naval units damage

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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Red Prince
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RE: naval units damage

Post by Red Prince »

[:)] to Rob

To all the rest of you, I apologize for the off topic digression. Must be the hot weather or something [8D]
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mlees
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RE: naval units damage

Post by mlees »

I wish to clarify the wording in the left-hand panel in post #8.

It reads, in part: "Repaired Naval Units go into the production pool."

If I recall correctly, damaged naval units go into the repair pool. When repaired, they are placed face up on the production circle/track, two turns into the future.

13.6.5 in my rules booklet:

"All other Naval Units have two costs printed on their back. 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." <snip> "All Naval Units take two turns to repair." <snip> "You also put naval units face up if you are repairing them from the repair pool."

Is the wording in post 8 an error, or is this a difference as reflecting in the MWiF version of the game?

I apologize if this is a stupid nitpick...
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RE: naval units damage

Post by Shannon V. OKeets »

ORIGINAL: mlees

I wish to clarify the wording in the left-hand panel in post #8.

It reads, in part: "Repaired Naval Units go into the production pool."

If I recall correctly, damaged naval units go into the repair pool. When repaired, they are placed face up on the production circle/track, two turns into the future.

13.6.5 in my rules booklet:

"All other Naval Units have two costs printed on their back. 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." <snip> "All Naval Units take two turns to repair." <snip> "You also put naval units face up if you are repairing them from the repair pool."

Is the wording in post 8 an error, or is this a difference as reflecting in the MWiF version of the game?

I apologize if this is a stupid nitpick...
MWIF doesn't have a "production circle/track". Instead it has a Production Pool with 6 'compartments' - one for each turn in a calendar year. You can see them in Post #8, at the top of the list of 'Pools'.

So we are saying the same thing with different words.

The Players Manual has a fuller description of the repair process in the section describing production.
Steve

Perfection is an elusive goal.
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mlees
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RE: naval units damage

Post by mlees »

OK, thanks!
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Joseignacio
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RE: naval units damage

Post by Joseignacio »

ORIGINAL: Plain Ian

ORIGINAL: Red Prince

ORIGINAL: Plain Ian



I see that damaged units have their attack factors halved plus their ability to defend against air/submarine is also halved.

Its range and speed is not affected which I find a bit strange but I am guessing that this can be justified because of the scale of the game.

The defensive strength being increased by +1 puzzles me though? Just out of curiosity whats the WIF justification for this and how does it work in the game?
In WiF and MWiF, a lower defense factor is better, so +1 means you are less able to defend yourself. Defense can range from zero to ten. In order to inflict a result (Destroy, Damage, Abort) on a target, the defense factor or less has to be rolled on a 10 sided die. So, a 6 defense, means 60% chance of the result happening. +1 to 7 means a 70% chance.

Thanks for the reply.

So 'in theory' a damaged warship is 50% less effective in attacking and only 10% less effective in defending against other surface ships.

Will go and see if I can dig out my WIF 5th Ed charts to see how this actually pans out on the CRT table.

I think the right approach if this: You have a ship with a "defense factor of 6 (the average, there are many worse but also some smaller - some battleships) it would mean that you have a 40% possibilities of (for example) not sinking, if it gets damaged, for the next result he will have afactor of 7, which means he has a 30% of not sinking, so his chances have gone a 25% worse.

being the aerage between 6 and 7, if we think about seven it would come down from 30% to 20%, losing 33% posibilities of salvation.
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