Dumb questions thread

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Shannon V. OKeets
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RE: Dumb questions thread

Post by Shannon V. OKeets »

ORIGINAL: Ubercat
ORIGINAL: brian brian

I think 'disorganized' is used over 'disrupted' as a pair with the 'reorganize' process. In the paper game, counters are either face-up or face-down to indicate this. The paper game concept of "white-print" units (indicated by white-inked factors on the counters) is replaced in MWiF by "elite" units.

It's worth noting that an extra +2 on the 2d10 table is basically an odds column shift up for the attacker. It is nearly the same with a +1 on the 1d10 table, though that table isn't perfectly symmetrical on every odds column, and there is no 6-1 column. But +1 on the 1d10 is still very good to have. The prime way to disorganize an enemy unit is via the Ground Strike mission; air assets are quite powerful in World in Flames.

Also it is worth noting that using a 5 tactical factor aircraft (Stukas, etc.), to ground-strike and possibly disorganize a single 5 factor defending land unit is not worth an air mission to do it, nor the chance it doesn't work. A 5 factor Ground Strike has a 50% chance of success. Adding 5 factors of Ground Support (which doesn't count against air mission limits, unlike Ground Strike) to an attack on a 5 factor defending ground unit automatically raises the odds level by one column, or +2 on the 2d10 table. It's tricky at times.

Thanks! Searching for "disorganized" gave me the motherload of results. I didn't realize that "disruption" was either a deprecated or inappropriate term. And thank you also konevau for giving more details.

Does anyone know if there's a way to enlarge the main form and other forms so that they're easier to read?
Very few forms can be enlarged. For example, the setup tray and naval combat selection forms can be expanded horizontally. The Naval Review Details form can be expanded vertically.

But as to making the forms larger, no. Sorry, but they are all designed to fit within a 1024 by 768 screen.
Steve

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RE: Dumb questions thread

Post by Ubercat »

I don't know if this is a bug or not.

I'm starting a solo Global War game and while trying to finish setting up the US, I received a popup saying that I was in violation of the US Japan trade agreement because I didn't have sufficient convoys in several Pacific sea zones. I was given the opportunity to fix the problem, but I'm physically unable to place the convoys in at least one of the named zones.

I ended up ending the phase and moved on to setting up the USSR. Does this sound like a bug? Should I try to recreate the problem and do a save file?
"I’m not convinced that faith can move mountains, but I’ve seen what it can do to skyscrapers." -William H. Gascoyne
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RE: Dumb questions thread

Post by Shannon V. OKeets »

ORIGINAL: Ubercat

I don't know if this is a bug or not.

I'm starting a solo Global War game and while trying to finish setting up the US, I received a popup saying that I was in violation of the US Japan trade agreement because I didn't have sufficient convoys in several Pacific sea zones. I was given the opportunity to fix the problem, but I'm physically unable to place the convoys in at least one of the named zones.

I ended up ending the phase and moved on to setting up the USSR. Does this sound like a bug? Should I try to recreate the problem and do a save file?
The US convoys are not all the same for that scenario. Some of them are required to be within range of the US home ports. Others are required to be within range of Honolulu.

Most likely you were trying to place one of the former in a western Pacific sea area, too far from the US home ports. There should have been a message at the bottom of the Main form explaining why the convoy couldn't be placed where you wanted it. If you place the US convoys in the sea areas close to the western coast of the US, that should free up other convoys that are based in Honolulu.

At the beginning of the setup phase, when all the units are in the Setup Tray, it is pretty clear which convoys are which. But after you have them all on the map, telling them apart isn't possible. Sorry.
Steve

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RE: Dumb questions thread

Post by Ubercat »

Thanks for the fast reply (and the fantastic game). I'll start over and do it right. [:)]
"I’m not convinced that faith can move mountains, but I’ve seen what it can do to skyscrapers." -William H. Gascoyne
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terje439
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RE: Dumb questions thread

Post by terje439 »

In an attempt to make this "THE noob Q-thread", I'll post my questions here;
1. Do any of the more veteran players ever place German convoys outside of the Baltic? Seems to me that is a sure way to waste some BPs as the CW will bounce on those convoys asap??
2. Is there a tactical factor number that makes you automatically think "nah, I will not ground strike with this unit, I will use it for added combat value instead"? I tend to use all 5 factor Stukas to ground strike and all others to aid in the attacks. Any input here?
3. Removing planes. Do you guys use this? I tend to not place units if they are weak (early German TACs etc) and save the pilot, and it seems to me those 5 A2A factor Bf109s are useful all the way (although somewhat short legged), so I never remove them.
4. If using synthetic oil, should Germany and Japan build as many as possible or just one or two early on? (I understand that the earlier I build them, the greater the return, and that after a given point they will end up costing more than they provide).
5. How many BBs/CA/CLs do you build as the CW? My thinking is that there are so many other things that the CW needs, and that the RN is already quite sizeable, so not sure here at all.
 
Terje
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RE: Dumb questions thread

Post by Missouri_Rebel »

ORIGINAL: Ubercat

I don't know if this is a bug or not.

I'm starting a solo Global War game and while trying to finish setting up the US, I received a popup saying that I was in violation of the US Japan trade agreement because I didn't have sufficient convoys in several Pacific sea zones. I was given the opportunity to fix the problem, but I'm physically unable to place the convoys in at least one of the named zones.

I ended up ending the phase and moved on to setting up the USSR. Does this sound like a bug? Should I try to recreate the problem and do a save file?

I ran into the same thing ubercat. I couldn't move/select the convoys to make it right once they were in the sea areas. I ended up setting up everything, including the transports, and then saved the game. That allowed me to try whatever combo it was with the convoys to get the correct placement. Seems like all the required sea areas needed at least 4 convoy points in those zones. Youll notice that the ones for the Western US are able to be placed quite a ways away into the areas.
**Those who rob Peter to pay Paul can always count on the support of Paul
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RE: Dumb questions thread

Post by warspite1 »

ORIGINAL: Ubercat

Thanks for the fast reply (and the fantastic game). I'll start over and do it right. [:)]
warspite1

Hope I understand your problem correctly:

- Did you remove Sentry status when trying to move the convoys? (Right click on the counter and then untick sentry)
- Best thing to do is use 5 CP from "United States" and put in the West Coast
- Use the 3x 5 CP counters in "Honolulu" and place these in the Hawaiian Islands, Central Pacific and Mendochino. That will satisfy the rules.
Now Maitland, now's your time!

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RE: Dumb questions thread

Post by Missouri_Rebel »

ORIGINAL: warspite1

- Did you remove Sentry status when trying to move the convoys? (Right click on the counter and then untick sentry)

That was it. Thanks Bob.
**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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RE: Dumb questions thread

Post by brian brian »

ORIGINAL: terje439

In an attempt to make this "THE noob Q-thread", I'll post my questions here;
1. Do any of the more veteran players ever place German convoys outside of the Baltic? Seems to me that is a sure way to waste some BPs as the CW will bounce on those convoys asap??
2. Is there a tactical factor number that makes you automatically think "nah, I will not ground strike with this unit, I will use it for added combat value instead"? I tend to use all 5 factor Stukas to ground strike and all others to aid in the attacks. Any input here?
3. Removing planes. Do you guys use this? I tend to not place units if they are weak (early German TACs etc) and save the pilot, and it seems to me those 5 A2A factor Bf109s are useful all the way (although somewhat short legged), so I never remove them.
4. If using synthetic oil, should Germany and Japan build as many as possible or just one or two early on? (I understand that the earlier I build them, the greater the return, and that after a given point they will end up costing more than they provide).
5. How many BBs/CA/CLs do you build as the CW? My thinking is that there are so many other things that the CW needs, and that the RN is already quite sizeable, so not sure here at all.

Terje

1. all in the Baltic. things could change in a SeaLion type game.

2. of course ... it all depends. 5 pt Stukas are great for Ground Strikes, sure. But on the surprise impulse, they are worth 10 factors of Ground Support for no Air Mission cost. against a single 5 point defending unit, a 5 point Stuka flying Ground Support for an attack against it is the same thing as a successful ground strike in most situations. (not all). 4 factor planes...same. 3 factor planes...still OK against a stack of 3 enemy units, maybe...you be the judge. 2x rolls on Surprise of course, always good. weak Japanese planes ... fly all of them on a Ground Strike against a single hex might work as good as all as Support, esp. in the mountains. it's easy to forget the option of taking an Air Impulse to re-org a lot of planes, including a bonus one with your ATR possibly not otherwise employed that turn. your land units don't move, but your air are powerful.

3. removing planes is ... I'll say infrequent. an older plane can have a great run of luck in combat but eventually be simply too old and has to be shipped home. or a single type can take a lot of losses and you need to pull a different type from the map and reach into your Reserves for the missing type.

4. when to build Axis SYNTH. opinions differ. from a purely accounting stand-point, the earlier the better, yes. but an Axis oil crunch doesn't really develop until the middle of the game at the earliest. an early build means you have less units to use to expand while the Allies are weak; 2-3 INF class units might gain you more goodies from the Allies than the accounting returns of building SYNTH ASAP. I take the latter view but I think more people look at the former. Also depends on strategy. Germany in a 42 Barbarossa or Sea Lion will need them more than a Germany planning to conquer the entire Mediterranean perhaps.

5. CW BB. lots of ways to go. their newer BBs populating the Construction Pool through the first year are eventually nice to have as they move fast and thus can make better task forces with the CW fleet carriers. but they are a bit of a luxury item better finished after the first year or two of the war when infantry in large amounts are far more important. more economical than building those is simply keeping them out of the Repair Pool....ask the Americans to do this for you. I don't ever lay down hulls for brand new ones or finish many CA/CL, if any.
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RE: Dumb questions thread

Post by brian brian »

oh and not using the Fractional Odds optional changes everything about using aircraft, keep that in mind.
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terje439
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RE: Dumb questions thread

Post by terje439 »

ORIGINAL: brian brian

ORIGINAL: terje439

In an attempt to make this "THE noob Q-thread", I'll post my questions here;
1. Do any of the more veteran players ever place German convoys outside of the Baltic? Seems to me that is a sure way to waste some BPs as the CW will bounce on those convoys asap??
2. Is there a tactical factor number that makes you automatically think "nah, I will not ground strike with this unit, I will use it for added combat value instead"? I tend to use all 5 factor Stukas to ground strike and all others to aid in the attacks. Any input here?
3. Removing planes. Do you guys use this? I tend to not place units if they are weak (early German TACs etc) and save the pilot, and it seems to me those 5 A2A factor Bf109s are useful all the way (although somewhat short legged), so I never remove them.
4. If using synthetic oil, should Germany and Japan build as many as possible or just one or two early on? (I understand that the earlier I build them, the greater the return, and that after a given point they will end up costing more than they provide).
5. How many BBs/CA/CLs do you build as the CW? My thinking is that there are so many other things that the CW needs, and that the RN is already quite sizeable, so not sure here at all.

Terje

1. all in the Baltic. things could change in a SeaLion type game.

2. of course ... it all depends. 5 pt Stukas are great for Ground Strikes, sure. But on the surprise impulse, they are worth 10 factors of Ground Support for no Air Mission cost. against a single 5 point defending unit, a 5 point Stuka flying Ground Support for an attack against it is the same thing as a successful ground strike in most situations. (not all). 4 factor planes...same. 3 factor planes...still OK against a stack of 3 enemy units, maybe...you be the judge. 2x rolls on Surprise of course, always good. weak Japanese planes ... fly all of them on a Ground Strike against a single hex might work as good as all as Support, esp. in the mountains. it's easy to forget the option of taking an Air Impulse to re-org a lot of planes, including a bonus one with your ATR possibly not otherwise employed that turn. your land units don't move, but your air are powerful.

3. removing planes is ... I'll say infrequent. an older plane can have a great run of luck in combat but eventually be simply too old and has to be shipped home. or a single type can take a lot of losses and you need to pull a different type from the map and reach into your Reserves for the missing type.

4. when to build Axis SYNTH. opinions differ. from a purely accounting stand-point, the earlier the better, yes. but an Axis oil crunch doesn't really develop until the middle of the game at the earliest. an early build means you have less units to use to expand while the Allies are weak; 2-3 INF class units might gain you more goodies from the Allies than the accounting returns of building SYNTH ASAP. I take the latter view but I think more people look at the former. Also depends on strategy. Germany in a 42 Barbarossa or Sea Lion will need them more than a Germany planning to conquer the entire Mediterranean perhaps.

5. CW BB. lots of ways to go. their newer BBs populating the Construction Pool through the first year are eventually nice to have as they move fast and thus can make better task forces with the CW fleet carriers. but they are a bit of a luxury item better finished after the first year or two of the war when infantry in large amounts are far more important. more economical than building those is simply keeping them out of the Repair Pool....ask the Americans to do this for you. I don't ever lay down hulls for brand new ones or finish many CA/CL, if any.



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"Hun skal torpederes!" - Birger Eriksen

("She is to be torpedoed!")
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