Matrix Games World in Flames: 7 Moments of Wow!

Gamers can find out here about the latest happenings from Matrix and its partners.

Moderator: MOD_PressReleases

Philkian
Posts: 623
Joined: Mon Jan 21, 2013 2:18 pm

Matrix Games World in Flames: 7 Moments of Wow!

Post by Philkian »

One of the most famous board Wargames is finally coming to your screens! How will it look like? How will be the gameplay and what can you expect from it? Well, the developer wants to share with you 7 Moments of Wow, one for each week until the release.

Players Manual

The first thing to strike you about the game will be the Players Manual

Image.

It has hundreds of pages, far more than any other game, with 350+ screenshots. Indeed, it is so comprehensive that it comes in 3 printed volumes. The first describes how to install the program and start playing a game Image.

It includes background information on the board game World in Flames (WIF), some guidance on how to play well

Image

,and the complete sequence of play
Image.
When using all the optional rules, the full sequence of play has 60 phases, 85 subphases, 11 sub-subphases, and 7 digressions. Volume 1 of the Players Manual describes who does what in each phase/subphase and how the game transitions between them.

The second volume covers the player interface in detail, with screenshots of all 150+ forms

Image.
Each form has accompanying text describing the form’s visual elements and how to make decisions using the form

Image.

The text from this section of the Players Manual is available during game play as context sensitive help. During a game you don’t need to leaf through the Players Manual looking for how to use a form, just click on the Help button to bring up the text from the Players Manual that describes the form

Image.

Volume 2 also describes all the optional rules

Image

The last section of the second volume contains the appendices: charts and tables describing keyboard and mouse commands, unit information, terrain effects, and combat result tables. Because the Players Manual is also included as a PDF file (re: Adobe Acrobat), you can print individual pages.

Image

That means you can print your own reference pages of the combat results tables, the terrain effect chart, etc. - if you so desire. Of course they are also accessible during game play from a drop down Help menu on the game’s main form.

The third volume of the Players Manual contains the Rules as Coded (RAC) which is based on the board game’s rule booklet but with up-to-date corrections and clarifications, plus annotated deviations of the computer game from the board game

Image.

For players of the board game, this should be a familiar document, just improved for MWIF.

The printed material that comes with MWIF is not some slap-dash affair thrown together as an afterthought. In the Players Manual and Rules as Coded volumes you can see the tangible results of years of effort to make a great game accessible to a wide audience of wargamers.
Philkian
Posts: 623
Joined: Mon Jan 21, 2013 2:18 pm

RE: Matrix Games World in Flames: 7 Moments of Wow!

Post by Philkian »

Learning to Play Tools



Because the game is massive, it can intimidate a new player. That’s especially true for someone who has never played the board game World in Flames. Therefore, the second moment of Wow is when you examine the tools MWIF provides to help a new player learn how to play.
To start, there are two types of tutorials
Image

The first 10 are picture and text tutorials. They contain 125 pages of screenshots with accompanying text
Image

about game basics: terrain types, unit types, countries, sequence of play, supply, zones of controls, and how to start a new game.

A second 10 tutorials are interactive

Image

Each of them loads a game-in-progress and provides instructions for mouse and keyboard actions that let a player go through the elements of game play. For instance, there are instructions for moving units and engaging in land, air, and naval combat. Separate interactive tutorials help a player learn how to configure the map and forms to make best use of his monitor(s), place units on the map at the start of a new game, build new units, and engage in politics (e.g., declaring war, creating trade agreements). Each set of mouse/keyboard instructions has accompanying commentary which explains how and why the program responds to the given mouse and keyboard actions
Image


But for players who would rather learn by watching and listening, there are 12 training videos covering the same material as the tutorials Image

The training videos take a player from the most fundamental elements of game play up through the most complex, such as air-to-air combat Image

and production planning decisions.

Another major feature that lets a new player ease into learning the game are the 80 optional rules.
Image


Starting with the Novice Default Set of optional rules,

Image

a player can learn game basics. After he has acquired mastery of the requisite tactics and strategies to play well at that level, he progresses to the Standard and Advanced sets of optional rules. Eventually a player selects his favorite optional rules and saves them as his personal set.

To help new players learn how to play well, there is a special section in the Players Manual that provides advice on Important Decisions. The material in that section covers: action choice, committing air units,

Image

deploying naval units, using HQs and armor, air combat, naval combat, land combat, reorganization of disorganized units, production,

Image

and US Entry.

The last details the advantages and disadvantages of decisions taken by players on both sides that affect when and if the United States enters the war. The Important Decisions section of the Players Manual synthesizes the expertise of a dozen experienced players of World in Flames.
DSWargamer
Posts: 273
Joined: Wed Aug 25, 2010 1:07 pm

RE: Matrix Games World in Flames: 7 Moments of Wow!

Post by DSWargamer »

I landed a spot on the playtest, I clearly can't discuss anything specific as a result.

But I suppose I can mention (seeing as this thread is at least acknowledging it), that I have never felt so in the deep end of the pool before with a wargame. My first reaction was pretty much omg do I really belong here?

I think the game will utterly reinvent grand strategy on the computer. I think after this release, other designers will likely feel a level of despondency due to an over whelming sense of 'ok how do I beat that?'.

The bar will be raised so high, you will need an elevator to reach it.
I have too many too complicated wargames, and not enough sufficiently interested non wargamer friends.
User avatar
DuckofTindalos
Posts: 39781
Joined: Fri Apr 22, 2005 11:53 pm
Location: Denmark

RE: Matrix Games World in Flames: 7 Moments of Wow!

Post by DuckofTindalos »

Go through the 19th tutorial and play the 12th training video? Oooookaaaay...
We are all dreams of the Giant Space Butterfly.
DSWargamer
Posts: 273
Joined: Wed Aug 25, 2010 1:07 pm

RE: Matrix Games World in Flames: 7 Moments of Wow!

Post by DSWargamer »

Actually, I can honestly say, this game might have finally realized, that some times a gamer might want a manual that is NOT just a convoluted explanation of the interface and nothing else. Generally I have become accustomed to reading 'game manual' to mean brief explanation of a handful of buttons and no real explanation of much of anything else.

I printed out the manual for War in the East for laughs, black and white, it cost me about 30 bucks all nice and spiral bound. I might never really need it of course :), but at least it is a good example of what I mean when I refer to 'game manual'.

But WitE was never a board game. cWiF is a derivative of a board game.

On looking at the beta, my first response was 'I suppose this would go faster, if I read my board game manuals first as a primer' (it's been a while since I had that monster on the table).

I applaud the effort taken to accept, that this game, it isn't meant to be introductory in nature. This game is not small potatoes.
I have too many too complicated wargames, and not enough sufficiently interested non wargamer friends.
bo
Posts: 4175
Joined: Thu Apr 30, 2009 9:52 pm

RE: Matrix Games World in Flames: 7 Moments of Wow!

Post by bo »

ORIGINAL: DSWargamer

Actually, I can honestly say, this game might have finally realized, that some times a gamer might want a manual that is NOT just a convoluted explanation of the interface and nothing else. Generally I have become accustomed to reading 'game manual' to mean brief explanation of a handful of buttons and no real explanation of much of anything else.

I printed out the manual for War in the East for laughs, black and white, it cost me about 30 bucks all nice and spiral bound. I might never really need it of course :), but at least it is a good example of what I mean when I refer to 'game manual'.

But WitE was never a board game. cWiF is a derivative of a board game.

On looking at the beta, my first response was 'I suppose this would go faster, if I read my board game manuals first as a primer' (it's been a while since I had that monster on the table).

I applaud the effort taken to accept, that this game, it isn't meant to be introductory in nature. This game is not small potatoes.


I hate to tell you this DSW you are on the wrong forums, read the post above and there is your answer and you may get a few more like that, they are mostly concerned with what movies your watching and what are you drinking now, or better yet cant wait for the rerun of the Blue and the Gray, you are wasting valuable posting time here.

Bo

beta tester MWIF
DSWargamer
Posts: 273
Joined: Wed Aug 25, 2010 1:07 pm

RE: Matrix Games World in Flames: 7 Moments of Wow!

Post by DSWargamer »

??? Bo how are videos connected to my thoughts on cWif or MWif to use another letter combo?

My reply was directed at Philkian's post, and was mainly cryptic as I am unsure how much I am at liberty to disclose.

It appears we are both on the beta team though.
I have too many too complicated wargames, and not enough sufficiently interested non wargamer friends.
bo
Posts: 4175
Joined: Thu Apr 30, 2009 9:52 pm

RE: Matrix Games World in Flames: 7 Moments of Wow!

Post by bo »

ORIGINAL: DSWargamer

??? Bo how are videos connected to my thoughts on cWif or MWif to use another letter combo?

My reply was directed at Philkian's post, and was mainly cryptic as I am unsure how much I am at liberty to disclose.

It appears we are both on the beta team though.

Then I apoligize DS, I mean that I was referring to the post by Terminus, read my AAR's I am not being cryptic, the cat is out of the bag go for it. I am talking about the seemingly lack of interest up north here [north of our forums] No more comments from me.

Bo
Philkian
Posts: 623
Joined: Mon Jan 21, 2013 2:18 pm

RE: Matrix Games World in Flames: 7 Moments of Wow!

Post by Philkian »

Maps, Units, and Player Interface


The third thing you will notice about MWIF is the maps, unit depictions, and player interface. Indeed, it is difficult to not notice the map, which is 360 hexes across and 195 hexes north to south
Image

Only the polar icecaps are omitted from this world view. Of the 70,200 hexes, 5000+ contain hand drawn coastlines, with the scale of 136 pixels across (by 152 pixels high) representing ~90 kilometers each. Hex terrain and hexside terrain are similar to those in most wargames, but the inclusion of 250+ countries is unusual. Besides the major powers, there are aligned and neutral minor countries plus various ‘territories’ spanning the globe. As the war progresses from 1939 to the end, more and more neutral countries become aligned to one side or the other, bringing their units and resources into the war
Image

Typical for a computer war game, MWIF has both global and detailed map views. But in MWIF there are 2 levels of zoom for the global map and 8 levels of zoom for the detailed map. The zoomed out version of the global map displays the entire map within the space available on a small monitor. It can show different views of the globe: terrain, weather, hex control, combat units, and convoy pipelines. The zoomed in version of the global map takes up more screen real estate, but provides more detail. In particular, it shows individual resources (oil and non-oil), factories, and the convoy pipelines that transport resources to factories
Image

The detailed map’s levels of zoom range from one (17 by 19 pixels per hex) up to eight (136 by 152 pixels per hex). Most of the time the game is played at zoom levels 4 to 6. But there are times when zooming out to levels 1 or 2 to gain a wider perspective on the frontlines is useful. Likewise, zooming in to level 7 or 8 can be a great help when considering tactics for attacks on a densely packed frontline
Image

Complementing the detailed map’s zoom levels are two levels of resolution for unit depictions. High resolution shows the unit’s name and bitmapped images for air and naval units. There are 1345 unique air unit bitmaps and 834 unique naval unit bitmaps. When you are using the detailed map’s lower levels of zoom, medium resolution for the units is better. It replaces the individual bitmaps with a generic bitmap for each unit type, leaving room for a larger font for the numbers. That lets you survey a large area of the engaged forces at zoom level 3 while easily reading the combat and movement factors of individual units
Image

MWIF also has a flyout feature which can be toggled on and off
Image

When activated, moving the cursor over a hex brings up the flyout form, which shows up to 9 units in the underlying hex at zoom level 6. Stacking land units is possible up to 3 in a hex and stacking air units is possible up to 4 in a hex. The size of the flyout form is dynamic, so, for example, if there are 4 units in a hex, a grid 2 by 2 containing the individual units is shown. With the detailed map at zoom level 3, you can use the cursor to examine the hexes in a congested frontline, moving the cursor along the frontline to see the units in each hex at high resolution and zoom level 6 in the flyout form.

The screen layouts and map views features are unique to MWIF. The size of the game necessitated adding these tools for displaying information on the screen. To tailor the game for the monitor(s) that each player has available, the screen layout tool was created. This lets you position the main form, the detailed map, the global map, and many other forms anywhere on the screens you have available
Image

Players who have a dual monitor system typically put the global map on their largest monitor and most of the other forms on the second monitor. What goes where is up to the player. The program can save multiple screen layouts and bring up your preferred default whenever you start a game. If you are lucky enough to have 3 monitors, you could put separate detailed maps on two of the monitors, showing, say, China on one and France on the other. MWIF enables you to have as many detailed maps as you like, which comes in handy at times when examining a convoy pipeline stretching from Australia to the United Kingdom.

Undoubtedly the Map Views List is the most valuable new tool. Simply put, it lets you save the location and settings for the detailed map with a label. For instance, the Commonwealth player might have dozens of saved map views: Great Britain, the Lowlands, Gibraltar, Egypt/Libya, Burma, Singapore, North Atlantic, Bay of Biscay, Bay of Bengal, and so on
Image

The list of map views is different for each major power
Image

You can create as many as you want and modify them whenever you like. Then, by simply clicking on a label in the map views list form, the detailed map displays different battlefields around the world. Of course you can still scroll the maps using all the common tools for doing that in Windows. But map views make playing the game more pleasurable. A single mouse click gets you to where you want to go, and shows you exactly the part of the map you want to see.

The printed MWIF world map can be purchased separately. It consists of 24 map segments (6 east to west by 4 north to south), each of which is 42" by 27"
Image

The screenshots for the printed map were taken of the MWIF detailed map at zoom level 8, the maximum. On the MWIF printed map the hexagon sizes are the same as those in the WIF board game maps, which makes them large enough to hold the WIF board game counters. Hence, you can play WIF over the board using a printed version of the MWIF world map.
philturco
Posts: 310
Joined: Mon Nov 14, 2005 1:04 am

RE: Matrix Games World in Flames: 7 Moments of Wow!

Post by philturco »

I am really looking forward to playing this game...waiting for something to happen has been difficult. I have not been following the message boards for the last couple years because it didn't seem like the release was going to be any time soon. Any word yet as to when we will be able to start playing? I love global strategy games that include everything...air,land & sea power as well as economic and political factors. It looks like WIF is going to be an excellent game that will fulfill all my requirements about a global war game. When will this game be done?
bo
Posts: 4175
Joined: Thu Apr 30, 2009 9:52 pm

RE: Matrix Games World in Flames: 7 Moments of Wow!

Post by bo »

ORIGINAL: Bibbo

I am really looking forward to playing this game...waiting for something to happen has been difficult. I have not been following the message boards for the last couple years because it didn't seem like the release was going to be any time soon. Any word yet as to when we will be able to start playing? I love global strategy games that include everything...air,land & sea power as well as economic and political factors. It looks like WIF is going to be an excellent game that will fulfill all my requirements about a global war game. When will this game be done?

Hi Bibbo

The game is scheduled to be released on November 7th 2013 barring any misfortunes. Why dont you hop on over to the World in Flames forums, we have all kind of pictures AAR's, questions and answers, there is no demo planned and you wont need one, there is enough information on the forums to help you decide whether this game is for you or not.

This game is not a beer and pretzel game, almost every move requires a liitle thought, but isnt that what computer war games should be about. The game rating is Advanced.

Bo

World In Flames beta tester
Philkian
Posts: 623
Joined: Mon Jan 21, 2013 2:18 pm

RE: Matrix Games World in Flames: 7 Moments of Wow!

Post by Philkian »

Informational and Decision Making Forms

While the maps are used for roughly half the decisions a player makes, the other half are made using forms. As a player uses the various forms, he reaches the fourth level of Wow. There are 27 informative forms. One shows all the units in off-map pools: arriving reinforcements, reserves, repair pool, force pool (available to be build), future force pool for later years in the war, and the lend lease pool of air units
Image

Other forms show, for example: (1) the current weather and the probabilities for changes in the weather
Image

(2) the sequence of play
Image

which dynamically updates during a game, Supply sources and paths
Image

and (3) units in review, which, for instance, lets a player immediately identify the location of enemy carriers on and off map, or his own on-map armor and mechanized units.

There are 60+ other unique forms used for making decisions, from the simple Yes/No decision to intercept enemy naval units moving through a sea area being patrolled by friendly units, to complex decisions resolving air,
Image

naval,
Image

and land combats.
Image

Production planning (to get resources from overseas sources to factories in the homeland) and building units (i.e., production) are both quite complex. But almost all the information a player needs to make good decisions is visible on a single form; the rest is available with the click of a button.

One unique aspect of the MWIF forms is the use of color coded backgrounds to differentiate each of the 9 major powers: China, the Commonwealth, France,
Image

United States, the USSR, Germany, Italy, Japan, and Vichy France. As a player makes decisions for each of these major powers, the background colors of the forms (including the omnipresent main form) change. So when moving the German units, the background is gray. When the Axis player switches to moving the Italian units, the background changes to light green.
Image

The rules of the game restrict movement and combat for each major power, so it is vital that the player is always aware of for which major power he is making decisions, especially when using the forms. Many of the forms (e.g., production) also display the flag for the current major power to reinforce this information.

The most heavily used new form introduced by MWIF is the Selectable Units form.
Image


What this does is display, in a vertical list, the units which can currently move. By clicking to the right of a displayed unit, the detailed map centers on the unit’s hex. By clicking on the unit itself, the player can pick it up and move it to a desired destination.
While this form appears automatically in 50+ places in the sequence of play, it is frequently seen during air missions. Most of the time 6 or fewer air units are eligible to move in a phase/subphase. Rather than requiring the player to search the map looking for which units can move, they are immediately visible in the Selectable Units form.
Of course older game mechanisms for identifying which units are eligible to move are also available in MWIF, such as having the eligible units highlighted with a green outline and a lit green status indicator or cycling through all eligible units.

Regardless, the Selectable Units form saves time and effort, and avoids you forgetting a long range bomber far from the battlefield. When you want to have multiple strategic bombers, escorted by fighters, attack the same hex, it’s easiest to pick them up from the Selectable Units form and drop them on the target hex.
Philkian
Posts: 623
Joined: Mon Jan 21, 2013 2:18 pm

RE: Matrix Games World in Flames: 7 Moments of Wow!

Post by Philkian »

World in Flames Tactics


Once a player starts to play World in Flames he experiences a fifth moment of Wow, for the game itself. World in Flames was war game of the year in 1985 and it has received improvements every year since. The interaction of the 3 branches of service: air, naval, and land, in combination with merchant marine which make up the convoy pipelines carrying resources overseas to factories, is unique. This is the heart of the game design and provides players with a wide range of possibilities for engaging in combat around the world with units from over a hundred countries.

There are 70 unit types: 38 for land units, 15 for naval units, 7 for air units, and 10 for special units (e.g., synthetic oil plants, fortifications).
Image


As expected, there are infantry, cavalry, armor, and many more land unit types. Some unusual ones are Chinese Warlords, City Based Volunteers, and the German Rail Gun. The Queens Liners (Elizabeth and Mary) and Frogmen are unusual naval unit types, while the German V Weapons and the American A Bomb are a couple of the unusual air unit types. But the diversity of the combat units goes far beyond their categorization by type. There are 1000+ unique land units,
Image

1100+ unique naval units,
Image

and 1300+ unique air units.
Image

Each unit’s ability to move, fight, and perform special functions is defined for that unit based on an historical unit. In addition all units have arrival dates (corresponding to when they were historically available) which dictate when the players can start building them.

After playing the game for a while a player is struck by how well the simulation handles the tactics of land combat, air-to-air combat, antiaircraft fire,
Image

port attacks, submarine versus convoys combat, naval air combat, and naval combat between surface ships. There are separate rules for paradrops, marine invasions,
Image

air resupply, partisans, garrisons, and territorial units.
Image

The breadth of the tactical simulation is extensive, but mercifully many elements are optional rules which can be layered in gradually, heightening the game’s realism - along with its complexity.

The USSR can build a formidable defensive line against the Germans, making use of cities, factories, forest, swamps, and rivers to maximize the strength of the defenders.
Image

Building fortifications and wisely placing antitank and antiaircraft units can slow down enemy armor. Both the attacker and the defender use armor, engineers, HQs, tactical bombers, and shore bombardment in land attacks. The attacker can also call upon his strategic bombers to perform carpet bombing on the enemy’s frontline units. How to best use these elements defines how well you play the game. In MWIF, the best defense can always be broken by the best offensive, but the price paid by the attacker may leave him so weakened that he is unable to take advantage of the hole he has punched in the defender’s frontline. Even when the attacker has fulsome reserves, the defender still has the opportunity to withdraw and regroup, forming another defensive line farther to the rear. In Russia that can happen again and again as the frontline moves east towards the Urals when the Germans are attacking, and later moves west towards Berlin once the red bear begins its counteroffensive.
Image

The war at sea and in the air both require the players to hone their tactical skills. As the war progressed, the Allies introduced anti-submarine escorts and anti-submarine carriers to protect their convoys from the Axis submarines and land based naval air units.
Image

Then the Axis responded by building snorkel, supply, Milchcow, and Walther submarines. Early in the war there are twin engine fighters and the most of the air units had a limited range. Later in the war there were jets and 4 engine bombers with enormous ranges, capable of penetrating deep within enemy controlled countries. The air-to-air combats can be fierce over homeland factories, over crucial hexes in the frontline, and at sea trying to support naval operations and invasions.
User avatar
wodin
Posts: 10709
Joined: Sun Apr 20, 2003 3:13 am
Location: England
Contact:

RE: Matrix Games World in Flames: 7 Moments of Wow!

Post by wodin »

WOW...I have no clue with regards to WiF..My question is how detailed is the combat? I get there are loads of Inf types but is it just they have different attack\ defense number or is there more to combat than that..i.e modifiers??
bo
Posts: 4175
Joined: Thu Apr 30, 2009 9:52 pm

RE: Matrix Games World in Flames: 7 Moments of Wow!

Post by bo »

ORIGINAL: wodin

WOW...I have no clue with regards to WiF..My question is how detailed is the combat? I get there are loads of Inf types but is it just they have different attack\ defense number or is there more to combat than that..i.e modifiers??

I am curious do you ever go on the WIF forums? Naval combat, air combat, ground combat, have been going on in the AAR's for three weeks now and the combat is very detailed please stop by and view it, hope this helps.

Bo
User avatar
wodin
Posts: 10709
Joined: Sun Apr 20, 2003 3:13 am
Location: England
Contact:

RE: Matrix Games World in Flames: 7 Moments of Wow!

Post by wodin »

OK will do..
icitrom_y
Posts: 25
Joined: Sun Oct 20, 2013 7:10 pm

RE: Matrix Games World in Flames: 7 Moments of Wow!

Post by icitrom_y »


Philkian;

WiF looks absolutely amazing and the hard package is fantastic. I'm especially interested in the optional giant map. I have a couple of questions about that.

The map is 21' x 9'. Will it be available in any other sizes? Although I'm sure some people do, I'm not sure how many people have 10' high ceilings, especially in common locations for a game room such as in the basement. The map size looks awesome at first blush but it excludes a lot of people who would like to buy it but just don't live in mansions, so-to-speak.

For example, a 14' x 6' map would be pretty awesome as well and would fit in any room.


Therefore, I have a couple of related questions:

1. Will the giant (high resolution) map segments be printable from the game itself? I wouldn't mind at all printing the map segments to PDFs and running them down to my local print shop.

2. Or, maybe, you guys could include high resolution PDFs of the map segments with the game or as a download. Is that possible?

3. I would understand how Matrix would want to keep a handle on intellectual property. If the PDF options won't be available, could you make the map segments available via Zazzle.com? In that way, you maintain control of the source digitization, but people could buy the maps at other sizes than 21' x 9'. Zazzle has many size options available and they're quite reputable.


I just really hope that the WiF package is not locked into the one and only 21' x 9' physical option from Matrix. I'd really like to pick up that option, but frankly I don't have 10' ceilings. And, I'm betting a lot of potential purchasers are stuck in the same way.

If I may be so bold, I think the size was a mistake. I think somebody said, "wow, that's awesome," but didn't stop to think how 21' x 9' will fit anywhere except exceptional places.


I also have a further question:

4. The map is 360 columns wide. The way hexes align, each second column embeds in between the columns to either side of it. So, the map will be about 180 columns wide. That makes each hex roughly 1.5" wide. That's 9 times the size of the hex on the WiF maps one gets from the Australian Design Group maps if one buys the physical game of WiF.

Larger hexes are great because it means you can put counters side-by-side and diminish stacking, if and when that issue comes up. But, 9 times the size?! That seems like a lot of unnecessarily wasted real estate. Hexes that are 1.5" x 1.5" just seems like overkill. And, the trade-off is that most people can't even make use of a map that is 21' x 9'.

Is my math all wrong? Do I have this right? Hexes on this uber-map are 1.5" x 1.5"?


Thanks.
.
User avatar
IainMcNeil
Posts: 2784
Joined: Tue Oct 26, 2004 10:01 am
Location: London
Contact:

RE: Matrix Games World in Flames: 7 Moments of Wow!

Post by IainMcNeil »

If the map were any smaller the hexes would not be large enough for counters - they are exactly to match the board game. The only other way to reduce the size is to makes hexes cover a larger area and that completely changes thew gameplay, so there is no option really other than this size.
Iain McNeil
Director
Matrix Games
shaddock
Posts: 192
Joined: Wed Sep 18, 2013 8:46 am

RE: Matrix Games World in Flames: 7 Moments of Wow!

Post by shaddock »

Hey Icitrom_y, I think your math is a bit flawed. 21' x 12" = 252" 252 / 360 = .7 I think the hexes are about 5/8" to 3/4" even if you accept the overlap of the hexes.

For the map itself, make shelves for it. I'm making a multi-shelf cabinet for the maps (for this game and others). Each shelf will slide out and have legs which will unfold.
save the carrots; eat a vegan!
Philkian
Posts: 623
Joined: Mon Jan 21, 2013 2:18 pm

RE: Matrix Games World in Flames: 7 Moments of Wow!

Post by Philkian »

World in Flames Strategies

The sixth moment of Wow can only be reached once a player has learned how to play World in Flames reasonably well. At that point he begins to see the decisions that the world leaders faced. Hitler has to decide which minor countries to gobble up, risking the wrath of the US
Image

Historically he had to choose between invading Great Britain or the USSR. Or perhaps the Axis should strive to take Suez and Gibraltar, by going through Spain
Image

turning the Mediterranean into an Italian lake reminiscent of the heydays of Rome. Stalin has to decide how far forward, or towards the rear, to position his army and air force
Image

to best thwart the looming German onslaught. Prior to the war with Germany, Stalin exerted his dominance over smaller countries
Image

not all of those decisions worked out as planned. Churchill has decisions about routing and protecting the convoys which provide the United Kingdom with essential resources
Image

and how many land and air units to leave at home to protect against invasion
Image

and how many to send to Egypt,
Image

Gibraltar, Malta, the Middle East (to oppose the Italians), and to the Far East (to protect against impending Japanese attacks)
Image

Prior to entering the war, Roosevelt has to carefully choose how much aid to send to the Commonwealth, China, France, and the USSR.
Image

If in the game the US sends too much, then the isolationists in the United States can prevent the US from ever entering the war. If he sends too little, his future allies may be conquered by the Axis before the US fully enters the war. And so on for the strategic decisions made by the Italian, Chinese, and Japanese leaders. None of these decisions is easy and each affects the progress and eventual outcome of the war. It’s up to the players to decide what to do when, and how to cope with the consequences of their decisions.

If the actual history of World War II is of interest to you, then you can read the MWIF unit descriptions.
Image

There are over 1300 descriptions of historical air units (1.2 megabytes), over 800 of land units (1.5 megabytes), and over 1000 of naval units (4.3 megabytes). Rob Jenkins wrote almost all of the naval unit writeups and in addition to the basics on a ship’s size, speed, armor, and fighting capabilities, he describes deployments, missions, and patrols for each of the capital ships. Reading all of that should keep you engrossed for a while.

No matter whether they win or lose, players always think that they could have done better, that there were other strategic choices they should have explored. The joy of MWIF is that no two games are ever alike. The sheer number of player decisions and random die rolls, when applied to the breadth of tactical and strategic choices available, make the game endlessly intriguing.
Post Reply

Return to “Press Releases, News and Events from Matrix”