
Optional Rules
Moderator: Shannon V. OKeets
- Missouri_Rebel
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RE: Optional Rules
SCS Transport (Surface Combat Ship Transport)


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**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
- Missouri_Rebel
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RE: Optional Rules
Bottomed Ships


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**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**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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Shannon V. OKeets
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RE: Optional Rules
Actually, assuming that you did not take a Pass action, the MWIF rules for this are somewhat more lenient. Provided you get all the units involved in the same port (or sea area section box).ORIGINAL: 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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Rebasing
During the rebase aircraft step of each turn, you can rebase an organized carrier plane, up to double its range, from its CV to a hex or vice-a-versa (including the cost to get into or out of the sea-box section).
You can also rebase a carrier plane from a CV to another CV in the same sea-box section or port, or from a CV to the port hex it is in or vice-a-versa. Each of these counts as a rebase for activities limits [Change: unless the carrier air unit remains in the same port or sea area section box - 2008 WIF Annual]. Like all other rebases, the carrier plane remains organized.
[Clarification. Besides the ability to rebase a carrier air unit like any other air unit, during the Air Rebase phase, you can rebase an organized carrier air unit up to double its range:
• from aboard a CV at sea to another CV at sea which is in the same sea area and sea box section,
• from aboard a CV at sea to a land hex or vice-a-versa, including the cost to get out of (or into) the sea box section,
• from aboard a CV at sea to aboard a CV in port or vice-a-versa, including the cost to get out of (or into) the sea box section,
• from aboard a CV in port to aboard a CV in the same or another port, and
• from aboard a CV in port to a land hex or vice-a-versa.
If the optional rule Extended Rebasing is being used, then the range increases from double to triple if the conditions for not flying over enemy hexes/sea areas is met - November 17, 2010.]
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
- Joseignacio
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RE: Optional Rules
I see, thx..
- Missouri_Rebel
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RE: Optional Rules
Food In Flames


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**Those who rob Peter to pay Paul can always count on the support of Paul
**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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- Missouri_Rebel
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RE: Optional Rules
Saving Oil Resources and Build Points


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**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
- Missouri_Rebel
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RE: Optional Rules
Factory Destruction & Construction


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**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
- Missouri_Rebel
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RE: Optional Rules
'
**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
- Missouri_Rebel
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RE: Optional Rules
Oil Rules


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**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**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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WIF_Killzone
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RE: Optional Rules
I don't understand Supply Units, can someone give an example of their use. To me it sounds like you can drag along supply unit paired with an HQ and when you become out of supply, the units may actually be in supply but you would need to consume the Supply unit, I'm confused.
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Shannon V. OKeets
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RE: Optional Rules
That's basically it.ORIGINAL: WIF_Killzone
I don't understand Supply Units, can someone give an example of their use. To me it sounds like you can drag along supply unit paired with an HQ and when you become out of supply, the units may actually be in supply but you would need to consume the Supply unit, I'm confused.
Italy starts with one in Ethiopia, so after the Suez Canal is closed, they have 1 turn for being in supply offensively, or defensively.
I've never built one. Maybe Germany might want to build one for a cold winter turn deep in Russia, but it is difficult to see the Germany Player building a Supply unit in lieu of another INF unit (3 BPs), especially when they can only be built using 3 build points of pure oil.
From a programming point of view determining that 3 build points came from pure oil was a little tricky - each resource point generates a production point, with build points = production points * production multiple. So with a production multiple of 1.5, it takes 2 oil points; while with a production multiple of 0.75, it takes 4 oil points. A joy to code.[8|]
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
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brian brian
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RE: Optional Rules
Germany can put them to good use during a Sea Lion campaign in the UK. Perhaps one could help Japan hold onto a last mainland objective hex at the end if they could ever spare 3 oil to build one.
Otherwise, rarely seen on the WiF board, except when the CW Territorials are chasing the at-start Italian one around Africa. You can only use one with an HQ, and I don't think I've ever seen the Italians start with an HQ in East Africa.
Otherwise, rarely seen on the WiF board, except when the CW Territorials are chasing the at-start Italian one around Africa. You can only use one with an HQ, and I don't think I've ever seen the Italians start with an HQ in East Africa.
- Zorachus99
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RE: Optional Rules
The supply markers are good for other interesting operations as well. Taking Gibraltar without invading Spain comes to mind...
Advantages are plentiful.
1) You get an entire turn of an HQ becoming a Primary Supply source, including the most critical game phase, reorganization.
2) The Italian fleet doesn't have to fight for dominance to keep operations in supply, only air are required.
3) The Italians can air transport the plucky things with their good range ATR.
4) You get the equivalent of 1 oil during reorganization phase, great for keeping that OOS HQ and a couple TRS or ARM face-up.
5) Supply markers take only 2 turns to build, a whole turn faster than an INF.
For rare large encirclements, and naval operations they can be quite a lifesaver.
Advantages are plentiful.
1) You get an entire turn of an HQ becoming a Primary Supply source, including the most critical game phase, reorganization.
2) The Italian fleet doesn't have to fight for dominance to keep operations in supply, only air are required.
3) The Italians can air transport the plucky things with their good range ATR.
4) You get the equivalent of 1 oil during reorganization phase, great for keeping that OOS HQ and a couple TRS or ARM face-up.
5) Supply markers take only 2 turns to build, a whole turn faster than an INF.
For rare large encirclements, and naval operations they can be quite a lifesaver.
Most men can survive adversity, the true test of a man's character is power. -Abraham Lincoln
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brian brian
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RE: Optional Rules
come to think of it, supply units are also darn nice to have when defending Gibraltar from an overland attack, with a lot of Luftwaffe starting to circle around in the Cape St Vincent sea area...the captured Italian one works well for this.
It would be handy to fly one in to a large pocket on the Eastern Front in 1943 or 1944, but if the Germans can afford nice things like a supply unit and the Ju-352 ATR or Italians are still around to fly for them, they probably won't be suffering from many encirclements at the time.
It would be handy to fly one in to a large pocket on the Eastern Front in 1943 or 1944, but if the Germans can afford nice things like a supply unit and the Ju-352 ATR or Italians are still around to fly for them, they probably won't be suffering from many encirclements at the time.
- Missouri_Rebel
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RE: Optional Rules
For the forum:
So which Optional Rules do you insist on for the different scenarios?
Are there any that you stay away from for certain scenarios?
Is there a preferred set for a specific scenario, say Guadalcanal?
Any base options that you always play with?
So which Optional Rules do you insist on for the different scenarios?
Are there any that you stay away from for certain scenarios?
Is there a preferred set for a specific scenario, say Guadalcanal?
Any base options that you always play with?
**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
- Joseignacio
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RE: Optional Rules
Ufff, too complicated to liste them all. Mostly there is usually a consensus: Divs (most of the times), amphs, oil (most of the times), partisans, chinese weakness, separate planes for carriers, ..., a long list.
Some few vary a lot between groups: SiF, PiF, "In the presence of the enemy", chinese warlords, Intelligence, and others from more recen versions of WIF like FiF and "the rise of the Dead" (getting a percentaje of BP out from the dead units provided certain cnditions).
Some few vary a lot between groups: SiF, PiF, "In the presence of the enemy", chinese warlords, Intelligence, and others from more recen versions of WIF like FiF and "the rise of the Dead" (getting a percentaje of BP out from the dead units provided certain cnditions).
RE: Optional Rules
Thanks for posting those Mo-Reb. I have never played with most of them because many didn't exist when I played the game (just before 5th edition). I would think many could be used with an eye towards providing balance in a game between players of different skill. Also, less is probably more to a point for those that are just starting out.
RE: Optional Rules
So which Optional Rules do you insist on for the different scenarios?
Are there any that you stay away from for certain scenarios?
I don't like artillery (which in my experience make life too easy for the defender) or pilots (because I don't think they add anything to the game but complexity). Am I going to be able to find an opponent who shares my particular prejudices?
RE: Optional Rules
ORIGINAL: konevau
So which Optional Rules do you insist on for the different scenarios?
Are there any that you stay away from for certain scenarios?
I don't like artillery (which in my experience make life too easy for the defender) or pilots (because I don't think they add anything to the game but complexity). Am I going to be able to find an opponent who shares my particular prejudices?
Why shouldn't you. However, I like artillery and pilots. They add a certain realism (especially on the eastern front where huge artillery barrages and artillery divisions were build as such by the Soviets...).
Peter
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brian brian
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RE: Optional Rules
ORIGINAL: konevau
I don't like artillery (which in my experience make life too easy for the defender) or pilots (because I don't think they add anything to the game but complexity). Am I going to be able to find an opponent who shares my particular prejudices?
Check out the optional rule for Fractional Odds. Then the defender can't lower an odds level by adding artillery, forcing the attacker to add factors to compensate for something that is only a possibility when declaring attacks. Either side can still add support factors, but every point counts in the final calculation, rather than just exact ratio matches. Greatly simplifies and speeds up playing the game, in my opinion.




