ORIGINAL: Shannon V. OKeets
Here is today's installment of new text for the Player's manual.
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7.3.27 Air Unit Rebase (RAC 11.17)
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.
This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.
Maybe this could be written here that unlike all other air missions, the Air Unit Rebase air mission have the air unit stay organized at the end of the mission.
7.3.28 Reorganization by Air Transports (RAC 11.18.1)
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.
Air transport missions follow the same subphase sequence as other air missions (see section 7.8 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.
7.3.29 Reorganization by HQs (RAC 11.18.2)
In this phase major powers on the phasing side can use HQs to reorganize disorganized units. There are restrictions on which unit 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.
This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.
7.3.30 Reorganization by Naval Transports (RAC 11.18.3)
In this phase major powers on the phasing side can use Naval Transports 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.
This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.
Maybe this would be good to say that the Naval Transports, and HQ need to be organized themselves to do that ? Or is it obvious ?
7.3.31 End of Turn Check (RAC 12)
This phase occurs at the end of each impulse and is performed by the program, without involvement of any of the players. The program 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).
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.
This is looking different than RAW.
Impulse number / Number to roll on d10, or lower, to end the impulse :
1 / NA
2 / NA
3 / NA
4 / NA
5 / -1
6 / 0
7 / 1
8 / 2
9 / 3
10 / 4
11 / 5
12 / 6
13 / 7
14+ / 8
So, what is the precise formulae in MWiF to end the impulse ?
7.4.3 US Entry (RAC 13.3)
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 the program). 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.
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 section 13.3.2 of RAC for details. There are also numerous consequences the 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 the program, with the selection of which marker gets moved done randomly.
When the US player selects some US entry options (e.g., US occupies Greenland/Iceland), units may be forced to rebase, which can result in a digression being executed.
Once the US has chosen its entry option(s) for the turn, and any resultant digression processed, the phase is over.
Maybe add that US Entry in MWiF is what decide when the USA will be able to voluntarily enter war, and that it simulates their isolationism ?