Optional Rules

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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lomyrin
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RE: Optional Rules

Post by lomyrin »

ORIGINAL: stormbringer3

Please keep adding additional optional rules screens to this thread. The more I see, the more I'm considering ordering. One question. Since this title has no AI, will this version tell you when you are doing something against the rules? For example, Chinese Warlords has specific movement and unit removal rules. If I forget and do something against the rules I'm hoping that there will be a prompt to inform me. Until there is an AI version, I'll be playing this game solo so there won't be an opponent to let me know if I violate any rules.
Thank you.

The rules are enforced, you cannot do anything against them. The game will not let you do an illegal move.
Ur_Vile_WEdge
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RE: Optional Rules

Post by Ur_Vile_WEdge »

ORIGINAL: Shannon V. OKeets

In MWIF, carrier air units do not participate in combat unless they are flying from a carrier. However, that does enable them to fly missions to land hexes. Port attacks being the obvious case, but also ground strikes, ground support, and even paradrops - where they would only be able to fly as fighters.


Just to clarify, this means that for instance, I'd be unable to leave a cvp in the Azores, and have it fly a naval air mission to the zero box to protect the North Atlantic convoys; I'd need a real nav or a ftr to do that now.
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RE: Optional Rules

Post by Shannon V. OKeets »

ORIGINAL: Ur_Vile_WEdge

ORIGINAL: Shannon V. OKeets

In MWIF, carrier air units do not participate in combat unless they are flying from a carrier. However, that does enable them to fly missions to land hexes. Port attacks being the obvious case, but also ground strikes, ground support, and even paradrops - where they would only be able to fly as fighters.


Just to clarify, this means that for instance, I'd be unable to leave a cvp in the Azores, and have it fly a naval air mission to the zero box to protect the North Atlantic convoys; I'd need a real nav or a ftr to do that now.
Correct.

During the air rebase phase the rules for carrier air units are very forgiving. For example, it doesn't cost an air mission (i.e., against air mission activity limits) to rebase a carrier air unit within a land hex or a sea area section box. This lets you freely rearrange which carrier air units are on which carriers at sea during that phase, and to transfer carrier air units between carriers and on/off carriers when they are in port. This helps a lot when you want to load reinforcements onto carriers in port. Or take them off carriers so they can be moved to the air reserve pool during the reinforcement phase (to recover the pilots for other air units).
Steve

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paulderynck
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RE: Optional Rules

Post by paulderynck »

ORIGINAL: Ur_Vile_WEdge

ORIGINAL: Shannon V. OKeets

In MWIF, carrier air units do not participate in combat unless they are flying from a carrier. However, that does enable them to fly missions to land hexes. Port attacks being the obvious case, but also ground strikes, ground support, and even paradrops - where they would only be able to fly as fighters.


Just to clarify, this means that for instance, I'd be unable to leave a cvp in the Azores, and have it fly a naval air mission to the zero box to protect the North Atlantic convoys; I'd need a real nav or a ftr to do that now.
Thankfully that is one abuse of the boardgame rules that is not allowed in MWiF.
Paul
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Missouri_Rebel
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RE: Optional Rules

Post by Missouri_Rebel »

Cruisers In Flames



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RE: Optional Rules

Post by Missouri_Rebel »

The Queens



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RE: Optional Rules

Post by Missouri_Rebel »

Carpet Bombing



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RE: Optional Rules

Post by Missouri_Rebel »

Night Missions



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WIF_Killzone
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RE: Optional Rules

Post by WIF_Killzone »

Sweet, thanks for posting, I think I have a better grasp of some of these optional rules, and know the ones I will use when I FINALLY TKE DELIVERY OF THIS GAME! Phew, almost farted on that last bit. And when your over 40, never trust a fart, I'm just saying, ha.
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RE: Optional Rules

Post by Missouri_Rebel »

Fighter Bombers



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Missouri_Rebel
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RE: Optional Rules

Post by Missouri_Rebel »

You want more? I don't want to overload your senses.

Every time I look at the base game, extensive in its own right, and then all these optional rules that must all fit together seamlessly, I'm amazed that the thing could be coded at all.
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Missouri_Rebel
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RE: Optional Rules

Post by Missouri_Rebel »

Twin Engined Fighters



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Numdydar
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RE: Optional Rules

Post by Numdydar »

ORIGINAL: Missouri_Rebel

You want more? I don't want to overload your senses.

Yes please [:)]. We want them all [:D]
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Missouri_Rebel
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RE: Optional Rules

Post by Missouri_Rebel »

Can't give em all tonight. Too many.

Ill be out tomorrow at least. As Ive stated elsewhere I am having a surgery. [8|]

On Halloween no less. I told my wife if I get in there and theyre all dressed in costumes Im outta there. I'll be damned if I have nurse Frankenstein and Dr. Magoo performing anything. At least the hospital has wifi.

But until then, for my buddy Numdydar, I'll do some more. Anything in particular you'd like to see?
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**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
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RE: Optional Rules

Post by Missouri_Rebel »

Backup Fighters formerly known as Outclassed Fighters





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Missouri_Rebel
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RE: Optional Rules

Post by Missouri_Rebel »

Tank Busters



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Missouri_Rebel
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RE: Optional Rules

Post by Missouri_Rebel »

Flying Boats



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Missouri_Rebel
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RE: Optional Rules

Post by Missouri_Rebel »

Large ATR (air transports)



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RE: Optional Rules

Post by Missouri_Rebel »

Bomber ATR



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RE: Optional Rules

Post by Missouri_Rebel »

Extended Aircraft Rebasing



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