The Offensive Chit

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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brian brian
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RE: The Offensive Chit

Post by brian brian »

The US one isn't just useful, it's basically a necessity to run a global war.

The German chits in general are the most memorable, because they come when the counter-density is low. (Though using one in 1940 in France is more of a fall-back in case of a really bad run of combat and weather dice; normally they shouldn't need one there.) After 1943 the game has so many counters on the board that individual ops don't stand out as much.

I also like a left-field Japanese one, such as taking Chunking or a keystone-hex full of powerful Soviet pieces. Keeps their opponents a little more worried for the rest of the game.
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Mad Russian
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RE: The Offensive Chit

Post by Mad Russian »

ORIGINAL: brian brian

The US one isn't just useful, it's basically a necessity to run a global war.

I've run many global wars with the US without the offensive chit. It just takes planning and foresight...[8|].....and alot of skill/luck...[;)]

I'm with Patton on this...I'd rather be lucky than good.

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RE: The Offensive Chit

Post by Ullern »

ORIGINAL: Mad Russian

ORIGINAL: brian brian

Oh, and a German Super-Combined has always been one of the most fun, imo.

Maybe so, but a US Super-Combined seems to be the most useful that I've seen brought up. The US never has enough operational flexibility to get things done. No wonder Detroit is in such a mess today....[:-]

Good Hunting.

MR

I rated the unflip HQs as the most important in our campaigns. I'll explain it:

This is a practice that has increased steadily in my group since we introduced the 2D10 optional rule. When using the 2d10 both sides will frequently make attacks that is based on modifiers rather than raw odds, and the primary sources for modifiers are HQs, ARMs and successful ground strike missions, all of which counts more than in the traditional 1D10 table.

A viable strategy is to spend all HQs on HQ support and/or unflip aircraft and then spend a chit to unflip the HQs next impulse instead of doing a traditional land offensive chit.

For a simplified example say you spend all HQs to HQ support in first impulse. This gives you an average of +2 per HQ (using the 2D10). If you have at least 4 HQs (common for both Germany and the USSR) this is a total of +8 or more in modifiers, which is equivalent of 4 odds shifts.

Lets calculate the effect of doubling your units instead: If your units and your opponents units had exactly the same combat factor values after terrain effects, and you only attacked double stacked hexes, then doubling 8 corps would give you 4 odds shifts. Doubling 8 units is typical of a land offensive chit. And this happens to be the same as minimum bonus calculated above with only four HQs.

(If using 2D10 the assumption that the defending units have the same combat factor values as the attacking units is perfectly fine, because with 2D10 it's better to attack a hex with top strength but disorganized defenders than to attack a weaker hex with average strength face up defenders. And regardless of optional rules: Which hex would you like ground strike first in the turn? Your opponents top notch units, or some average unit?)

So my simplified math shows that HQ support can be better than doubling units for doing a land offensive. But to unflip HQs has a lot of other advantages in addition, I'll mention some:
  • Additional HQ support / unflip additional aircraft must not be used within X hexes from a single HQ but you can spend it wherever in the world you have HQs.
  • Additional HQ support / unflip additional aircraft must not be used during a single impulse, but you can choose to spend the advantage during two or more impulses.
  • The 2D10 makes it harder to take cities, but HQs has an additional bonus in city attacks that comes on top of any HQ support bonus, which makes the calculations above even more in favor of choosing HQ support/unflip air craft.


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Mad Russian
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RE: The Offensive Chit

Post by Mad Russian »

A couple of other questions come to mind.  I see no mention of when the offensive chit is assigned to a HQ unless i missed that. It's late and I could have.....

When do you assign the offensive chit to a HQ?

At anytime during the impulse?

Before movement?

After movement?

Good Hunting.

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
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RE: The Offensive Chit

Post by Orm »

ORIGINAL: Mad Russian

A couple of other questions come to mind.  I see no mention of when the offensive chit is assigned to a HQ unless i missed that. It's late and I could have.....

When do you assign the offensive chit to a HQ?

At anytime during the impulse?

Before movement?

After movement?

Good Hunting.


You play the offensive at the start of the impulse. What kind off offensive it is depends on what type of impulse you picked. Exception is when you reorganise HQ and immedetly turn all your HQ face up. You assign it to the HQ (if needed) when you play it.
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RE: The Offensive Chit

Post by Shannon V. OKeets »

ORIGINAL: Orm

ORIGINAL: Mad Russian

A couple of other questions come to mind.  I see no mention of when the offensive chit is assigned to a HQ unless i missed that. It's late and I could have.....

When do you assign the offensive chit to a HQ?

At anytime during the impulse?

Before movement?

After movement?

Good Hunting.


You play the offensive at the start of the impulse. What kind off offensive it is depends on what type of impulse you picked. Exception is when you reorganise HQ and immedetly turn all your HQ face up. You assign it to the HQ (if needed) when you play it.
MWIF has the player make this decision at teh same time he chooses an action for the impulse.
Steve

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Mad Russian
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RE: The Offensive Chit

Post by Mad Russian »

So then, the choice you pick for the operations that turn determine the kind of a chit the offensive chit may become.

It then, at that time is assigned to a HQ, or kept for reorganizing all HQ.

Can that HQ be moved, like say Zhukov is in Moscow but I can move him to Belorussia to use in the Destruction of Army Group Center? I'm assuming the location of the HQ initially at the start of the impulse wouldn't make a difference. Only the location at the moment of the supported attacks. Unless the HQ can't move before being assigned the offensive chit.

Does the chit only take affect at the moment of it's use? How would you determine the moment to use it for Zhukov in the above example? At the beginning of the impulse or at the moment of the attack?

Good Hunting.

MR
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RE: The Offensive Chit

Post by coregames »

ORIGINAL: Mad Russian

Can that HQ be moved, like say Zhukov is in Moscow but I can move him to Belorussia to use in the Destruction of Army Group Center? I'm assuming the location of the HQ initially at the start of the impulse wouldn't make a difference. Only the location at the moment of the supported attacks. Unless the HQ can't move before being assigned the offensive chit.
(from RaW 7, 16.3): you can double the combat factors of this major power’s land units within range of the HQ when you calculate the final odds for the overrun or land combat. You can do this for as many units in the impulse as twice the HQ’s reorganisation value. You can double the same unit in more than one overrun or land combat but it counts against the total each time. You can only double each unit once per overrun or land combat.
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RE: The Offensive Chit

Post by paulderynck »

ORIGINAL: Mad Russian

So then, the choice you pick for the operations that turn determine the kind of a chit the offensive chit may become.

It then, at that time is assigned to a HQ, or kept for reorganizing all HQ.
For the Re-org HQ O-chit, it works at the beginning of the impulse before anything else happens. So you don't keep it waiting for all the HQs to get flipped, you plan for it the impulse of your own before. Maybe you have two good attacks that likely will flip your HQs. If they do flip, then you look for all possibilites to flip the others - re-org planes or re-org ships or units that moved by rail. Just try and flip every single HQ you have to some good purpose, since you plan on playing an O-chit on your next impulse to flip them all back.
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RE: The Offensive Chit

Post by sajbalk »

If you are playing the Ochit on Zhukov, you would say so at the start of the matter. The effects are located where the HQ is located when the effects take place. So, you could play the OC on Zhukov and rail him from Moiscow to Vladivostok to take on the Japanese. If you rail the HQ, you do lose the re-org ability.

For OC played to flip up all HQ, you do that at the start of your turn.

ORIGINAL: Mad Russian

Can that HQ be moved, like say Zhukov is in Moscow but I can move him to Belorussia to use in the Destruction of Army Group Center? I'm assuming the location of the HQ initially at the start of the impulse wouldn't make a difference. Only the location at the moment of the supported attacks. Unless the HQ can't move before being assigned the offensive chit.

Does the chit only take affect at the moment of it's use? How would you determine the moment to use it for Zhukov in the above example? At the beginning of the impulse or at the moment of the attack?
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RE: The Offensive Chit

Post by Mad Russian »

ORIGINAL: sajbalk

If you rail the HQ, you do lose the re-org ability.


Is the same true if you air transport or naval move an HQ? Do they lose their re-organizational abilities as well?

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MR
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RE: The Offensive Chit

Post by paulderynck »

You cannot ATR an HQ. If you naval move one, it makes no difference and that is a classic good example of combining action limits to good effect. FREX: CW transports a US HQ that uses a Land O-Chit.
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RE: The Offensive Chit

Post by Mad Russian »

ORIGINAL: paulderynck

You cannot ATR an HQ. If you naval move one, it makes no difference and that is a classic good example of combining action limits to good effect. FREX: CW transports a US HQ that uses a Land O-Chit.

I need to get a copy of the rules downloaded......[X(]

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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RE: The Offensive Chit

Post by gridley »

ORIGINAL: Mad Russian


I need to get a copy of the rules downloaded......[X(]

Good Hunting.

MR
Does your computer have Microsoft Word? If you do I can show you how to get the rules very easily.
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RE: The Offensive Chit

Post by Mad Russian »

ORIGINAL: gridley
ORIGINAL: Mad Russian


I need to get a copy of the rules downloaded......[X(]

Good Hunting.

MR
Does your computer have Microsoft Word? If you do I can show you how to get the rules very easily.

Yes, it does all the MS Office functions.....[X(].....now if I could only learn to open them....[8|]

Fire when ready Gridley! [&o]

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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RE: The Offensive Chit

Post by willycube »

ORIGINAL: gridley
ORIGINAL: Mad Russian


I need to get a copy of the rules downloaded......[X(]

Good Hunting.

MR
Does your computer have Microsoft Word? If you do I can show you how to get the rules very easily.

Russian are you referring to the Raw from ADG for WIF?

Willy

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RE: The Offensive Chit

Post by gridley »

ORIGINAL: Mad Russian

Yes, it does all the MS Office functions.....[X(].....now if I could only learn to open them....[8|]

Fire when ready Gridley! [&o]

Good Hunting.

MR

OK, then here we go...

This link takes you to the ADG site. Down the left hand side is a button called Downloads (at the bottom)...go there. Once on the download page scroll down a bit, just below the 7 ages stuff, till you see :

World in Flames
Aug 2004

Just to the right of that is:

Word Document
(631kb)

Just press the words "word document"...boom it will then ask if you want to open or save it. Just remember where you save it when you do.[;)] This covers rule 1 to 23, almost 100 pages so give it a bit for it to open.


Now for rule 24 to 27 we have to scroll down about a half a page from the file you just did to where it says:

Scenario RTF

Right next to that on the right is a file called Scenariotxt.doc. Click on that and do the same as you did for the first file.

There is also a zipped setup file. If you can unzip files download it too, it's just above the sceanrio file you just did, it's called 30setup.zip.

Now you are good to go.[:)]
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RE: The Offensive Chit

Post by Shannon V. OKeets »

ORIGINAL: gridley

ORIGINAL: Mad Russian

Yes, it does all the MS Office functions.....[X(].....now if I could only learn to open them....[8|]

Fire when ready Gridley! [&o]

Good Hunting.

MR

OK, then here we go...

This link takes you to the ADG site. Down the left hand side is a button called Downloads (at the bottom)...go there. Once on the download page scroll down a bit, just below the 7 ages stuff, till you see :

World in Flames
Aug 2004

Just to the right of that is:

Word Document
(631kb)

Just press the words "word document"...boom it will then ask if you want to open or save it. Just remember where you save it when you do.[;)] This covers rule 1 to 23, almost 100 pages so give it a bit for it to open.


Now for rule 24 to 27 we have to scroll down about a half a page from the file you just did to where it says:

Scenario RTF

Right next to that on the right is a file called Scenariotxt.doc. Click on that and do the same as you did for the first file.

There is also a zipped setup file. If you can unzip files download it too, it's just above the sceanrio file you just did, it's called 30setup.zip.

Now you are good to go.[:)]
Or you could read the first post on the last of the TOP threads in this forum, which gives you direct links. Some of the posts which follow have a few comments about those files too.
Steve

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alorbea
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Apply Offensive Chit

Post by alorbea »

Hi there,
Can anyone give me an explanation on how to apply the offensive chits. I've selected the HQ performing a land action but can't double the my attacking chits. I know the rules, but don't know how to actually apply it. I haven't found how to do it in the tutorials and rules. I'm a bit lost, only 4 days with it.
Thanks,
Alvaro
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RE: Apply Offensive Chit

Post by Centuur »

You have to allocate the use of offensive chits during the choose action segment. Apart from choosing Land, combined, naval, air of pass actions, there are checkboxes for using an offensive chit (either to reorganise all HQ's at that moment, or to use it in one of the actions).
Peter
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