hardcore WIF

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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michaelbaldur
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hardcore WIF

Post by michaelbaldur »


it would be fun with a rule for permanent death of HQ

simply they have their reorganisation value in chance of surviving
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RE: hardcore WIF

Post by joshuamnave »

That would not be fun. The first side to lose all their HQ's loses the game.
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Sabre21
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RE: hardcore WIF

Post by Sabre21 »

Wouldn't be too realistic in the sense that in real life if a commander was killed a new one was appointed. So Hq's should always be present.
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Orm
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RE: hardcore WIF

Post by Orm »

Could be fun if there were some replacement HQ's. But then I suppose the same should be done with all lost units.
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WarHunter
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RE: hardcore WIF

Post by WarHunter »

I like it. Complete elimination might not be feasible. All that's needed is a couple of rules to make the intent work reasonably well.

Random Leader picks from the beginning. Depending on nation the factors would fall within a range of numbers.
Each nation would be limited to the number of HQ's on the map depending on the year. Separate pools for Inf and Arm HQ each.

When an HQ is eliminated. Build a new one with random factors +/- 1 of original dead HQ. You can always find someone to lead. Never knowing if they are better or worse than the previous leader. Some minimum/maximum factors would be needed for bottom/top of leadership curve.
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RE: hardcore WIF

Post by CrusssDaddy »

ORIGINAL: michaelbaldur

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If this was enabled, Peyton would have died last weekend.
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RE: hardcore WIF

Post by paulderynck »

The crowd must have drowned out the Omahas.
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celebrindal
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RE: hardcore WIF

Post by celebrindal »

ORIGINAL: WarHunter

I like it. Complete elimination might not be feasible. All that's needed is a couple of rules to make the intent work reasonably well.

Random Leader picks from the beginning. Depending on nation the factors would fall within a range of numbers.
Each nation would be limited to the number of HQ's on the map depending on the year. Separate pools for Inf and Arm HQ each.

When an HQ is eliminated. Build a new one with random factors +/- 1 of original dead HQ. You can always find someone to lead. Never knowing if they are better or worse than the previous leader. Some minimum/maximum factors would be needed for bottom/top of leadership curve.

ADG actually uses this idea in one of their other games called empire in arms. They have leaders that can be killed of, captured etc. They also simply come and go at various points in the game and each leader has different modifiers to combats.
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rogerdubbs
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RE: hardcore WIF

Post by rogerdubbs »

Leaders in Flames I think supports something like this. I wouldn't expect this anytime soon.
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RE: hardcore WIF

Post by Shannon V. OKeets »

ORIGINAL: rogerdubbs

Leaders in Flames I think supports something like this. I wouldn't expect this anytime soon.
Yeah, I think Leaders in Flames is the answer.

However, those rules add so many more interruptions to the sequence of play that implementing them on the computer would require a ton of work. Each leader has different abilities (which isn't a problem, it's just data) but those abilities modify a wide range of the standard rules, with leaders having the choice of whether or not to modify die rolls - as just one capability. That's problematic because then the sequence of play has to ask the player who controls a leader whether he wants to use that ability or not to influence each die roll. Dozens, if not hundreds, of different additional popup prompts would occur in a game - severely disrupting the flow of the game.
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rogerdubbs
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RE: hardcore WIF

Post by rogerdubbs »

I was surprised to see intelligence on the list of rules to implement (and not surprised to see it wasn't) for this exact reason - too much interruption of the sequence of play.
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Zorachus99
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RE: hardcore WIF

Post by Zorachus99 »

ORIGINAL: michaelbaldur


it would be fun with a rule for permanent death of HQ

simply they have their reorganisation value in chance of surviving

The manpower rule is very similar to what you are proposing. There is no permanent death, but corps destroyed out of country are lost from the force-pool, potentially for a while.

The modifiers were:
unit unavailable to build for 1 year if destroyed out of country.
unit unavailable for additional year if destroyed out of country and out of supply.
Units destroyed in the home country are immediately returned to the force-pool.

I think that's pretty close, however it aligned the return for Jan/Feb to reduce book-keeping, but with MWIF, it would be easier to manage when the unavailable unit would return. Jan/Feb is very arbitrary.
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RE: hardcore WIF

Post by Shannon V. OKeets »

ORIGINAL: rogerdubbs

I was surprised to see intelligence on the list of rules to implement (and not surprised to see it wasn't) for this exact reason - too much interruption of the sequence of play.
Yes. I haven't been able to figure out a mechanism for implementing the Intelligence optional rule. I haven't ruled it out completely (pardon the pun) since there have been other items that I had no idea how to implement and someone offered a solution eventually.

Showing which hexes can be invaded from which sea areas in a Main form panel is one example. Changing the background color of an air unit's range to indicate whether it was flying as a fighter or bomber is another. And yet a third was adding the V in the upper right corner of the counters to differentiate City Based Volunteers.

EDIT: And there was also the Return from Whence feature for air units returning to base after completing a mission.
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WarHunter
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RE: hardcore WIF

Post by WarHunter »

ORIGINAL: Shannon V. OKeets
ORIGINAL: rogerdubbs

I was surprised to see intelligence on the list of rules to implement (and not surprised to see it wasn't) for this exact reason - too much interruption of the sequence of play.
Yes. I haven't been able to figure out a mechanism for implementing the Intelligence optional rule. I haven't ruled it out completely (pardon the pun) since there have been other items that I had no idea how to implement and someone offered a solution eventually.

Showing which hexes can be invaded from which sea areas in a Main form panel is one example. Changing the background color of an air unit's range to indicate whether it was flying as a fighter or bomber is another. And yet a third was adding the V in the upper right corner of the counters to differentiate City Based Volunteers.

EDIT: And there was also the Return from Whence feature for air units returning to base after completing a mission.

How about crafting an Intelligence optional rule for MWiF from scratch? One that works with MWiF rather than one forced to work.
Seems all it would need is a greenlight from someone with authority.
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paulderynck
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RE: hardcore WIF

Post by paulderynck »

ORIGINAL: Shannon V. OKeets
Yes. I haven't been able to figure out a mechanism for implementing the Intelligence optional rule. I haven't ruled it out completely (pardon the pun) since there have been other items that I had no idea how to implement and someone offered a solution eventually.
The idea of playing WiF with Intelligence is kind of a pun in itself.
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Dabrion
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RE: hardcore WIF

Post by Dabrion »

How about playing with the LiF madness? Seems the OP would enjoy that.
"If we come to a minefield, our infantry attacks exactly as it were not there." ~ Georgy Zhukov
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RE: hardcore WIF

Post by Shannon V. OKeets »

ORIGINAL: WarHunter

ORIGINAL: Shannon V. OKeets
ORIGINAL: rogerdubbs

I was surprised to see intelligence on the list of rules to implement (and not surprised to see it wasn't) for this exact reason - too much interruption of the sequence of play.
Yes. I haven't been able to figure out a mechanism for implementing the Intelligence optional rule. I haven't ruled it out completely (pardon the pun) since there have been other items that I had no idea how to implement and someone offered a solution eventually.

Showing which hexes can be invaded from which sea areas in a Main form panel is one example. Changing the background color of an air unit's range to indicate whether it was flying as a fighter or bomber is another. And yet a third was adding the V in the upper right corner of the counters to differentiate City Based Volunteers.

EDIT: And there was also the Return from Whence feature for air units returning to base after completing a mission.

How about crafting an Intelligence optional rule for MWiF from scratch? One that works with MWiF rather than one forced to work.
Seems all it would need is a greenlight from someone with authority.
The advantage of using the ADG defined optional rules is that they have a ton of play testing behind them. I am not usually shy about inventing new stuff, but getting this one right looks like it could be comparable to getting a nest of vipers to perform synchronized dance moves.
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Dabrion
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RE: hardcore WIF

Post by Dabrion »

How about getting WiF <-> MWiF right in the first place..
"If we come to a minefield, our infantry attacks exactly as it were not there." ~ Georgy Zhukov
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Zorachus99
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RE: hardcore WIF

Post by Zorachus99 »

LiF has to be the very worst pack of rules ever released for WiF.

One of Rommel's many abilities was to remove all rivers within 5 hexes or so. Very balanced.
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RE: hardcore WIF

Post by warspite1 »

ORIGINAL: Zorachus99

LiF has to be the very worst pack of rules ever released for WiF.

One of Rommel's many abilities was to remove all rivers within 5 hexes or so. Very balanced.
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