rolls, then the additional
units included in the combat are determined as in any other naval combat.  The big difference is that if the moving
side's search roll fails, then the only units included from the intercepted side are the moving units.  That is, the
intercepting side may NOT choose to include additional units belonging to the intercepted side.  In this circumstance,
only the moving units from the intercepted side participate in the first round of the combat. 

.H Background from Rules as Coded - Naval Combat Type

.P There is a strictly defined procedure by which the players determine the type of naval combat to be fought in
each round of the naval combat.  But first, there are three types of naval combat:

.B A naval air combat involves each side's aircraft fighting each other, then attacking the enemy ships and SUBs.  
.B A surface combat pits each side's surface ships and SUBs against the other in a gunnery/ torpedo duel.  
.B A submarine combat pits one side's SUBs against the other's escorts and convoys.

.P There can be one type of naval combat in one combat round and a different type in the next.  Both sides fight
the same type of combat. 

.P The decision is made according to this priority:

.P 1. You can choose the combat type if you spend 4 surprise points.  You can even choose a combat type not 
normally allowed (e.g. SUB combat even if no enemy convoy points are included);
.P 2.   You can choose to make it a naval air combat (the side which initiated the combat decides first) if you have
an aircraft unit or undamaged carrier (if using the optional rule Carrier Planes, it must have a with a carrier
plane on board) included and the weather in the sea area is neither storm nor blizzard;
.P 3.   If it is not a naval air combat, you can choose to make it a submarine combat (the side which initiated the
combat decides first) if you have a SUB included and your opponent has any convoy points included; or
.P 4.   If it is neither a naval air combat nor a submarine combat, it is a surface combat.

.P A player can choose a combat type that won't produce a combat.  For example, he can choose a naval air
combat (priority 2 above) even if he only has a fighter and his opponent has no aircraft present.

.H Form Layout

.P The same form is used for two purposes, as described in the Background from the paragraphs immediately
above: Include Sea Box Sections and Choose Naval Combat Type. 
Both variations show the Axis units involved in the combat on the left and the Allied units on the right.  When
choosing sea box sections, a check box group is shown in the lower right corner, with the possible sea box sections
enabled for inclusion or exclusion.  When choosing a naval combat type, a radio button group is shown, for selecting
Naval Air, Submarine, or Surface combat.

.P Additionally, this form provides a wealth of information to help you decide which sea box sections to include
and, if you spend the necessary surprise points, what type of combat to fight.  Beneath each unit list is a Unit Data
Panel which shows summary statistics for the opposing fleets.  It can also show the statistics for individual units; just
select a unit to see its stats.  At the bottom of the form, the Axis and Allied search rolls are shown, with the resulting
surprise points listed above them.  And, lastly, to the left of the search rolls are two radio buttons which allow you to
toggle between viewing the damage status of each unit or the sea box sections in which they
are located.

.P To help you decide what to do, you can also bring up several of the charts related to naval combat using the
buttons at the lower right.

.H Process

.P Included Sea Box Sections

.P After the search rolls are made for a chosen combat, as long as at least one side succeeds in its search, this
form appears in its "Choose Sea Box Sections to Include" version.  

.P If both searches succeed, the "Include Units From" sea box sections are greyed out, since neither side is
allowed to select sea sections. You can still see which sections are included by the search rolls, and these will have a
checkmark next to them.

.P If only one of the search rolls succeeds, the deciding major power on that side dictates which sea box
sections containing enemy units are included.  He can select as many or as few as he likes, but at least one sea box
section containing enemy units must be included.  The OK - Done button is not activated until a section box is
checked.  The main reason to choose specific enemy sea box sections is to achieve just the targets you most want to
engage in combat.

.P Choosing a Naval Combat Type

.P By winning the search rolls with enough surprise points to choose Naval Combat Type, and then selecting
that choice on the Spend Surprise Points form (see Player's Manual section 8.7.2.53), a player sees this form with the opportunity to
force the selection of the type of naval combat.  At that time he chooses 1 of the 3 possible combat types using the
radio buttons on the right side of the form.

.P For example, if the enemy has a larger air contingent than you, but you have a significant advantage in
surface combat attack factors, he is likely to prefer a Naval Air combat to a Surface combat.  Since any aircraft can
force a Naval Air combat, it may be prudent to spend 4 surprise points to select a Surface Naval combat, instead.  

.P After you have chosen one of the radio buttons, the OK - Done button appears. 

.P Agreeing to a Naval Combat Type

.P You will also see this form in a third variation, where neither the check box group nor the
radio button group are visible.  Instead there is a single question asked: "Do you want the combat type to be xxx?",
where xxx is either Naval Air or Submarine.  See Player's Manual section 7.10.10 for an explanation of this entire process.

.P Note that in all variations of this form you confirm your final decision by clicking on the OK - Done button.]





[.T Peace
.P The Peace group shown in the sequence of play form consists of seven phases:
Ukraine Creation (an optional rule), Conquest, Allied Support for Minor
Countries, Mutual Peace, Vichy Creation, Liberation, and Surrender.]





[.T Plot Anti-aircraft Fire
.P Background

.P Anti-aircraft fire is used to abort or destroy attacking enemy air units prior to their attack.  Naval units have
an intrinsic anti-air strength and automatically defend against attacking enemy air units.  Additionally, anti-aircraft
divisions can fire on aircraft attacking the hex they occupy and any adjacent hexes.  No other units have the ability to
use anti-aircraft fire.

.P You resolve anti-aircraft fire after air-to-air combat and before cleared-through bombers attack their target. 
Anti-aircraft fire from units of a major power that is surprised is halved if directed exclusively against bombers
controlled by a major power that declared war on it (see RAC 15.1).

.P Naval units provide anti-aircraft fire during port attacks and naval air combats.  During a naval combat you
may spend Surprise Points (see RAC 11.5.6) to increase your anti-aircraft fire or decrease your opponent's anti-
aircraft fire.  It costs 2 surprise points per column shift.  If anti-aircraft fire reduces the attacker's air-to-sea factors to
the zero column, then that combat is over.  However, surprise points may not be used to increase an attack from zero
anti-aircraft factors to a positive number.

.P Divisional anti-aircraft artillery (see RAC 22.4.2) are land units that have an anti-aircraft strength and can
fire at any enemy air mission within range (except at-sea naval combat):

.B Port attack (see RAC 11.2),
.B Strategic bombardment (see RAC 11.7),
.B Carpet bombing (see RAC 11.8 : option 32),
.B Ground strike (see RAC 11.9),
.B Air transport (see RAC 11.12),
.B Paradrops (see RAC 11.15).  Note that the Commonwealth 51st air landing and German 5th mountain
   divisions are MTN units that can paradrop, but only into the same hex as a co-operating PARA (see RAC
   22.4.1).  If the PARA is destroyed or aborted by air-to-air combat or anti-aircraft fire but the air landing
   division survives, it must return to base.
.B Ground support (see RAC 11.16.4), and
.B Air reorganization (see RAC 11.18.1).

.P Organized in-supply anti-aircraft units can shoot at enemy aircraft flying a mission to the AA unit's hex or to
any adjacent hex (this represents the AA units being spread over a wide area).

.P Each AA unit can fire up to 4 times in a phase.  It can fire 4 times at one hex, or three times at one hex and
once at another, etc.  If you fire twice at one hex, double the unit's AA value.  If you fire 3 times at a hex, triple the
unit's AA value.  If you fire 4 times at a hex, quadruple the unit's AA value. You can add several AA units' values
together.  Halve the AA factors fired by light AA units at a hex containing only LND that took 4 or more turns to
produce (i.e., heavy bombers flying at a high altitude).

.P You resolve anti-aircraft fire after air-to-air combat and before the cleared through bombers attack their
target.  Resolve anti-aircraft fire against cleared-through bombers exactly like naval anti-aircraft fire (see the CRT in
section 11.5.9), reducing tactical, strategic or air-to-sea factors as appropriate.  In a port attack mission, you add the
AA units' factors to those of any ships in the port.

.P If an AA unit uses anti-aircraft fire, it becomes disorganized at the end of the phase.  In particular, if firing
against aircraft providing ground support, the AA unit becomes disorganized after the Advancing after Combat
subphase (see RAC 11.16.5).  If night and day missions are being flown to the same hex (see RAC 14.2.3), treat them
as separate hexes for anti-aircraft fire.  If an offensive chit is used during a Land action, AA units selected to receive
the benefits are doubled for land combat only, not for AA fire (see RAC 16.3).

.P It is important to know that these �shots' do not convert directly into effects on the targeted aircraft.  Instead,
the number of shots, in combination with the number of target aircraft in the hex, is used to look-up how many dice
will be rolled using the anti-aircraft combat results table (table 11.5 Naval Combat).  When deciding how to allocate
your shots (or whether to fire at all), you should have familiarity with that CRT, which can be viewed by clicking on
the Anti-aircraft Combat Chart button.

.P The cells of that CRT have entries like -1/6, -2/4, 1/1, and 3/5.  The second number is how many 10 sided
dice are rolled.  The first number is the number of dice to add together, and the plus/minus indicate whether to take
the highest/lowest dice, respectively.  So, -1/6 means to roll 6 dice and take the value of the lowest die.  -2/4 means
that 4 dice will be rolled and the two lowest will have their values summed.  3/5 indicates that 5 dice will be rolled
and the 3 highest summed.  It is possible to have between 1 and 50 points to �spend' on the attacking aircraft in a hex. 
Section 8.7.2.7 provides more information about using these points.

.P Form Layout

.P This form displays all the possible target hexes in the list in the upper left. 
Each entry is for a hex, which may contain multiple aircraft units.  When you select a hex, you are firing at all the
enemy bombers in that hex.  At the bottom of the form are several buttons that enable you to split your fire, 1 shot at
a time at different hexes, or to fire all your shots at once at one hex.  There is no purpose in �saving' your shots, so
the OK button only becomes enabled after you expend them all.

.P Processing

.P When this form appears, it is for an individual AA unit.  You have 4 �shots' with each unit and when there is
more than one adjacent hex containing enemy bombers, you have the option of splitting your shots between different
hexes.  Once you have allocated all 4 of your shots for the current AA unit, click on the OK button to close the form. 
Should you decide to not fire the current AA unit, you can exit using the Cancel button.]





[.T Anti-aircraft Fire Results (Die Rolls)
.P It is important to know that these �shots' do not convert directly into effects on the targeted aircraft.  Instead,
the number of shots, in combination with the number of target aircraft in the hex, is used to look-up how many dice
will be rolled using the anti-aircraft combat results table (table 11.5 Naval Combat).  When deciding how to allocate
your shots (or whether to fire at all), you should have familiarity with that CRT, which can be viewed by clicking on
the Anti-aircraft Combat Chart button.

.P The cells of that CRT have entries like -1/6, -2/4, 1/1, and 3/5.  The second number is how many 10 sided
dice are rolled.  The first number is the number of dice to add together, and the plus/minus indicate whether to take
the highest/lowest dice, respectively.  So, -1/6 means to roll 6 dice and take the value of the lowest die.  -2/4 means
that 4 dice will be rolled and the two lowest will have their values summed.  3/5 indicates that 5 dice will be rolled
and the 3 highest summed.  It is possible to have between 1 and 50 points to �spend' on the attacking aircraft in a hex. 
Player's Manual Section 8.7.2.7 provides more information about using these points.]





[.T Anti-aircraft Fire Effects
.P Background

.P For the purpose of this section, �Bomber' includes any fighter using its tactical, strategic, or air-to-sea attack
factors.

.P The results of anti-aircraft fire are expressed as a number.  See Player's Manual section 8.7.2.6 for how the available anti-
aircraft points are determined.  For every 10 points in the total, the owner may choose to:

.B destroy 1 land-based bomber; or
.B destroy 2 carrier planes; or
.B destroy 1 carrier plane and abort 1 land-based bomber.

.P If there are 5 points left, the owner may choose to:

.B destroy 1 carrier plane; or
.B abort 1 land-based bomber.

.P For every remaining point in the total, 1 further tactical, strategic, or air-to-sea factors (as appropriate) does
not press the attack.  Normally the owner chooses which aircraft will be destroyed or aborted.  However, for every 3
surprise points the opponent spends (see RAC 11.5.6), the opponent can select the (legal) target instead of the owner.

.P If a CV's carrier plane is destroyed, the CV becomes damaged unless you are playing with the optional rule
Carrier Planes (see Player's Manual section 9.2.15).  If an air unit is destroyed by anti-aircraft fire the pilot is considered to have died
(see RAC 14.6.4) or be forced to bail out over enemy territory and sit out the rest of the war in a Prisoner of War
camp � the effect is the same.

.P Form Layout

.P This form lists the enemy bombers in the upper left.  Above that list is the
result from the anti-aircraft fire table.  Those results are always a set of die rolls with the chosen die/dice either the
highest or the lowest within the set.  Some examples are: lowest 1 of 5, highest 2 of 3, lowest 3 of 5.  When there is
more than one die chosen, the dice are summed.  

.P For instance, if the result is lowest 2 of 4 and the die rolls were 3, 5, 5, 7, then the 3 and a 5 would be the
lowest and the ultimate result would be 8 damage points.  Underneath the unit data panel is the total damage points to
be applied.  The buttons at the bottom of the form let you choose how those damage points are to be applied.

.P Process

.P You select one of the bombers and then click on one of the 3 buttons at the bottom: Destroy Bomber, Abort
Bomber, or Reduce Bombs.  The latter reduces the bomber's effectiveness.  That is, a tactical factor of 5 would be
reduced to 4 if a single damage point were applied.  You might not be able to �spend' all the points the points you
have available.  For example, if you have 6 points against a single target, the first 5 points will abort the air unit and
the 6th point will not be �used'.  Once you have allocated all available/possible damage points, click on the OK
button to close the form.]

