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Moderator: Shannon V. OKeets



The text in the post above refers to the last 2 pages of RAC for a better illustration of the 2D10 CRT. Here is part of one of those 2 pages. I expect the RAC page to be the one more commonly used. But I didn't want to discard the one from RAW completely.ORIGINAL: sajbalk
I understand the concern about color blindness, and I am familiar with the game. However, replacing the squiggles and paragraph symbols with colors might be quite useful as it is easier to understand at a glance and easier to read.
On the common 2D10 charts, attacker all unflipped retains the "*", but is colored green. This is Assault 23 and Blitz 21-23.
Similarily, the half-unflipped is yellow, and the extra loss is orange.
This seems easier to understand.
Perhaps show the results tables with colors like this, and show the possible die roll results on the blue column?




Code: Select all
Hex Distance Land or Aircraft Unit Factory Unit
1 - 60 hexes 1 rail move 2 rail moves
61 - 120 hexes 2 rail moves 3 rail moves
121 + hexes 3 rail moves 4 rail moves
ORIGINAL: Shannon V. OKeets
I occasionally get asked as to how MWIF differs from WIF FE. Here is the heart of section 10 of the Players Manual, which answers that question (list compiled by Patrice).
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10.5 Deviations
The decision making for converting RAW to RAC involved dozens of people and for the most part was based on group consensus. Although, of course, I had the final say, so all errors are mine.
13.6.5 Building units
When units are randomly drawn, you do not see the actual units selected until after all your production decisions are final.
14.4 Carrier air units
If the carrier air units are flying from a land hex, they can only fly rebase missions.
Rules as Written and Rules as Coded (those are defined in the first part of section 10, which I had trimmed off). RAW is from Australian Design Group and can be downloaded from their website. RAC is a modified version of that is an adaptation of RAW specifically for WMIF.ORIGINAL: micheljq
ORIGINAL: Shannon V. OKeets
I occasionally get asked as to how MWIF differs from WIF FE. Here is the heart of section 10 of the Players Manual, which answers that question (list compiled by Patrice).
===
10.5 Deviations
The decision making for converting RAW to RAC involved dozens of people and for the most part was based on group consensus. Although, of course, I had the final say, so all errors are mine.
Thanks for the post, heu sorry what is RAW and RAC anyway?
13.6.5 Building units
When units are randomly drawn, you do not see the actual units selected until after all your production decisions are final.
Just an observation, could be interesting that we do not see our enemy's production in the computer version?
14.4 Carrier air units
If the carrier air units are flying from a land hex, they can only fly rebase missions.
Why carrier air units on land can't do the same actions as a land based air unit?
Thanks, [:'(]
It is a cumulative distribution. Here's the code:ORIGINAL: sajbalk
USE chits. I understand that there are infinite chits, so the USE chits drawn for Pacts or even for entry do not effect the future pool.
However, in the original game the pool distribution changed year by year.
So, in MWiF if you draw a chit in 1940, it is only influenced by the 1940 distribution? That is, there is no carryover from "left over" 1939 chits?
Code: Select all
case Year of
1939: // Average = 70/30 = 2.33
begin
case RollX(rsEntryChit, 0, TEntryChitRoll.HighRoll, nil, nil,
TEntryChitRoll.RollRange) of
0: Result := 0; // 4 3 1
1..9: Result := 1; // 6 7 9
10..16: Result := 2; // 6 7 7
17..22: Result := 3; // 7 6 6
23..28: Result := 4; // 5 6 6
else Result := 5; // 2 1 1 (29)
end;
end;
1940: // Average = 101/53 = 1.91
begin
case RollX(rsEntryChit, 0, TEntryChitRoll.HighRoll, nil, nil,
TEntryChitRoll.RollRange) of
0..4: Result := 0; // 12 6 4 -> 5
5..23: Result := 1; // 12 8 10 -> 19
24..36: Result := 2; // 11 5 6 -> 13
37..45: Result := 3; // 10 3 3 -> 9
46..51: Result := 4; // 6 1 0 -> 6
else Result := 5; // 2 1 0 -> 1 (52)
end;
end;
1941: // Average = 154/68 = 2.26
begin
case RollX(rsEntryChit, 0, TEntryChitRoll.HighRoll, nil, nil,
TEntryChitRoll.RollRange) of
0..4: Result := 0; // 12 0 0 -> 5
5..24: Result := 1; // 13 1 1 -> 20
25..40: Result := 2; // 14 3 3 -> 16
41..52: Result := 3; // 14 4 3 -> 12
53..62: Result := 4; // 9 3 4 -> 10
63..66: Result := 5; // 5 3 3 -> 4
else Result := 6; // 1 1 1 -> 1 (67)
end;
end;
1942: // Average = 213/82 = 2.60
begin
case RollX(rsEntryChit, 0, TEntryChitRoll.HighRoll, nil, nil,
TEntryChitRoll.RollRange) of
0..4: Result := 0; // 12 0 0 -> 5
5..24: Result := 1; // 13 0 0 -> 20
25..41: Result := 2; // 15 1 1 -> 17
42..56: Result := 3; // 17 3 3 -> 15
57..70: Result := 4; // 13 4 4 -> 14
71..78: Result := 5; // 9 4 4 -> 8
else Result := 6; // 3 2 2 -> 3 (79..81)
end;
end;
else
begin // 1943 + // Average = 284/94 = 3.02
case RollX(rsEntryChit, 0, TEntryChitRoll.HighRoll, nil, nil,
TEntryChitRoll.RollRange) of
0..4: Result := 0; // 12 0 0 -> 5
5..24: Result := 1; // 13 0 0 -> 20
25..41: Result := 2; // 15 0 0 -> 17
42..57: Result := 3; // 18 1 1 -> 16
58..73: Result := 4; // 15 2 2 -> 16
74..85: Result := 5; // 13 4 4 -> 12
else Result := 6; // 8 5 5 -> 8 (86..93)
end;
end;
end;
end;
// ****************************************************************************
class function TEntryChitRoll.HighRoll: Byte;
// ****************************************************************************
// # of chits (minus 1) to randomly select from for each year
// ****************************************************************************
begin
case ChitYear of
1939: Result := 29;
1940: Result := 52;
1941: Result := 67;
1942: Result := 81;
else Result := 93; // 1943 +
end;
end;

There is no '5' chit in the physical sense. It is more like roulette where the wheel spins and 5 can come up repeatedly or not at all.ORIGINAL: brian brian
so basically, the '5' chit from 1939 could appear in pools several times then. likewise, the odds of drawing a lot of zeroes have also gone back up, after several were taken out in the last change.