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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Missouri_Rebel
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RE: Optional Rules

Post by Missouri_Rebel »

Extended Game revised for added clarity



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Missouri_Rebel
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RE: Optional Rules

Post by Missouri_Rebel »

Fortifications



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Missouri_Rebel
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RE: Optional Rules

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Offensive Chits



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Missouri_Rebel
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RE: Optional Rules

Post by Missouri_Rebel »

Supply Units



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Missouri_Rebel
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RE: Optional Rules

Post by Missouri_Rebel »

Synthetic Oil Plants



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Joseignacio
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RE: Optional Rules

Post by Joseignacio »

ORIGINAL: Numdydar

ORIGINAL: Joseignacio

I will make a book, printing them all. I am only worried that it may be too much work for you... :)

These are alrady part of the manuals you get plus in the pdfs of the rules too. These forms are just so you do not have to stop and look something up if you have a question. So no need for any other book [:)] Unless you want one of course[:)]

OMG, so no need to do that, since I will but y the game, that's for sure. :)

Edit: Thx Steve :)
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wodin
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RE: Optional Rules

Post by wodin »

These optional rules do sound exciting..if I had plenty of cash I think I'd buy this with the hardback books, even if I didn't get into the game I still think it's a great item to have in a collection.
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Missouri_Rebel
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RE: Optional Rules

Post by Missouri_Rebel »

Motorized Movement Rates



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Missouri_Rebel
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RE: Optional Rules

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Railway Movement Bonus



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Missouri_Rebel
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RE: Optional Rules

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HQ Movement



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Missouri_Rebel
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RE: Optional Rules

Post by Missouri_Rebel »

HQ Support




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RE: Optional Rules

Post by Shannon V. OKeets »

ORIGINAL: Missouri_Rebel

Railway Movement Bonus



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This is the rule I have the most difficulty remembering during game play. It lets units treat forest hexes as if they were clear for advance after combat, provided that there is a rail line connecting the hexes. What that means is that a Blitz result (on the CRT) against a forest hex lets armor & mechanized units advance two hexes. Normally a forest hex costs 2 MP which restricts the exploitation of a Blitz result to just the defending hex. Again and again, motorized units make moves that my eye says are prohibited. It drives me nuts.
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Missouri_Rebel
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RE: Optional Rules

Post by Missouri_Rebel »

2D10 Land CRT



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Missouri_Rebel
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RE: Optional Rules

Post by Missouri_Rebel »

cont. the 2d10 is an often discussed optional rule with those players usually making up one camp or the other. Ive included the full text so that new players can ponder the implications of the rule.



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Missouri_Rebel
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RE: Optional Rules

Post by Missouri_Rebel »

Blitz Bonus



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Missouri_Rebel
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RE: Optional Rules

Post by Missouri_Rebel »

Internment



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RE: Optional Rules

Post by Missouri_Rebel »

In The Presence Of The Enemy




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RE: Optional Rules

Post by Missouri_Rebel »

Variable Carrier Plane Searching



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RE: Optional Rules

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ORIGINAL: Missouri_Rebel

Variable Carrier Plane Searching



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One can replace out dated carrier aircraft?
Favoritism is alive and well here.
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Joseignacio
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RE: Optional Rules

Post by Joseignacio »

For sure, and you better do. But there are some rules to do it. You have to select the appropiate kind of impulse you will take with your country (air, land, sea or combined) and most of them have a limit to the number of air action. And sometimes you change the planes by rebasing them to the forcé pool and bringing in a new one.
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