What kind of manual(s) should we ask for?

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.

Moderator: Shannon V. OKeets

Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: What kind of manual(s) should we ask for?

Post by Shannon V. OKeets »

ORIGINAL: Orm

ORIGINAL: Shannon V. OKeets

7.7.6 Choosing Major Power for Attacked Minor Countries (RAC 9.7)

If during the second subphase of this phase, a major power declared war on a minor country, then the attacked minor country has to be aligned to a major power on the other side. Each of the eligible major powers that can align the minor are asked, in the order that their capitals are closest to the capital of the attacked minor country. The first major power that accepts aligning the minor does so. If none of the major powers is willing to align the minor, then the minor country immediately surrenders (see section 7.4.22 for a description of the process of surrendering).

Once all attacked minor countries have been aligned, or surrendered, the subphase is over and the game advances to the next subphase.


It might be nice to add a note here that says that "Poland may only align with the Commonwealth." to lessen the confusion to new players why they cant align Poland to another country.

-Orm
I'll add a reference to RAC 9.7 for a definiation of 'eligible'.
Steve

Perfection is an elusive goal.
brian brian
Posts: 3191
Joined: Wed Nov 16, 2005 6:39 pm

RE: What kind of manual(s) should we ask for?

Post by brian brian »

re: asking a player if they wish to destroy a captured blue factory

Could this have a check-box to make this automatic? i.e. if you have an in-supply unit on a captured enemy blue factory, this happens automatically? It is a simpler way to play the game, presuming that this always gets done.



re: China

There has been some talk of re-aligning the countries to have Russia control all of the Chinese, and giving the French to the US. This is how it is currently played at WiFCon. I strongly disagree with this; China is easily the most absurd part of World in Flames already and completely unifying strategic decision making on the Asian map is just another gimme for the Allies who don't need any help in the game. The goal is to reduce inter-Allied tension late in the game when the Nationalists and the Communists begin to compete for the Asian objective hexes. Subsidiary to this is the desire to not have players feel like their expensive vacation was ruined by the actions of a player on their team. (There are a few other small tweaks to the rules that go on at WiFCon with a similar goal.) I feel that these are not a good idea, as inter-Allied tension is a natural part of the game. And you can't get around Allies fighting no matter how many rules you try to tweak - last year's WiFCon included a memorable USSR<>UK row over landing in Kiel too early and thus giving the Germans a big production boost for little strategic gain.

But there has been talk that Harry approved this basic change in the alignment of the Allied Powers among three players on that side. I don't know if he just gave out one of his stock replies - 'sure, play it how you like' or if it has been an official rule change?



Also I think there is a specific new rule that China can not align minor countries.


A handy section in the Player's Manual could cover the few small differences between RAC and RAW, such as the new system of naval combat aborts, and most importantly, a discussion of the handling of divisions in MWiF. This would be well appreciated by long-time players of the game who don't need to read a long manual to find these small items.

Another such change is Japan closing the Burma Road - this is currently allowed at any time. Obviously this needs to be dialed-in a little bit more for MWiF and placed somewhere in the sequence of play.

Oh, and telling the players during the DoW discussion that this is when the US can occupy Greenland/Iceland/Northern Ireland should include a brief caveat that this can only be done if the appropriate US Entry option has been selected in a prior turn US Entry phase.
User avatar
composer99
Posts: 2931
Joined: Mon Jun 06, 2005 8:00 am
Location: Ottawa, Canada
Contact:

RE: What kind of manual(s) should we ask for?

Post by composer99 »

Since this seems to be the actual&nbsp;thread where elements of the player's manual are being posted, I am posting my contribution (section 3.4.10) here. Sorry if the formatting is a bit off.
&nbsp;
[font="century gothic"]3.4.10 Production[/font][/b]
[font="century gothic"][/font]&nbsp;
[font="century gothic"]Production is one of the most interesting facets of gameplay in MWiF[/b]. Production strategy is at least as important as military strategy: without a successful production strategy, your major power will find itself running out of key units at key times, the consequences of which range from your offense running out of steam through outright defeat.[/font]
[font="century gothic"]&nbsp;[/font]
[font="century gothic"]The Production Plan[/font]
[font="century gothic"]At any stage of production, you should have a production plan, a more-or-less structured notion of what you are going to build and when. Your production plan is influenced by:[/font]
  • [font="century gothic"]Your strategic plan, which should drive your production priorities. Your production plan must enable you to accomplish your objectives.[/font][/align]
  • [font="century gothic"]Your opponents’ activities. Early on, the Allies are mostly reacting to the actions and plans of the Axis, and their production should reflect this requirement. Later, the tables are turned.[/font][/align]
  • [font="century gothic"]The major power you are building for. Each major power has its own unique characteristics and requires certain unique production elements. The CW and US, for example, usually need many sealift units to ferry their troops around.[/font][/align]
[font="century gothic"]&nbsp;[/font][font="century gothic"]Qualities of a Strong Production Plan[/i][/font][/b]
[font="century gothic"]A strong production plan, one that assists a major power in achieving its objectives, has several qualities: focus, flexibility, redundancy, and discipline. They must also account for timing and shortfalls. Certain powers and certain situations call for the possession of a greater degree of these qualities than others.[/font]
[font="century gothic"]&nbsp;[/font]
[font="century gothic"]Focus[/font]
[font="century gothic"]Your production plan must be focused on fulfilling the requirements of your strategic plan. You must avoid the temptation to “get a little of everything” unless that is all you need to do.[/font]
[font="century gothic"]&nbsp;[/font]
[font="century gothic"]Example: A German production strategy for Barbarossa requires cheap land units, blitz units, engineers and HQs, and must eschew excessive investment in the navy, higher-cost air units, and the like.[/font]
[font="century gothic"]&nbsp;[/font]
[font="century gothic"]Flexibility[/font]
[font="century gothic"]It is also important to be flexible. Remember that “no plan survives contact with the enemy” – changing tactical and strategic conditions will punish a static production plan. You will want to be able to react to unexpected opportunities or dangers, both at the tactical and strategic level, as they arise.[/font]
[font="century gothic"]&nbsp;[/font]
[font="century gothic"]Example: If the Axis are not defending their home country factories, the Allies should build bombers to launch more aggressive strategic air raids.[/font]
[font="century gothic"]&nbsp;[/font]
[font="century gothic"]Example: While preparing for the war against the CW and US, Japan must keep aware of the potential to attack a weak USSR or to defend against a Soviet invasion.[/font]
[font="century gothic"]&nbsp;[/font]
[font="century gothic"]Redundancy[/font]
[font="century gothic"]Luck can lay waste to the best-laid plans. Your production plan must enable you to bounce back rapidly from a sudden reverse. In addition, your production in the present should anticipate future losses.[/font]
[font="century gothic"]&nbsp;[/font]
[font="century gothic"]Example: A bad surprise split may see otherwise inferior enemy naval forces sink or damage 1-2 AMPH as you are getting ready to invade. If you built redundancy in, you will have some uncommitted spare AMPH and land units to bring in next impulse. [/font]
[font="century gothic"]&nbsp;[/font]
[font="century gothic"]Example: If using divisions, build your PARA and MOT divisions and keep them together. Any PARA corps lost due to bad luck in the air combat can be quickly reformed during the next production step. Don’t forget to build extra air transports and rebuild the divisions.[/font]
[font="century gothic"]&nbsp;[/font]
[font="century gothic"]Example: Germany and the&nbsp;USSR must maintain high rates of infantry production while at war with one another to make up for their turn-to-turn losses.[/font]
[font="century gothic"]&nbsp;[/font]
[font="century gothic"]Example: The Commonwealth should start building spare convoys before[/b] it begins losing them in large numbers after the fall of France.[/font]
[font="century gothic"]&nbsp;[/font]
[font="century gothic"]Discipline[/font]
[font="century gothic"]Certain units are easy to overlook. When preparing your production plan, be aware that both ‘workhorse’ units (convoys especially) and ‘chrome’ units (artillery and offensive chits in particular) have their place and build them at the appropriate time.[/font]
[font="century gothic"]&nbsp;[/font]
[font="century gothic"]Making the effort to properly lend to your allies is often very difficult. The USSR, Free France, China and Italy are all likely to require constant flows of lending from their allies to survive and/or thrive. Overlooking this aspect of production will weaken your side overall.[/font]
[font="century gothic"]&nbsp;[/font]
[font="century gothic"]Example: Keeping Italy propped up and building SUB units, even in the midst of a Barbarossa campaign, can serve Germany well by keeping the Western Allies busy fighting U-boats and naval air instead of landing in Italy or France.[/font]
[font="century gothic"]&nbsp;[/font]
[font="century gothic"]Timing[/font]
[font="century gothic"]The trickiest element of the production plan is timing. Units take anywhere from one to twelve turns to build. For powers such as the US, there is often a further 1-2 turn delay before they are shipped to their destined theatre of activity. A strong production plan will take these into account.[/font]
[font="century gothic"]&nbsp;[/font]
[font="century gothic"]Example: If the CW wishes to take part in a strategic invasion of Italy by July/August 1942, it will require some combination of sealift, paratroopers, marines, regular army, and long-range fighters and bombers arriving on the map by May/June so that they can be deployed to the Mediterranean in time.[/font]
[font="century gothic"]&nbsp;[/font]
[font="century gothic"]Shortfalls[/font]
[font="century gothic"]Frequently, you will not always be producing up to potential: seizure of your territory, sinking of your convoys, or bombing of your factories will reduce your production. You must prioritize carefully in the event of production shortfalls.[/font]

&nbsp;
&nbsp;
~ Composer99
brian brian
Posts: 3191
Joined: Wed Nov 16, 2005 6:39 pm

RE: What kind of manual(s) should we ask for?

Post by brian brian »

There are some pretty good player's notes written by the designer of the game that could be of use....
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: What kind of manual(s) should we ask for?

Post by Shannon V. OKeets »

ORIGINAL: brian brian

re: asking a player if they wish to destroy a captured blue factory

Could this have a check-box to make this automatic? i.e. if you have an in-supply unit on a captured enemy blue factory, this happens automatically? It is a simpler way to play the game, presuming that this always gets done.



re: China

There has been some talk of re-aligning the countries to have Russia control all of the Chinese, and giving the French to the US. This is how it is currently played at WiFCon. I strongly disagree with this; China is easily the most absurd part of World in Flames already and completely unifying strategic decision making on the Asian map is just another gimme for the Allies who don't need any help in the game. The goal is to reduce inter-Allied tension late in the game when the Nationalists and the Communists begin to compete for the Asian objective hexes. Subsidiary to this is the desire to not have players feel like their expensive vacation was ruined by the actions of a player on their team. (There are a few other small tweaks to the rules that go on at WiFCon with a similar goal.) I feel that these are not a good idea, as inter-Allied tension is a natural part of the game. And you can't get around Allies fighting no matter how many rules you try to tweak - last year's WiFCon included a memorable USSR<>UK row over landing in Kiel too early and thus giving the Germans a big production boost for little strategic gain.

But there has been talk that Harry approved this basic change in the alignment of the Allied Powers among three players on that side. I don't know if he just gave out one of his stock replies - 'sure, play it how you like' or if it has been an official rule change?



Also I think there is a specific new rule that China can not align minor countries.


A handy section in the Player's Manual could cover the few small differences between RAC and RAW, such as the new system of naval combat aborts, and most importantly, a discussion of the handling of divisions in MWiF. This would be well appreciated by long-time players of the game who don't need to read a long manual to find these small items.

Another such change is Japan closing the Burma Road - this is currently allowed at any time. Obviously this needs to be dialed-in a little bit more for MWiF and placed somewhere in the sequence of play.

Oh, and telling the players during the DoW discussion that this is when the US can occupy Greenland/Iceland/Northern Ireland should include a brief caveat that this can only be done if the appropriate US Entry option has been selected in a prior turn US Entry phase.
Destroying factories doesn't justify a new form, because it is so rare. A simple yes/no query seems sufficient.

MWIF isn't going to modify control of China - it simply follows RAW.

China can not declare war on minors, nor does it have the ability to voluntarily align minor countries. If Harry sees fit to disallow China from aligning attacked minor countries, it is a simple single line of code to make the change.

Differences between RAW and RAC is something I've paid attention to, but I haven't been obsessed with keeping track of every change. The Player's Manual section 2.2 is devoted exclusively to that topic.

Unlimited divisions is an optional rule. If players do not choose that rule, then MWIF will follow RAW for the most part (I dislike just throwing corps that have been broken down into divisions back into the force pool, hence the separate pool in MWIF for broken down divisions [pun intended]).

Each optional rule has its own detailed write-up; and I was careful to make those write-ups as clear and easy to understand as possible.

I think I have the change for when closure of the Burma Road can be made, clearly explained in RAC.

You're right about Greenland/Iceland. I'll add some text to that effect.
Steve

Perfection is an elusive goal.
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: What kind of manual(s) should we ask for?

Post by Shannon V. OKeets »

ORIGINAL: composer99

Since this seems to be the actual thread where elements of the player's manual are being posted, I am posting my contribution (section 3.4.10) here. Sorry if the formatting is a bit off.

[font="century gothic"]3.4.10 Production[/font][/b]
[font="century gothic"][/font] 
[font="century gothic"]Production is one of the most interesting facets of gameplay in MWiF[/b]. Production strategy is at least as important as military strategy: without a successful production strategy, your major power will find itself running out of key units at key times, the consequences of which range from your offense running out of steam through outright defeat.[/font]
[font="century gothic"] [/font]
[font="century gothic"]The Production Plan[/font]
[font="century gothic"]At any stage of production, you should have a production plan, a more-or-less structured notion of what you are going to build and when. Your production plan is influenced by:[/font]
  • [font="century gothic"]Your strategic plan, which should drive your production priorities. Your production plan must enable you to accomplish your objectives.[/font][/align]
  • [font="century gothic"]Your opponents’ activities. Early on, the Allies are mostly reacting to the actions and plans of the Axis, and their production should reflect this requirement. Later, the tables are turned.[/font][/align]
  • [font="century gothic"]The major power you are building for. Each major power has its own unique characteristics and requires certain unique production elements. The CW and US, for example, usually need many sealift units to ferry their troops around.[/font][/align]
[font="century gothic"] [/font][font="century gothic"]Qualities of a Strong Production Plan[/i][/font][/b]
[font="century gothic"]A strong production plan, one that assists a major power in achieving its objectives, has several qualities: focus, flexibility, redundancy, and discipline. They must also account for timing and shortfalls. Certain powers and certain situations call for the possession of a greater degree of these qualities than others.[/font]
[font="century gothic"] [/font]
[font="century gothic"]Focus[/font]
[font="century gothic"]Your production plan must be focused on fulfilling the requirements of your strategic plan. You must avoid the temptation to “get a little of everything” unless that is all you need to do.[/font]
[font="century gothic"] [/font]
[font="century gothic"]Example: A German production strategy for Barbarossa requires cheap land units, blitz units, engineers and HQs, and must eschew excessive investment in the navy, higher-cost air units, and the like.[/font]
[font="century gothic"] [/font]
[font="century gothic"]Flexibility[/font]
[font="century gothic"]It is also important to be flexible. Remember that “no plan survives contact with the enemy” – changing tactical and strategic conditions will punish a static production plan. You will want to be able to react to unexpected opportunities or dangers, both at the tactical and strategic level, as they arise.[/font]
[font="century gothic"] [/font]
[font="century gothic"]Example: If the Axis are not defending their home country factories, the Allies should build bombers to launch more aggressive strategic air raids.[/font]
[font="century gothic"] [/font]
[font="century gothic"]Example: While preparing for the war against the CW and US, Japan must keep aware of the potential to attack a weak USSR or to defend against a Soviet invasion.[/font]
[font="century gothic"] [/font]
[font="century gothic"]Redundancy[/font]
[font="century gothic"]Luck can lay waste to the best-laid plans. Your production plan must enable you to bounce back rapidly from a sudden reverse. In addition, your production in the present should anticipate future losses.[/font]
[font="century gothic"] [/font]
[font="century gothic"]Example: A bad surprise split may see otherwise inferior enemy naval forces sink or damage 1-2 AMPH as you are getting ready to invade. If you built redundancy in, you will have some uncommitted spare AMPH and land units to bring in next impulse. [/font]
[font="century gothic"] [/font]
[font="century gothic"]Example: If using divisions, build your PARA and MOT divisions and keep them together. Any PARA corps lost due to bad luck in the air combat can be quickly reformed during the next production step. Don’t forget to build extra air transports and rebuild the divisions.[/font]
[font="century gothic"] [/font]
[font="century gothic"]Example: Germany and the USSR must maintain high rates of infantry production while at war with one another to make up for their turn-to-turn losses.[/font]
[font="century gothic"] [/font]
[font="century gothic"]Example: The Commonwealth should start building spare convoys before[/b] it begins losing them in large numbers after the fall of France.[/font]
[font="century gothic"] [/font]
[font="century gothic"]Discipline[/font]
[font="century gothic"]Certain units are easy to overlook. When preparing your production plan, be aware that both ‘workhorse’ units (convoys especially) and ‘chrome’ units (artillery and offensive chits in particular) have their place and build them at the appropriate time.[/font]
[font="century gothic"] [/font]
[font="century gothic"]Making the effort to properly lend to your allies is often very difficult. The USSR, Free France, China and Italy are all likely to require constant flows of lending from their allies to survive and/or thrive. Overlooking this aspect of production will weaken your side overall.[/font]
[font="century gothic"] [/font]
[font="century gothic"]Example: Keeping Italy propped up and building SUB units, even in the midst of a Barbarossa campaign, can serve Germany well by keeping the Western Allies busy fighting U-boats and naval air instead of landing in Italy or France.[/font]
[font="century gothic"] [/font]
[font="century gothic"]Timing[/font]
[font="century gothic"]The trickiest element of the production plan is timing. Units take anywhere from one to twelve turns to build. For powers such as the US, there is often a further 1-2 turn delay before they are shipped to their destined theatre of activity. A strong production plan will take these into account.[/font]
[font="century gothic"] [/font]
[font="century gothic"]Example: If the CW wishes to take part in a strategic invasion of Italy by July/August 1942, it will require some combination of sealift, paratroopers, marines, regular army, and long-range fighters and bombers arriving on the map by May/June so that they can be deployed to the Mediterranean in time.[/font]
[font="century gothic"] [/font]
[font="century gothic"]Shortfalls[/font]
[font="century gothic"]Frequently, you will not always be producing up to potential: seizure of your territory, sinking of your convoys, or bombing of your factories will reduce your production. You must prioritize carefully in the event of production shortfalls.[/font]


Thanks.
Steve

Perfection is an elusive goal.
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: What kind of manual(s) should we ask for?

Post by Shannon V. OKeets »

ORIGINAL: brian brian

There are some pretty good player's notes written by the designer of the game that could be of use....
Those will be available in the final released version of MWIF in the form of the standard ADG PDF files. And the MWIF Player's Manual will point new players to that material.

However, I intend for section 3.4 to have a different focus from the ADG material - which gives advice to each major power for each scenario. I want 3.4 to basically say to new players: "Don't make these common beginner mistakes!".
Steve

Perfection is an elusive goal.
brian brian
Posts: 3191
Joined: Wed Nov 16, 2005 6:39 pm

RE: What kind of manual(s) should we ask for?

Post by brian brian »

On destroying factories, I was just hoping it wouldn't be too hard to add an 'automatic' checkbox to the existing form. But I don't know if that would require creating another form. A lot of players would just answer 'yes' every single time, so if it could be automated that would be nice. I can't remember if MWiF is including 'Construction Engineers' and whether that part of the Engineer optional is even still part of the rules? (Did the 08 mods finally drop them?)
User avatar
paulderynck
Posts: 8507
Joined: Sat Mar 24, 2007 5:27 pm
Location: Canada

RE: What kind of manual(s) should we ask for?

Post by paulderynck »

ORIGINAL: brian brian

On destroying factories, I was just hoping it wouldn't be too hard to add an 'automatic' checkbox to the existing form. But I don't know if that would require creating another form. A lot of players would just answer 'yes' every single time, so if it could be automated that would be nice. I can't remember if MWiF is including 'Construction Engineers' and whether that part of the Engineer optional is even still part of the rules? (Did the 08 mods finally drop them?)
I agree completely here. It is not a rare event, it should be standard good play to do it whenever and wherever you can. The last thing you need as the Axis is a bunch of FREX French factories starting up production the turn after France is liberated. Another case is China. It was recently clarified that none of the Japanese controlled blue factories at game start in China are destroyed. As the Japanese it should be standard play to destroy them anytime you have an in-supply unit present in them.

Keep in mind though that you cannot destroy them unless there is an enemy unit in the country (but this does include partisans).

Paul
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: What kind of manual(s) should we ask for?

Post by Shannon V. OKeets »

ORIGINAL: brian brian

On destroying factories, I was just hoping it wouldn't be too hard to add an 'automatic' checkbox to the existing form. But I don't know if that would require creating another form. A lot of players would just answer 'yes' every single time, so if it could be automated that would be nice. I can't remember if MWiF is including 'Construction Engineers' and whether that part of the Engineer optional is even still part of the rules? (Did the 08 mods finally drop them?)
MWIF has two optional rules for engineers: combat & construction. Neither, either, or both can be chosen.

I dislike 'automatic' things. It just means the programmer decided how something is going to be done and you have no choice in the matter. Letting the player say 'yes' at most a dozen times in a game isn't a severe burden, considering a MWIF game has tens of thousands of decisions for each player to make.
Steve

Perfection is an elusive goal.
User avatar
Orm
Posts: 31879
Joined: Sat May 03, 2008 7:53 pm
Location: Sweden

RE: What kind of manual(s) should we ask for?

Post by Orm »

ORIGINAL: Shannon V. OKeets

ORIGINAL: brian brian

On destroying factories, I was just hoping it wouldn't be too hard to add an 'automatic' checkbox to the existing form. But I don't know if that would require creating another form. A lot of players would just answer 'yes' every single time, so if it could be automated that would be nice. I can't remember if MWiF is including 'Construction Engineers' and whether that part of the Engineer optional is even still part of the rules? (Did the 08 mods finally drop them?)
MWIF has two optional rules for engineers: combat & construction. Neither, either, or both can be chosen.

I dislike 'automatic' things. It just means the programmer decided how something is going to be done and you have no choice in the matter. Letting the player say 'yes' at most a dozen times in a game isn't a severe burden, considering a MWIF game has tens of thousands of decisions for each player to make.


As long as the program asks whenever I am eligable to destroy a factory I am happy.

-Orm
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
User avatar
Orm
Posts: 31879
Joined: Sat May 03, 2008 7:53 pm
Location: Sweden

RE: What kind of manual(s) should we ask for?

Post by Orm »

ORIGINAL: Shannon V. OKeets


China can not declare war on minors, nor does it have the ability to voluntarily align minor countries. If Harry sees fit to disallow China from aligning attacked minor countries, it is a simple single line of code to make the change.


Harry has already done so.

From:
Official WIF errata from 2008 World In Flames Annual.

WIF 19.2 China may not align minor country in any WIF scenario. Exceptions DOD and PATIF.

-Orm
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: What kind of manual(s) should we ask for?

Post by Shannon V. OKeets »

ORIGINAL: Orm

ORIGINAL: Shannon V. OKeets


China can not declare war on minors, nor does it have the ability to voluntarily align minor countries. If Harry sees fit to disallow China from aligning attacked minor countries, it is a simple single line of code to make the change.


Harry has already done so.

From:
Official WIF errata from 2008 World In Flames Annual.

WIF 19.2 China may not align minor country in any WIF scenario. Exceptions DOD and PATIF.

-Orm
Thanks. I'll add the code.
EDIT: Done.
Steve

Perfection is an elusive goal.
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: What kind of manual(s) should we ask for?

Post by Shannon V. OKeets »

Today's installment of new text for the Player's Manual. This should give you a glimpse into why it took me over a year to get all the code for the air phases working - while doing other stuff concurrently.

I went back and modified the text for each of the air mission phases so it doesn't contains as much redundancy about carrier air units. but there is still some redundancy, since I would like each section to more or less stand alone, and not require the reader to go to cross references continually.

There more sections on the air mission subphases remaining to be done, but I ran out of time today to finish them (my schedule calls for no more than 2 hours a day on the Player's Manual).
===
7.8 Air Mission Subphases (RAC 14.2)

There are 8 air missions in MWIF. These occur during the:
• Port attack phase,
• Strategic bombing phase,
• Carpet bombing phase,
• Ground strike phase,
• Air transport phase,
• Paradrop phase,
• Ground support phase, and
• Reorganization by air transports phase.

The descriptions in this section of air mission subphases only applies to these 8 air missions!

Specifically not included under the heading of “air mission” are the movement of air units made during:
• The naval air phase,
• The naval air support by initiating side subphase of a naval combat phase,
• The naval air support by non-initiating side subphase of a naval combat phase, and
• The air rebase phase.

Each of the 8 air missions is executed by the program as a series of subphases. Air-to-air combat is one of those subphases, and it is executed as a series of sub-subphases. See RAC section 14.2 for details concerning air missions.

7.8.1 Combat Air Patrol (RAC 14.2.1)

The Combat Air Patrol subphase is commonly referred to as CAP. This subphase lets non-phasing major powers fly fighters to hexes that are vulnerable to air attack during the current air mission phase (e.g., ground strike phase).

The advantage of flying CAP is that fighters can reach target hexes within their entire range. If the non-phasing player waits until the phasing player has flown his bombers, and then flies fighters to intercept (in the subphase “non-phasing side flies interceptors”), the range of the intercepting fighters is reduced to half their normal range. However, this small advantage is heavily outweighed by the disadvantage that flying CAP “uses up” the fighter and the phasing side can just ignore the hex for the one impulse that the fighter flies CAP. That’s because all air units flying CAP have to return to base at the end of each air mission phase. Once they have returned to base they become disorganized and are no longer available to perform tasks until they are reorganized.

If the optional rule Carrier Planes is not being used, then carriers at sea can fly CAP. To do this, the program creates a “temporary carrier air unit” to fly the mission. After the air mission is over, the temporary air unit is removed from the game. Should the temporary air unit be shot down, the carrier that ‘flew’ the mission is damaged.

MWIF deviates from RAW in that major powers are not permitted to fly CAP missions unless the target hex is truly threatened. There has to be an enemy bomber/air transport capable of flying a mission to the hex, which means there has to be a viable target within the hex.

Because CAP is so rarely flown, and because it might be flown in each of the 8 air mission phases, the program provides a player interface option so each major power can “turn off” the frequently occurring opportunity to fly CAP for any of the 8 air missions. For example, China can turn off CAP for all 8 air missions and the subphase would always be skipped for China. Turning CAP on and off can be done by a major power whenever he wants. The only effect of having CAP on/off is whether the major power sees the CAP subphase or not; that is, whether he is given the opportunity to fly CAP.

The CAP subphase is over once all major powers on the non-phasing side click on the End of Phase button in the main form. If you do not turn off CAP, it is quite likely that you will have 8 opportunities to fly CAP in every enemy impulse. That’s either 24 (8 x 3) clicks for the Axis side, or 40 (8 x 5) for the Allied side, on the End of Phase button every impulse. Trust me, that gets boring fast.

7.8.2 Phasing Side Flies Bombers & Escorts (RAC 14.2)

This is the most important of the air mission subphases since it is when major powers on the phasing side can fly bombers/air transports to a destination hex. In most cases, if no bombers/air transports fly during this subphase, then all the remaining subphases in the air mission phase are skipped. The two exceptions are: (1) fighters flying CAP always return to base during the subphase “non-phasing side returns to base”, and (2) during the ground support phase, the non-phasing side always has the opportunity to fly bombers and escorts.

Besides the bombers/air transports flying missions, the major powers on the phasing side can also fly escorts to protect the bombers/air transports. There are restrictions on which air units can fly during this phase, and since there usually has to be a ‘target’ in the destination hex, the ability to fly depends heavily on the current air mission phase. See RAC section 14.2 for details.

If the optional rule Carrier Planes is not being used, then carriers at sea can:
• fly air missions performed by bombers during the phases: port attacks, strategic bombing, carpet bombing, ground strikes, and ground support, or
• fly as fighter escorts (during all air mission phases)..

To do this, the program creates a “temporary carrier air unit” to fly the mission. After the mission is over, the temporary air unit is removed from the game. Should the temporary air unit be shot down, the carrier that ‘flew’ the mission is damaged.

In the case of carrier air units (temporary or actual carrier air units), the owning major power needs to specify whether the air unit is flying as a bomber or as a fighter (see section 8.7.2.38). Some land based air fighters are also capable of flying as bombers - the default is for them to be fighters unless their role has been specified as bombers.

This subphase is over once all major powers on the phasing side click on the End of Phase button in the main form.

7.8.3 Non-Phasing Side Flies Bombers & Escorts (RAC 14.2)

This subphase is skipped for all air mission phases except ground support. During the ground support phase, major powers on the non-phasing side can perform the same tasks that their counterparts on the phasing side did as described in the immediately preceding subphase.

This subphase is over once all major powers on the non-phasing side click on the End of Phase button in the main form.

7.8.4 Non-Phasing Side Flies Interceptors (RAC 14.2.1)

During this subphase major powers on the non-phasing side can fly intercepting fighters to any hex where their enemies have flown bombers/air transports/escorts. If the optional rule Carrier Planes is not being used, then carriers at sea can fly as fighter interceptors.

This subphase is over once all major powers on the non-phasing side click on the End of Phase button in the main form.

7.8.5 Phasing Side Flies Interceptors (RAC 14.2.1)

During this subphase major powers on the phasing side can fly intercepting fighters to any hex where an enemy has flown bombers or fighters. If the optional rule Carrier Planes is not being used, then carriers at sea can fly as fighter interceptors.

This subphase is over once all major powers on the phasing side click on the End of Phase button in the main form.

7.8.6 Surprise Points Used (RAC 11.5.6)

This subphase is skipped except during the port attack phase. Surprise never happens during the other 7 air mission phases.

During this subphase the program generates random numbers to see if one side has been surprised. See RAC section 11.5.6 for details on surprise during naval actions and section 8.7.2.52 in this document for a description of the Surprise Points form. If surprise has occurred, then the winning side gets the opportunity to spend its surprise points at this time.

This subphase is over one the deciding major power on the winning side closes the Surprise Points form.

7.8.7 Air-to-air Combat (RAC 14.3)

This subphase only occurs if there are air units from both sides flying in the same hex and at least one of the sides has fighters. If no such hex exists, then this subphase is skipped. If one or more hexes contain units that can engage in air-to-air combat, then the program executes the air-to-air sub-subphase sequence as described in section 7.9.

This subphase is over once all air-to-air combats have been resolved, and the air-to-air combat form closed following the last air-to-air combat (see section 8.7.2.4 for details on the air-to-air combat form).

7.8.8 Anti-air Attacks by Non-Phasing Side (RAC 11.5.9)

This subphase is skipped if no bombers/air transports on the phasing side survived air-to-air combat in the preceding subphase.

For each hex containing bombers/air transports belonging to the phasing side, major powers on the non-phasing side may conduct anti-aircraft fire. Anti-aircraft fire can be from ships defending in the port attack phase, and/or anti-aircraft units in or adjacent to hexes containing enemy bombers/air transports. Anti-aircraft units are divisions and only present in the game if that optional rule is being used.

Anti-aircraft fire has two sub-subphases. The first subphase is just for anti-aircraft (AA) units. If AA units are capable of firing on enemy bombers/air transports, then the major powers which owns the AA units are given the opportunity to ‘plot’ their AA fire. This is done using the Anti-air Fire form (see section 8.7.2.6 for details on using that form). Plotting AA fire is totally voluntary and the first sub-subphase is over once all major powers ion the non-phasing side have closed the Anti-air Fire form.

The second sub-subphase of this subphase is to determine the damage inflicted by the AA fire plotted in the firs sub-subphase plus any contributing anti-aircraft fire from naval units attacked during an port attack phase. The program calculates that damages and the owning players choose which of their units receive damage (see section 8.7.2.7 for the details on using the Anti-aircraft Fire Results form).

This subphase is over once all major powers that suffered damage have closed the Anti-aircraft Fire Results form.

7.8.9 Anti-air Attacks by Phasing Side (RAC 11.5.9)

This subphase is skipped for all air mission phases except the ground support phase. It is also skipped during the ground support phase if no bombers on the non-phasing side were flown or none survived air-to-air combat.

Otherwise, this phase is identical to the immediately preceding subphase except that the phasing side executes its anti-aircraft fire.

Steve

Perfection is an elusive goal.
brian brian
Posts: 3191
Joined: Wed Nov 16, 2005 6:39 pm

RE: What kind of manual(s) should we ask for?

Post by brian brian »

RaW sometimes uses the terminology of Air Mission to refer to air activities that count against the limits in all impulses except an air impulse. You come close to keeping that differentiation, but not quite. All you need is a modification of the lead sentence: There are 8 air activities that can be intercepted in WiF. The following does not apply to Naval Air missions (except the listed Port Attack mission) or rebases. Note in section X.xx about which of these uses for air units count against the limit on air missions during a Naval, Land or Combined impulse (there are no limits in an Air impulse).

You would probably want to keep the capitalization consistent with however it is in the rest of RaC, or junk the word activity, or however RAC is written with respect to what counts against the mission limits and what doesn't.
User avatar
Froonp
Posts: 7998
Joined: Tue Oct 21, 2003 8:23 pm
Location: Marseilles, France
Contact:

RE: What kind of manual(s) should we ask for?

Post by Froonp »

ORIGINAL: composer99
[font="century gothic"]3.4.10 Production[/font][/b]
If I may, I'm adding my 2 cents about production.

First thing, Christopher spoke about a build plan, and it would be usefull for the WiF players to actualy write this build plan on a paper, or best, in a computer spreadsheet for reference during the game. Of course, as Christopher wrote in his good post, shortfalls, discipline, redundancy and flexibility mean that this production plan will be amended a lot of time, and this paper of computer spreadsheet must be amended during all the time during the game.


Second thing, here are the guidelines I use to creating my own build plan :

1) Evaluate the BP amount in advance for all the turns of the game (or at minimum 1-2 years in advance), and plan 90% of the actual building into my build plan. Keep 10% not commited to builts. These 10% will be commited when the given turn arrives, or a couple of turns before it arrives, to face any emergency rebuilt or repair, or else, or to help being flexible by replacing a planned build by another.

2) Plan all "must be built" units from day 1, as they become available in all the J/F game turns. These are the HQ, the ENG, and other special land units that you know you will need. Always build HQ the first turn they are available, or at worse in the 1-3 first turns of the year (if you know you will need them, and rest assured that you always will need HQs). Also pre-plan all Offensive Chits, and plan to save BP in the previous game turns if you're not a rich Major Power (all except the USA) so that the cost is less steep when they are bought. Plan them so that they arrive during the key game turns when you'll need them. Also preplan all Intell expenditures, as a regular expenditure. This can be 0-1 BP per turn initialy but can grow to 3-5 or more BP per turns in the latter stages of the game, and also depending on the enemy's Intell expenditure. You cannot leave the Allies gain too much Intell when you are the Axis, so you must increase when they increase to try to either keep the edge, or prevent them to drown you under their Intell might.

3) Plan all ships ahead.
Now, plan all ships that you intend to build for nearly all the course of the war. This means capital ships laid down or completed, TRS / AMP laid down & completed. This especially true with the USA, Japan and the CW, and somehow true for Italy where indeed you only need to plan to build SUBs & TRS / AMPH.
Also, for the Major Powers that need a powerful submarine force (USA, Japan, Germany, Italy) always devote a certain number of BP each turn to building SUBs all around the year. Usually 2-3 BP for the richer countries, and 1-2 for the poorest.

4) Decide the share with the remaining BP for the Air Force and Army (Land Forces). Usually about 50% / 50%, but this can vary from major power to major power and vary also depending on the cirumstances. For example, for Russia before 1941 this will look like 95% Army, 5% Air Force (or nearly 100% / 0%) (as Russia already have a large amount of planes & pilots, and land units are critically needed to plan to stop the Germans). The units build at step 2 count against their relevant group in the calculation of the share.

5) Plan the Air Force.
5a) Given the amount of BP allocated to the Air Force, evaluate how many Pilots can be built consistently from turn to turn, and always build about that number of pilots each turn give or take a small variation. In that decision, you also need to evaluate how many Air Units you will be able to build, and be prepared to build a little more air units than pilots (when playing with pilots, you loose the pilot about 50% of the time when the air unit is destroyed, so you need to build less). Never fall to lower than 2 pilots in a turn for big countries such as Germany, the USA or the CW, this has dire consequences later on because of gearing limits, except when you have had gargantuan air losses and are flooded with reserve pilots. Even then, learn to count your pilot need a few turns in advance to be ready to meet that need with new pilots.
5b) Use the remaining BP to build the Air Units you will need 2-4 turns from now. Always build a minimum number of FTR per turns (depending on the Major Power, this can be 3-6 for the USA or 2-3 for the CW or Germany, or simply 1 per turn). Always a minimum of CVP per turn for the CW, the USA and Japan (This can be 2-4 for the USA and 1-2 for Japan or the CW). Sprinkle the most expensive units (LND4 & NAV4) across all the year, but be carefull about when they will be completed. For example, a LND4 reinforcing the UK, or worse the USA, in N/D is quite useless, as it is if it arrives in J/F. Better if it arrives in S/O or M/A, ready for being used.

6) Plan the Army.
With the remaining BP, build the units you'll need in 2-4 turns from now. Sprinkle the most expensive units (AMR, MECH, some expensive ART) across all the year, and fill in the holes with less expensive units, but try to build the best units so that they arrive when needed. For example, it is useless to build a lot of ARM without building also a lot of MOT & INF as the USA before having successfully invaded somewhere. Try to prepare a balanced force of ART to go with your strategic needs.
User avatar
Froonp
Posts: 7998
Joined: Tue Oct 21, 2003 8:23 pm
Location: Marseilles, France
Contact:

RE: What kind of manual(s) should we ask for?

Post by Froonp »

ORIGINAL: brian brian

RaW sometimes uses the terminology of Air Mission to refer to air activities that count against the limits in all impulses except an air impulse. You come close to keeping that differentiation, but not quite. All you need is a modification of the lead sentence: There are 8 air activities that can be intercepted in WiF. The following does not apply to Naval Air missions (except the listed Port Attack mission) or rebases. Note in section X.xx about which of these uses for air units count against the limit on air missions during a Naval, Land or Combined impulse (there are no limits in an Air impulse).

You would probably want to keep the capitalization consistent with however it is in the rest of RaC, or junk the word activity, or however RAC is written with respect to what counts against the mission limits and what doesn't.
I'm not sure to understand fully what is meant here, but I wanted to add that Naval Air Missions can be intercepted en-route. See FAQ Q14.2-2 :
*********************************
Q14.2-2> A long-ranged NAV starts in England and crosses occupied France, Germany and Italy to conduct a Naval Air Mission in the Med. Can Italian & German’s FTR near the flight path make an En-route aircraft interception of the NAV before it gets to the first hexdot of the Med Sea Area ?
Answer> Yes, provided you are playing option 51. Date 30/01/1997
*********************************
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: What kind of manual(s) should we ask for?

Post by Shannon V. OKeets »

ORIGINAL: Froonp
ORIGINAL: composer99
[font="century gothic"]3.4.10 Production[/font][/b]
If I may, I'm adding my 2 cents about production.

First thing, Christopher spoke about a build plan, and it would be usefull for the WiF players to actualy write this build plan on a paper, or best, in a computer spreadsheet for reference during the game. Of course, as Christopher wrote in his good post, shortfalls, discipline, redundancy and flexibility mean that this production plan will be amended a lot of time, and this paper of computer spreadsheet must be amended during all the time during the game.


Second thing, here are the guidelines I use to creating my own build plan :

1) Evaluate the BP amount in advance for all the turns of the game (or at minimum 1-2 years in advance), and plan 90% of the actual building into my build plan. Keep 10% not commited to builts. These 10% will be commited when the given turn arrives, or a couple of turns before it arrives, to face any emergency rebuilt or repair, or else, or to help being flexible by replacing a planned build by another.

2) Plan all "must be built" units from day 1, as they become available in all the J/F game turns. These are the HQ, the ENG, and other special land units that you know you will need. Always build HQ the first turn they are available, or at worse in the 1-3 first turns of the year (if you know you will need them, and rest assured that you always will need HQs). Also pre-plan all Offensive Chits, and plan to save BP in the previous game turns if you're not a rich Major Power (all except the USA) so that the cost is less steep when they are bought. Plan them so that they arrive during the key game turns when you'll need them. Also preplan all Intell expenditures, as a regular expenditure. This can be 0-1 BP per turn initialy but can grow to 3-5 or more BP per turns in the latter stages of the game, and also depending on the enemy's Intell expenditure. You cannot leave the Allies gain too much Intell when you are the Axis, so you must increase when they increase to try to either keep the edge, or prevent them to drown you under their Intell might.

3) Plan all ships ahead.
Now, plan all ships that you intend to build for nearly all the course of the war. This means capital ships laid down or completed, TRS / AMP laid down & completed. This especially true with the USA, Japan and the CW, and somehow true for Italy where indeed you only need to plan to build SUBs & TRS / AMPH.
Also, for the Major Powers that need a powerful submarine force (USA, Japan, Germany, Italy) always devote a certain number of BP each turn to building SUBs all around the year. Usually 2-3 BP for the richer countries, and 1-2 for the poorest.

4) Decide the share with the remaining BP for the Air Force and Army (Land Forces). Usually about 50% / 50%, but this can vary from major power to major power and vary also depending on the cirumstances. For example, for Russia before 1941 this will look like 95% Army, 5% Air Force (or nearly 100% / 0%) (as Russia already have a large amount of planes & pilots, and land units are critically needed to plan to stop the Germans). The units build at step 2 count against their relevant group in the calculation of the share.

5) Plan the Air Force.
5a) Given the amount of BP allocated to the Air Force, evaluate how many Pilots can be built consistently from turn to turn, and always build about that number of pilots each turn give or take a small variation. In that decision, you also need to evaluate how many Air Units you will be able to build, and be prepared to build a little more air units than pilots (when playing with pilots, you loose the pilot about 50% of the time when the air unit is destroyed, so you need to build less). Never fall to lower than 2 pilots in a turn for big countries such as Germany, the USA or the CW, this has dire consequences later on because of gearing limits, except when you have had gargantuan air losses and are flooded with reserve pilots. Even then, learn to count your pilot need a few turns in advance to be ready to meet that need with new pilots.
5b) Use the remaining BP to build the Air Units you will need 2-4 turns from now. Always build a minimum number of FTR per turns (depending on the Major Power, this can be 3-6 for the USA or 2-3 for the CW or Germany, or simply 1 per turn). Always a minimum of CVP per turn for the CW, the USA and Japan (This can be 2-4 for the USA and 1-2 for Japan or the CW). Sprinkle the most expensive units (LND4 & NAV4) across all the year, but be carefull about when they will be completed. For example, a LND4 reinforcing the UK, or worse the USA, in N/D is quite useless, as it is if it arrives in J/F. Better if it arrives in S/O or M/A, ready for being used.

6) Plan the Army.
With the remaining BP, build the units you'll need in 2-4 turns from now. Sprinkle the most expensive units (AMR, MECH, some expensive ART) across all the year, and fill in the holes with less expensive units, but try to build the best units so that they arrive when needed. For example, it is useless to build a lot of ARM without building also a lot of MOT & INF as the USA before having successfully invaded somewhere. Try to prepare a balanced force of ART to go with your strategic needs.
Thanks to both of you. I will leave this topic (3.4.10) open for another week if any one wants to add to it. Then I'll mash it altogether for the Player's Manual.
Steve

Perfection is an elusive goal.
brian brian
Posts: 3191
Joined: Wed Nov 16, 2005 6:39 pm

RE: What kind of manual(s) should we ask for?

Post by brian brian »

ORIGINAL: Froonp
ORIGINAL: brian brian

RaW sometimes uses the terminology of Air Mission to refer to air activities that count against the limits in all impulses except an air impulse. You come close to keeping that differentiation, but not quite. All you need is a modification of the lead sentence: There are 8 air activities that can be intercepted in WiF. The following does not apply to Naval Air missions (except the listed Port Attack mission) or rebases. Note in section X.xx about which of these uses for air units count against the limit on air missions during a Naval, Land or Combined impulse (there are no limits in an Air impulse).

You would probably want to keep the capitalization consistent with however it is in the rest of RaC, or junk the word activity, or however RAC is written with respect to what counts against the mission limits and what doesn't.
I'm not sure to understand fully what is meant here, but I wanted to add that Naval Air Missions can be intercepted en-route. See FAQ Q14.2-2 :
*********************************
Q14.2-2> A long-ranged NAV starts in England and crosses occupied France, Germany and Italy to conduct a Naval Air Mission in the Med. Can Italian & German’s FTR near the flight path make an En-route aircraft interception of the NAV before it gets to the first hexdot of the Med Sea Area ?
Answer> Yes, provided you are playing option 51. Date 30/01/1997
*********************************


While that makes a lot of sense and I'm not surprised that it should be played that way, I've never seen that happen in a game though and had never thought about it. That would be an additional way to defend the Baltic against the Sunderland and the Faeroes Gap against the Condor. At home we always play with en-route interception but it comes up rarely. At WiFCon it is always shouted down on terms of "it takes way too long" despite it's general rarity. The players that will 'take too long' using it are invariably going to 'take too long' at everything they do, such as designing chart-perfect naval task forces.

Anyway I was just trying to point out that it could confuse players that some of the missions with that certain air-combat sequence count against mission limits, and some don't, so perhaps a better way to differentiate them would be that those are the missions that can be intercepted. Looks like an 'en-route' caveat needs to be added.



On build plans, might it be better to keep it simple and generic for an intro to players, with some more detailed information elsewhere? I wouldn't be too thrilled to be reading about a new game to learn I might need to set up a spreadsheet to build the units. (Even though I have done this for playing WiF).
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: What kind of manual(s) should we ask for?

Post by Shannon V. OKeets »

Today's installment of new text for the Player's Manual.
====
7.8.10 Air Mission Performed (RAC 11.5.9, 11.7, 11.8, 11.9, 11.12, 11.15, 11.16.4, & 11.8.1)

This subphase is completely different for each air mission phase. All air missions display a form during this subphase so the players can either make decisions or simply see the results of the air mission:

• Port attack: Naval Combat Results form, see section 8.7.2.30 for details.
• Strategic bombing: Air Attack form, see section 8.7.2.3 for details.
• Carpet bombing: Air Attack form, see section 8.7.2.3 for details.
• Ground strike: Air Attack form, see section 8.7.2.3 for details.
• Air transport: Air Attack form, see section 8.7.2.3 for details.
• Paradrop: Air Attack form, see section 8.7.2.3 for details.
• Ground support: Air Attack form, see section 8.7.2.3 for details.
• Reorganization by air transport: Reorganize Units form, see section 8.7.2.42 for details.

Once the displayed form is closed by all major powers, the game advances to the next subphase.

7.8.11 Return to Base by Phasing Side (RAC 14.2)

All air units owned by major powers on the phasing side that have flown during the current phase are required to return to base during this subphase. It is possible that some air units will be destroyed because they are unable to return to base. If that occurs, the program generates a Scrap Units digression.

After all air units have been returned to base by all major powers on the phasing side, and any scrap units digression completed, the game advance to the next subphase.

7.8.12 Return to Base by Non-Phasing Side (RAC 14.2)

This subphase is the same as the preceding subphase except the major powers on the non-phasing side return their units to base.

7.9 Air-to-air Combat Sub-subphases

Air-to-air combat may occur during air missions and also during naval air combat. Except for the first sub-subphase, the sub-subphases listed below are identical regardless of the phase in which air-to-air combat occurs. Throughout air-to-air combat, the Air-to-air Combat form is used (see section 8.7.2.4 for details on using the form).

In air-to-air combat one side is considered the ‘attacking’ side and the other is the ‘defending’ side. In every case except one, the attacking side is the phasing side. The sole exception is during naval air combats that are the result of a successful naval interception. In a naval combat that arises out of a naval interception, the attacking side is the side which moved naval units into the sea area, thereby precipitating the conflict. This means that the defending side is the side which successfully intercepted the moving naval units.

7.9.1 Select Combat (RAC 14.3)

During naval air combats this sub-subphase is skipped. That is because only one air-to-air combat takes place at a time during naval combat, so there is no decision to make. Likewise, if an air mission phase provokes only one air-to-air combat, this sub-subphase is skipped.

When there is more than one air-to-air combat which need to be resolved, then the major power on the phasing side which has the most bombers/air transports involved in air-to-air combats chooses the order in which combats are resolved. Ties go to the major power which has the most fighters involved.

Once the decision maker has selected an air combat and clicked on the Combat Chosen button, the game advances to the next sub-subphase.

7.9.2 Arrange Units (RAC 14.3.1)

During this sub-subphase, the major powers on each side which are the decision makers for the combat (i.e., have the most air units involved in the combat, ties go to the major power with the most fighters) simultaneously arrange their air units in preparation for combat. Both sides place their fighters in a line and their bombers/air transports in a second line.

Of course if both sides have 0 or 1 fighters, and 0 or 1 bombers/air transports, then there is nothing to arrange and this sub-subphase is skipped. Assuming that there are units to be arranged, the game advances to the next sub-subphase once both sides have arranged their fighters and bombers/air transports for the current round of the air-to-air combat.

Note that neither side sees how the other side has arranged its units until both sides click on the “Axis/Allies Ready” button.

7.9.3 Defender’s Die Roll (RAC 14.3.2)

During this sub-subphase, the defending side rolls its attack dice (1st die roll). Actually the program generates a random number and reports the result to all players. This sub-subphase is over once all players have acknowledged having seen the result.

7.9.4 1st Unit Selected (RAC 14.3.3)

During this sub-subphase, the side which has a unit designated as receiving a result chooses which unit, provided there is more than one unit from which to choose. The air-to-air combat results state whether the side which rolled the die chooses the unit, or the side which did not die the die chooses the unit. The program determines which side that is and enables the decision maker on that side to select which units is: destroyed, aborted, cleared through.

Once the decision maker selects a unit, the program displays the selection to all players and the game advances to the next sub-subphase.

7.9.5 1st Unit Disposition (RAC 14.3.3)

If no unit was selected (e.g., if the result of the die roll was “no effect”), or if the result of the die roll was “cleared through”, then this sub-subphase is skipped.

During this sub-subphase the unit selected in the preceding sub-subphase may need special processing. There are two cases where that occurs: (1) a unit is destroyed, so a digression is necessary for the owner to decide whether to scrap the unit or not, and (2) a unit is aborted, so a digression is necessary for the owner to perform a return to base for the air unit. Once the digression is completed, the game advances to the next sub-subphase.

7.9.6 Attacker’s Die Roll (RAC 14.3.2)

During this sub-subphase, the attacking side rolls its attack dice (2nd die roll). Actually the program generates a random number and reports the result to all players.

7.9.7 2nd Unit Selected (RAC 14.3.3)

This sub-subphase is identical to the “1st Unit Selected” sub-subphase, except it is based on the result of the attacker’s die roll.

7.9.8 2nd Unit Disposition (RAC 14.3.3)

This sub-subphase is identical to the “1st Unit Disposition” sub-subphase, except it is based on the result of the attacker’s die roll.

7.9.9 Attacker Aborts or Stays (RAC 14.3.2)

During this sub-subphase, the attacking side decision maker has the option of aborting all its air units, or not. If he does not abort all his air units, then there might be another round of air-to-air combat. Once the attacking side’s decision maker clicks on the ‘Abort’ or ‘Stay’ button, this sub-subphase is over and the game advance to the next sub-subphase.

7.9.10 Defender Aborts or Stays (RAC 14.3.2)

During this sub-subphase, the defending side decision maker has the option of aborting all its air units, or not. If he does not abort all his air units, then there might be another round of air-to-air combat.

If both sides decide to stay, and there are units left to fight, the game proceeds to another round of air-to-air combat by returning the sub-subphase Arrange Units (see section 7.9.2).

If either or both sides abort their units (or there are no combatants remaining), then the combat is over and the subphase air-to-air combat is completed for the current air mission (or naval air combat). If more air-to-air combats need to be resolved, then the game returns to the Select Combat sub-subphase (see section 7.9.1). After all the air-to-air combats have been resolved, the game returns to the air mission (or naval air combat) from which the air-to-air combat arose.
Steve

Perfection is an elusive goal.
Post Reply

Return to “World in Flames”