MWiF Tutorial

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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RE: MWiF Tutorial

Post by Shannon V. OKeets »

ORIGINAL: Froonp
About UK (Post #122) :
You talk about Liverpool & Scapa Flow, you should also mention Plymouth which is not the least important of the 3.
Scapa Flow is crap for instance. No supply.

About India (Post #123) :
It seems you have taken the screenshot of India before modifications were made to it. Bombay changed.

About Minor Countries (post #124) :
You should point out in the 1st para that (2) and (3) have the same effect : having the minor country aligned to a major power.
Also, you talk about the armies of the minor countries, and specificaly about "Reserve units". Reserve units, I mean the real reserve from MWiF, DO NOT enter the map at the declaration of war. They are put in the reinforcement spiral and arrive at the beginning of the next turn. ONLY Major Powers reserve units are set up on the map (face-down). Some units are set up on the map when a Minor Country gets aligned, but not the reserve.

About Mid East (Post #125) :
You write "Jordon", instead of "Jordan".
About units of Minor Countries leaving their country, the rule rule is not as you describe. It is more subtle. The rule is :

Quote of RAW :
***********************************
19.4 Minor country units
(...)
Minor country units can move and fight outside their home country. However, you can only move a minor country land or aircraft unit outside the home country controlled by the minor, 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).
***********************************
So, at the moment of the unit exiting the country, you check. The end result may be that there are more than half the Minor Country unit outside its country.

In the same post, you write "This is especially true with Territorial Units. Territories are described next". Reading this, one could believe that Territorials and Territories are related one to the other, which is wrong. There can be Territorials of Major Powers (India, South Africa, Australian, Canada), Minor countries (Palestine, Egypt, Burma....), and Territories (New Caledonia for example.)

About Post #126 :
You write that the Philippines are a Territory, which is wrong.
A Territory is as a Minor Country, except that it has no Capital City. Sardinia is one example, Gibraltar is another, Bahrain a third, and generaly all Archipelago are territories, the Solomon, the Gilbert, the Carolines, there are about 80-90 Territories in MWiF. There was an argument in this regard on the WiF Discussion List, and I asked Harry who arbitrated in this way (because RAW contradict itself about this).
There are also 110-120 Minor Countries.

I love the Page 14 of 14. In the final version, you will only pt pictures from ingame, will you ?

Yes on Plymouth and Scapa Flow - there is room to include your thoughts.

All tutorial screen shots are quick and dirty at this point. The cropping is all over the place and so is the scaling. For the final versions I will pay more attention to details that I am blowing right by presently.

I expect to discuss reserve units at a later point in the tutorials. Declarations of war seems to be the right place. As always, there is a ton of information to communicate and the stupid linearity of our brains and the printed word make it difficult to get everything across to the reader. There will be many instances where I just touch on a topic, with the expectation of going into more detail later. It is intentional on my part to leave a few items hanging, in order to induce the reader to keep going in the tutorials. A good storyteller keeps a few mysteries in the air to maintain a certain edge to the story. A great storyteller resolves them all completely by the end of the story. I hope I don't leave out too much.

Thanks for the stuff on minor countries versus territories. If the WIF discussion group had to go to Harry for clarification, then no wonder I was somewhat confused about the difference. I will make another pass at pages 11 and 12 (Mideast and Philippines) though the later is still going to be too short. Other ideas about what could be added there? Anyone?
Steve

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RE: MWiF Tutorial

Post by Froonp »

About India (Post #123) :
It seems you have taken the screenshot of India before modifications were made to it. Bombay changed.
About this one, it is me who forgot to make the mod in the CSV files.
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RE: MWiF Tutorial

Post by Shannon V. OKeets »

ORIGINAL: Froonp
About India (Post #123) :
It seems you have taken the screenshot of India before modifications were made to it. Bombay changed.
About this one, it is me who forgot to make the mod in the CSV files.
No sweat. There are zillions of details. That's why I rely on the eyes of the forum members to help find mistakes.
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RE: MWiF Tutorial

Post by Froonp »

Patrice, how about moving the major port symbol for Liverpool to position 12 (12 o'clock)?
I would prefer if the player knew that the position of the port is irrelevant within the hex. If we go this way, there would be too many ports symbols to check all around the world, and I prefer to give them a realistic position within the hex. For example, if we go this way, we will soon say that Barrow is too near to the Sea Area Boundary, and someone will ask it to be shifted to the north of the hex.
That should help clarify this somewhat. I also want to do something about the sea area boundaries as they enter coastal hexes - make them a little longer if nothing else.
This is good IMO.
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RE: MWiF Tutorial

Post by Froonp »

I expect to discuss reserve units at a later point in the tutorials. Declarations of war seems to be the right place.
Then, delete the reference to "reserve" units in this screen, and use it in the DoW tutorial. Here, only talk about "minor country units".
If the WIF discussion group had to go to Harry for clarification, then no wonder I was somewhat confused about the difference.

Yes, because RAW takes Truk as an example, and says that it is a territory by itself (the single island). This seemed nonsense that each island was a single territory, so I asked Harry, who answered me that the Territory was the Carolines Islands. In fact, I think that the RAW definition of a Territory was made without the Pacific Atolls in head. It was made with European territories in head.
Other ideas about what could be added there? Anyone?
You can talk about ways to conquer a country.
Home Countries & Minor Countries : Need to control Capital City plus all "printed" factories (Exceptions for France and Italy).
Territory : Need to control all cities & ports in the territory. Example to conquer the Carolines, you need to conquer Truk and Ponape. Then at the end phase, all Caroline hexes not controlled by the enemy become yours.
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RE: MWiF Tutorial

Post by terje439 »

ORIGINAL: Froonp
Patrice, how about moving the major port symbol for Liverpool to position 12 (12 o'clock)?
I would prefer if the player knew that the position of the port is irrelevant within the hex. If we go this way, there would be too many ports symbols to check all around the world, and I prefer to give them a realistic position within the hex. For example, if we go this way, we will soon say that Barrow is too near to the Sea Area Boundary, and someone will ask it to be shifted to the north of the hex.
That should help clarify this somewhat. I also want to do something about the sea area boundaries as they enter coastal hexes - make them a little longer if nothing else.
This is good IMO.

Or it could be mentioned in the tutorial that the placement of the port icon is not important, what matters is the hex in question and its surrounding hexes. If you then draw attention to the Liverpool hex, and tell the player to notice the small but important sea area that is next to liverpool to the north which makes the Liverpool port open to two sea areas (wow, talk about lost in translation [:D]).

To me that would encourage me to have a closer look at key-points on the map, is that hex near one or two sea areas, what weather zone is it in etc. Just might be a way to get players to take a closer look at the map. Oh well just me ramblin' away I guess [:)]
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RE: MWiF Tutorial

Post by Shannon V. OKeets »

ORIGINAL: terje439
ORIGINAL: Froonp
Patrice, how about moving the major port symbol for Liverpool to position 12 (12 o'clock)?
I would prefer if the player knew that the position of the port is irrelevant within the hex. If we go this way, there would be too many ports symbols to check all around the world, and I prefer to give them a realistic position within the hex. For example, if we go this way, we will soon say that Barrow is too near to the Sea Area Boundary, and someone will ask it to be shifted to the north of the hex.
That should help clarify this somewhat. I also want to do something about the sea area boundaries as they enter coastal hexes - make them a little longer if nothing else.
This is good IMO.

Or it could be mentioned in the tutorial that the placement of the port icon is not important, what matters is the hex in question and its surrounding hexes. If you then draw attention to the Liverpool hex, and tell the player to notice the small but important sea area that is next to liverpool to the north which makes the Liverpool port open to two sea areas (wow, talk about lost in translation [:D]).

To me that would encourage me to have a closer look at key-points on the map, is that hex near one or two sea areas, what weather zone is it in etc. Just might be a way to get players to take a closer look at the map. Oh well just me ramblin' away I guess [:)]

Your suggestion is a good one. I can form it into a short sentence.
Steve

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RE: MWiF Tutorial

Post by Shannon V. OKeets »

OK to posts #144 and #145.

Still when placing port icons within a hex, attention should be paid to this. It isn't crucial, but it can be helpful to players.
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RE: MWiF Tutorial

Post by Ballista »

Re:Philippines

How about some mentioning of some specific restrictions and some of the options that the US can take for the territories (the US options was always the hardest things in terms of agonizing over when playing the US as a new player). It could fill in some of the space and also "nudge" the player to reading the relevent rules sections dealing with US entry options (which are pretty long and important IMHO).

For some extra stuff:
As an aside, maybe you can mention the guerilla war we fought there after the acquiring the Philippines, and the eventual acquisition of the .45 pistol (the military needed a handgun that could put a man down with one shot). And this links to the fact that when the Japanese conquer the territory there always seem to be partisans popping up there.


As for Alaska, you can mention that Attu and Kiska was the only soveriegn US soil occuppied by the enemy in WW2 and the recapture of those islands were preludes to full fledged island hopping campaigns of the later part of the war as well as providing us with our 1st working copy of the Zero fighter so we could find its weaknesses.....
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RE: MWiF Tutorial

Post by Shannon V. OKeets »

ORIGINAL: Ballista
Re:Philippines

How about some mentioning of some specific restrictions and some of the options that the US can take for the territories (the US options was always the hardest things in terms of agonizing over when playing the US as a new player). It could fill in some of the space and also "nudge" the player to reading the relevent rules sections dealing with US entry options (which are pretty long and important IMHO).

For some extra stuff:
As an aside, maybe you can mention the guerilla war we fought there after the acquiring the Philippines, and the eventual acquisition of the .45 pistol (the military needed a handgun that could put a man down with one shot). And this links to the fact that when the Japanese conquer the territory there always seem to be partisans popping up there.


As for Alaska, you can mention that Attu and Kiska was the only soveriegn US soil occuppied by the enemy in WW2 and the recapture of those islands were preludes to full fledged island hopping campaigns of the later part of the war as well as providing us with our 1st working copy of the Zero fighter so we could find its weaknesses.....

Good stuff, but a little off target for the tutorials. The unit descriptions that I have been posting are almost completely anecdotes about the war and your suggestions would be a perfect fit for them.

However, for the tutorials I am trying to stay on message, explaining the game WIF/MWIF. The WIF rule book is a dry read without many pictures. With the tutorials I am hoping to: (1) teach the game to newcomers and (2) show the changes from WIF FE to MWIF for experienced players. I have this long this of things to cover (19 tutorials - which I guess will end up averaging over 10 pages per tutorial). Whenever I leave a lot of white space in the text box, I begin to think that the page should be dropped completely. After all, it is hopeless to try to explain everything in the tutorials. So the choice is to either find some facts about the rules/game to fill in the white spaces, or trim back the number of pages.
Steve

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RE: MWiF Tutorial

Post by Jeff Gilbert »

About Post 128
1st paragraph about Gibraltar, last sentance.
... , but the side without Gibraltar is locked in ...
not in locked in.

Just trying to help. [:)]
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RE: MWiF Tutorial

Post by Shannon V. OKeets »

ORIGINAL: Jeff Gilbert
About Post 128
1st paragraph about Gibraltar, last sentance.
... , but the side without Gibraltar is locked in ...
not in locked in.

Just trying to help. [:)]
Thanks.
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RE: MWiF Tutorial

Post by sajbalk »

Re post 123 (India)

Sri Lanka was never a part of the country of India. Ceylon is the WWII appellation.
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RE: MWiF Tutorial

Post by Shannon V. OKeets »

ORIGINAL: sajbalk

Re post 123 (India)

Sri Lanka was never a part of the country of India. Ceylon is the WWII appellation.
Yes. That is why I preface it with the word 'now'. This matches what I did with references to Bangladesh and Pakistan.
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RE: MWiF Tutorial

Post by Shannon V. OKeets »

Here are the first 2 pages of the 3rd tutorial. I have the screen shots done for the other 8 pages and I'll try to find time to create the text for more of them today. Right now it is back to debugging.

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RE: MWiF Tutorial

Post by Shannon V. OKeets »

2nd and last in this series.

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RE: MWiF Tutorial

Post by Froonp »

About the second writup, where you describe MTN units, I think there is an error.
The MTN units special movement ability in WiF FE is restricted to the Pacific scaled hexes IIRC, so in MWiF it should not exist.

Also, as a remark, you should maybe choose a screenshot where there are Alpine hexsides within mountains, this would kill 2 bird with 1 stone.
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RE: MWiF Tutorial

Post by Shannon V. OKeets »

ORIGINAL: Froonp

About the second writup, where you describe MTN units, I think there is an error.
The MTN units special movement ability in WiF FE is restricted to the Pacific scaled hexes IIRC, so in MWiF it should not exist.

Also, as a remark, you should maybe choose a screenshot where there are Alpine hexsides within mountains, this would kill 2 bird with 1 stone.
Thanks, I'll fix the error.

Each page has a limited amount of space for text. I will cover the alpine hexsides in another page of this tutorial.
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RE: MWiF Tutorial

Post by Shannon V. OKeets »

Pages 3 and 4 for the map tutorial.

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RE: MWiF Tutorial

Post by Shannon V. OKeets »

Second and last in the series. Hey, Patrice, alpine hexes are next!

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