New to the game - Basic Questions

A sub-forum for players new to WIF, containing information on how to get started and become an experienced player.

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Hellen_slith
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RE: New to the game - Basic Questions

Post by Hellen_slith »

ORIGINAL: rkr1958
ORIGINAL: Shannon V. OKeets

Green for Default, Blue for Override.

Once France falls, the Germans will be able to attack the convoys in the Bay of Biscay with submarines based in Brest and naval air units along the coast. That means the North Atlantic convoy route should be shifted to the Faeroes Gap (as happened historically). Making that happen can pose a serious problem for the Commonwealth. The convoys can't simply move from one sea area to another, so they first have to return to port - where they arrive disorganized. You either have to have a complete replacement fleet already in port to sail out into the Faeroes Gap, or you need to reorganize all the convoys, or you suffer serious losses to your convoys in the Bay of Biscay, or you tear your hair out with no resources getting through to the United Kingdom for a turn because there are no convoys in either the Bay of Biscay or the Faeroes Gap.

For that reason, some players prefer to start with some convoys in the Faeroes Gap and others in the Bay of Biscay. The downside of having convoys in the Faeroes Gap before France falls, is that they are more vulnerable to German submarines coming through the North Sea.

Like many decisions in WIF, there are arguments for both viewpoints and you get to "pick your choose".
All these risk versus reward decisions, with no pat answers, seems to add a "richness" that I've yet to experience in my wargaming experiences. Winston Churchill was quoted as saying that the greatest threat to the survival of Britain in WW2 was from German u-boats. My impression is that MWiF (WiF) models this, and the Battle of the Atlantic, at both a detailed tactical and strategic level. I look forward to seeing how all this plays out and what grave mistakes I'm sure to make.

By the way, isn't setting up CW convoys in the Faeroes Gap to start with "exploiting" future knowledge that the CW wouldn't have, or certainly couldn't conceive happening? That is, the fall of France. I know ... we all exploit this knowledge in playing strategic WW2 games. [:)]
To me, no, I have been setting up convoys there in Faeroes Gap, only because it has looked to me like it was the right thing to do...it never crossed my mind that it would be even more important to have them there to gain an advantage later in the board game, it was just something that felt right for me to do at the time.

I compare WiF to chess, especially in the opening and middle game. If I follow a particular line in the Sicilian (or Barbarossa in WiF), I know how it will play out in the opening, and will follow the already proven paths, even if it means certain defeat of my opponent without any challenge.

At the same time, I hope that my opponent will present something new, and then we're on equal ground again (or maybe I will take a new path instead of them.)

As far as foreknowledge and using it in playing WWII games: I purposely try to pursue alternatives, precisely because I don't want things to play out just like they always did, it is more fun for me that way. YMMV :)

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Courtenay
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RE: New to the game - Basic Questions

Post by Courtenay »

The Game is in Sep/Oct Allied impulse #2, ie the Allies first impulse. France and the CW have just declared war on German, and the Germans are surprised. Thus they can not intercept. See picture:

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paulderynck
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RE: New to the game - Basic Questions

Post by paulderynck »

Not sure if you're referring to Allied or Axis impulses. Odd numbered ones are Axis unless you mean you're only counting the Allied ones...

Anyway - could it be the French were not intercepted in the impulse they and the CW DoW'd Germany? If so, that is correct because Germany would be surprised.
Paul
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rkr1958
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RE: New to the game - Basic Questions

Post by rkr1958 »

ORIGINAL: Courtenay

The Game is in Sep/Oct Allied impulse #2, ie the Allies first impulse. France and the CW have just declared war on German, and the Germans are surprised. Thus they can not intercept. See picture:

Image
OK, so that's what going on! It didn't occur to me that the Germans could be surprised by a DOW from the CW and French after they (the Germans) started the war. So on the first allied impulse of the GW scenario, both French and RAF bombers get a free go at bombing production and oil targets in Germany. I need to add that on my list of tactics when I play the allies.
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composer99
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RE: New to the game - Basic Questions

Post by composer99 »

They also get a free go (with land-based air) at German naval units if any are in range; which is why it's usually a good idea, when setting up as Germany, to count the range of CW and French aircraft (including extended range if you're playing with that option) and set up the amphib and transport units out of range.
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Courtenay
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RE: New to the game - Basic Questions

Post by Courtenay »

ORIGINAL: rkr1958
OK, so that's what going on! It didn't occur to me that the Germans could be surprised by a DOW from the CW and French after they (the Germans) started the war. So on the first allied impulse of the GW scenario, both French and RAF bombers get a free go at bombing production and oil targets in Germany. I need to add that on my list of tactics when I play the allies.
15. SURPRISE
Major powers and minor countries are surprised when a major power declares war on them, even if they are already at war with someone else. However, they are not surprised by a major power or minor country they are currently at war with. Furthermore, they are not surprised by land or aircraft units attacking from, or flying over, hexes controlled by a major power or minor country at war with them last impulse.

The effects of being surprised last only for that impulse (the “surprise impulse”).

Clarification: Controlled minors (and their units) can both surprise and be surprised; for this rule they are treated the same as their controlling major power.
Thus if either the US or SU declares war on Germany, rather than the other way around, it would get the benefit of surprise against Germany on the impulse it declares war. Similarly, if any Allied major power declares war on Japan, it would get the benefits of surprise against Japan, even though Japan is already at war with China, or if Japan declares war against the CW, it would get the benefit of surprise against the CW, even though the CW is at war with Germany.
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rkr1958
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RE: New to the game - Basic Questions

Post by rkr1958 »

ORIGINAL: composer99

They also get a free go (with land-based air) at German naval units if any are in range; which is why it's usually a good idea, when setting up as Germany, to count the range of CW and French aircraft (including extended range if you're playing with that option) and set up the amphib and transport units out of range.
I'm learning. It was impulse #4 (second one for the allies). The RN deployed a large fleet in the North Sea that included three large aircraft carriers and two light ones. The air wings from the 3 large carriers pounded the German fleet at Kiel sinking the Graf Spee, damaging and partially aborting four other ships. Lesson learned - basing a large German fleet at Kiel at the start of the game is a bad idea!


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Ur_Vile_WEdge
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RE: New to the game - Basic Questions

Post by Ur_Vile_WEdge »

Or at least leave a fighter nearby to protect them from marauding British carriers.
"When beset by danger,
When in deadly doubt,
Run in little circles,
Wave your arms and shout."
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Courtenay
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RE: New to the game - Basic Questions

Post by Courtenay »

Actually, port strikes that are not done during a surprise impulse are more often ineffective than not. Also, ones from carriers never come as a surprise, since you have to place the fleet the impulse before. This allows the defending player time to figure out how he is going to react to threat. As Ur_Vile notes, the Germans can get a FTR back to defend Kiel. Given the quality (if that is the word [:)] ) of the CW CVPs, one FTR should stop raids on Kiel quite effectively.
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rkr1958
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RE: New to the game - Basic Questions

Post by rkr1958 »

I know the Nazi-Soviet pact can't be broken until 1940 at the earliest. My question is on the garrison calculation for Germany. Specifically, are the three aligned Hungarian and one Bulgarian corps included in the calculation for the Germans?

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RE: New to the game - Basic Questions

Post by paulderynck »

They should be, if they are within 3 of the German-Russian border.
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composer99
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RE: New to the game - Basic Questions

Post by composer99 »

As paulderynck notes, the aligned minor units ought to be included in the pact garrison.

You may wish to verify by adding up the garrison of the German-national units. If that garrison comes up 4 short, then you're good. If not, there's a problem.
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rkr1958
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RE: New to the game - Basic Questions

Post by rkr1958 »

ORIGINAL: composer99

As paulderynck notes, the aligned minor units ought to be included in the pact garrison.

You may wish to verify by adding up the garrison of the German-national units. If that garrison comes up 4 short, then you're good. If not, there's a problem.
They seem to add in if I'm counting correctly. And, with respect to counting I'd like to make sure I have it right.


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rkr1958
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RE: New to the game - Basic Questions

Post by rkr1958 »

ORIGINAL: rkr1958
ORIGINAL: composer99

As paulderynck notes, the aligned minor units ought to be included in the pact garrison.

You may wish to verify by adding up the garrison of the German-national units. If that garrison comes up 4 short, then you're good. If not, there's a problem.
They seem to add in if I'm counting correctly. And, with respect to counting I'd like to make sure I have it right.


When counting if a unit is within 3 hexes of a "common border", can that count cross a all sea hexside? Unless I'm missing something (which is entirely possible), that's the only way I can my count to match the form.
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paulderynck
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RE: New to the game - Basic Questions

Post by paulderynck »

All-sea hexsides and intervening neutral hexes have absolutely no effect on the 3-hex range.
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Centuur
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RE: New to the game - Basic Questions

Post by Centuur »

ORIGINAL: rkr1958

ORIGINAL: rkr1958
ORIGINAL: composer99

As paulderynck notes, the aligned minor units ought to be included in the pact garrison.

You may wish to verify by adding up the garrison of the German-national units. If that garrison comes up 4 short, then you're good. If not, there's a problem.
They seem to add in if I'm counting correctly. And, with respect to counting I'd like to make sure I have it right.


When counting if a unit is within 3 hexes of a "common border", can that count cross a all sea hexside? Unless I'm missing something (which is entirely possible), that's the only way I can my count to match the form.

Yes. Here is the description of the common border out of RAW:

Common border [any hex you
control within 3 hexes of a hex
controlled by another major
power is part of your common
border with that major power]


It doesn't matter whether there is a neutral country in between too...
Peter
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rkr1958
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RE: New to the game - Basic Questions

Post by rkr1958 »

I'm happy to report that I think I'm getting the hang of how to play this game. Now mind you, not play it well but just play it. Me learning and playing WiF was only possible because of MWiF. There's no way that I would have tackled WiF with cardboard and paper. I just wouldn't have the time, space or energy without MWiF.

Back to what, I think, I'm learning. With respect to oil, the game seems to be teaching me to take advantage of 0.4 or less fractional oil points when reorganizing. What I mean for example is that if reorganizing everything would cost 2.5 oil points then this will round off to 3 and result in wasting a half of oil point. In that case, I would decide not to reorganize a lesser important unit (say a CA), which then would cost 2.4 oil points total and round down to 2 oil points saving me a full oil point. That is, choosing to not reorganize a unit that cost 0.1 points could save me a full point. Also, if for countries like China and the Soviet Union (prewar) if you keep the reorganization cost to 0.4 or less, then you expend no oil points.
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rkr1958
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RE: New to the game - Basic Questions

Post by rkr1958 »

My understanding is that there is a bug in the current version where build points won't be saved. I've been playing under that assumption and so I've been using all build points for each power, each turn. I would like to save them up for some countries to buy more expensive units; but I don't want to lose them.

Is that correct?
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paulderynck
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RE: New to the game - Basic Questions

Post by paulderynck »

My understanding is that if you save only one in each city/factory; you'll be OK.

I've played the game a very long time, and you'd have a tough time convincing me why you'd ever want to save more than 3 or 4 max in any one turn anyway. Maybe late in the game saving with the Chinese, and JP is on the ropes, you'd save for an O-chit...
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RE: New to the game - Basic Questions

Post by paulderynck »

ORIGINAL: rkr1958

Back to what, I think, I'm learning. With respect to oil, the game seems to be teaching me to take advantage of 0.4 or less fractional oil points when reorganizing. What I mean for example is that if reorganizing everything would cost 2.5 oil points then this will round off to 3 and result in wasting a half of oil point. In that case, I would decide not to reorganize a lesser important unit (say a CA), which then would cost 2.4 oil points total and round down to 2 oil points saving me a full oil point. That is, choosing to not reorganize a unit that cost 0.1 points could save me a full point. Also, if for countries like China and the Soviet Union (prewar) if you keep the reorganization cost to 0.4 or less, then you expend no oil points.
Very good. But don't forget an extra CP every turn to make it a point 45.
Paul
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