New to the game - Basic Questions

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rkr1958
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RE: New to the game - Basic Questions

Post by rkr1958 »

O.K., so here's the situation. It's the first impulse of the Jan/Feb 1941 turn. The US desires to, "Pass War Appropriation's Bill" which require 34 entry and 17 tension levels in both pools and "gear up production" (option 22) being previously select, which the US did. The US has enough tension in both pools and has decided to choose no other entry option until they get the requisite 34 entry levels in both pools. At this point it seems to me that the US may have to wait 2 or even 3 turns until they can get to 34 in both pools. But no ...

Germany, supported by Italy, has decide to conquer the Balkans, starting with Yugoslavia before they turn their might against the Soviets hopefully in May/June 1941. So here are how events transpired this first impulse of the Jan/Feb 1941 turn. Germany and Italy declare war on Yugoslavia, Germany aligns Romanian and Japan aligns Madagascar. All there actions produce a number of draws that pole vaults US entry levels in both pools above the desire 34 giving them the ability to pass the war appropriation's bill at the end of the turn.

So now to my question. As the axis player was I too greedy in aligning both Romanian and Madagascar? I really need Romanian, really access through Romanian to take out Yugoslavia and Greece quickly. But, to forestall giving the US the ability to pass the war appropriation bill by 1 turn would have required me (as the axis) to not align either country.

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Ronnie
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Courtenay
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RE: New to the game - Basic Questions

Post by Courtenay »

Eventually you would get Rumania, no matter what. Madagascar is not very important. Each turn of war appropriations adds at least ten points (more likely more) of US production a year. Also, it means that the US will very likely be going to war sooner.

So yes, I think that you were a little too greedy as the Axis.
I thought I knew how to play this game....
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Centuur
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RE: New to the game - Basic Questions

Post by Centuur »

It depends on how your greed has been paying off. Are Spain and Gibraltar in Axis hands, or is Spain still neutral? What about Vichy? Has the Japanese killed the Chinese or not?

But generally speaking, it is not a good thing...
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RE: New to the game - Basic Questions

Post by brian brian »

Keep playing and ask yourself the same question in Jan/Feb 1945.
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paulderynck
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RE: New to the game - Basic Questions

Post by paulderynck »

All those actions except one of the DoWs on Yugoslavia are needed eventually. As long as Italy and Germany are already at war with the country that aligns Yugoslavia (highly likely in JF41), the only thing you give up by DoWing with just one of the two is that power doesn't get Surprise benefits against the Yugos. (The country that doesn't DoW will automatically be at war with the Yugos as soon as the Yugos align with a major on the other side and if the Yugos don't align, then Yugoslavia is automatically conquered.)

So that was what I'd call wasted risk.

As for the others, it is all luck and timing. If you think the US is close to where they need to be for War Approps, then go easily and carefully and try to put off any actions that are not absolutely necessary to the strategic plan. If not, then you likely suffered some bad luck this time around. It happens.
Paul
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rkr1958
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RE: New to the game - Basic Questions

Post by rkr1958 »

Thanks! After a year with this game and steadily climbing the learning curve, I'm still "excited" by the possibilities and complexities it has to offer!

Now another question concerning convoy protection.

I get it that you want a group of ships with good ASW capabilities in the zero box "escorting" your convoys in critical sea areas that can be reached by axis sub groups (e.g., Bay of Biscay, Cape St. Vincent, North Atlantic). I also understand you want a second group in a higher box so that they'll remain in the sea area after the turn ends. My question is what box do you recommend that second group go in? In volume 1 of the players manual it recommended that they go into the 4 box. However, by placing this second group in the 4 box, which moves down to the 3 box during the stay at sea phase, the convoys are "unprotected" at the beginning of the next turn until the allies get a naval, or combined, action to move the second groups to the 0 box. Why wouldn't I place the second groups in the 1 box to begin with and see them move to the 0 box during the stay at sea phase? This way my convoys would never be unprotected.

So is the following a bad strategy?

1. Convoy security. For each sea area under threat from axis sub groups determine the number and composition of ships needed for convoy escort for that sea area. Form 2 two groups specific dedicate to convoy security for that sea area. Initially place the first group in the 0 box and the second in the 1 box. During the return to base phase move the group in the 1 box to the 0 box. Of course the group in the 0 box at the start of the turn will have to return to base. Reorganize and send this group back to the 1 box during any impulse of the next turn.

2. Other naval missions. While other naval missions my be combined with convoy security groups in the 0 or 1 box, these "other naval missions" task forces operate independently and should be placed in the sea box that bests fits there missions (e.g., invasion / shore bombardment 4 or 3).
Ronnie
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Centuur
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RE: New to the game - Basic Questions

Post by Centuur »

Ideally, you want cruisers in the 0,1 and the 4 box and a NAV on the coast available to fly into the 0 box to protect the convoys when SUB's initiate combat... You need a ship in the high box to minimise the chance of surprise...

A good one is also to have a CV in the 0 box.
Peter
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rkr1958
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RE: New to the game - Basic Questions

Post by rkr1958 »

Thanks! Now another (unrelated question). The situation is that the Japanese have captured all communist Chinese cities and have wiped all communist Chinese units off the board. There are 2, or 3, communist units "ready" for deployment with no place to deploy. My question is is there any way to resurrect communist China and get their units back into the war?
Ronnie
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RE: New to the game - Basic Questions

Post by brian brian »

Nope. Or at least, as Courtenay says, some day I'll learn how to play this game ...

The standard solution when the ChiComms look to be in dire peril is to send one of their units towards Cheng-Tu to convert it to Communism. Ideally a unit with 4 movement factors, or the cavalry division with 5, so it can make it through mountain hexes without flipping.

One other small help in this situation would be to scrap any Commie unit with an applicable date on the back.
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RE: New to the game - Basic Questions

Post by paulderynck »

Or let them "ride the spiral" for a few years, wait for the big, green machine to arrive and take Si-An, and then promptly revert it to the ChiComs.

(For anyone paying attention - this ploy is very ahistorical, but gamer-wise... wise.)
Paul
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rkr1958
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RE: New to the game - Basic Questions

Post by rkr1958 »

I don't have a question but an observation I'd like to pass on. My observation is that the details, richness and subtleties of this game continue to impress and amaze me. I'd like to pass along one such case that just happened.

It's Jan/Feb 1940 and the Germans have conquered Holland, Belgium and just successfully drove the French out of Belgium. They're poised for good weather and the chance to really take it to the French and CW in Western Europe. Back East in Poland the Germans have 4 corps (1 is covered up by the production screen) and 1 garrison with zones of control that cover all Polish cities and resources. So no chance, or so I thought, of any risk from partisans when the turn ended. Well, the turn did end and a Polish partisan popped up and was deployed in the woods adjacent to Warsaw. My plan for garrisoning Poland only dealt with the immediate threat posed from any partisans that spawned. That is, it kept them out of the cities and resources but left gaps adjacent to them where they could be deployed. In fact, I had left both Lodz and Warsaw, probably the two most critical cities in Poland, vulnerable to this threat. To make matters worse, the Germans had saved two oil points in Warsaw. All the allies needed to do to be able to inflict significant pain on the Germans was to win the initiate and choose to move first. More on that later.

From the German perspective I wanted to minimize the damage that the partisan could do if the allies got to move first. So during the reorganization phase I used the 2 oil points saved in Warsaw. So at least if I, as the Germans lost Warsaw I wouldn't also lose 2 oil points. Well, in that regard I made another tactical error. I didn't change where the oil point from Ploesti, Rumania was being saved, which was Warsaw. So an oil point that shouldn't have been sent to Warsaw was and, along with Warsaw, was put at risk!

After working through the end of turn phases for the Jan/Feb 1940 turn, I now came to the all important initiative rolls for the Mar/Apr 1940 turn. Neither side had the advantage; i.e., the initiative track was at 0, but the allies had moved first last turn, thus the axis would win ties. The axis rolled first and rolled a 7. The allies also rolled a 7 and since the axis won ties they won the first roll. But of course the allies elected for a re-roll and the axis rolled a 1! Mitigating this some was that the 1 was modified to a 2 with the axis still winning ties. But, yikes all the allies needed to do was to roll a 3 or higher (i.e., they had an 80% chance of winning the second roll). Talk about chocking, the allies rolled a 1 and the Germans dodged a major bullet.

Now tell me that is fun, exciting and suspenseful!

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Ronnie
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Orm
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RE: New to the game - Basic Questions

Post by Orm »

Now tell me that is fun, exciting and suspenseful!
This is fun, exciting and suspenseful. [:)]

I see that Germany are not overly concerned with the possibility that USSR can move troops towards the border with Germany and break the pact.

Or maybe you have minor country units to take care of the garrison ratio?
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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rkr1958
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RE: New to the game - Basic Questions

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ORIGINAL: Orm
Now tell me that is fun, exciting and suspenseful!
This is fun, exciting and suspenseful. [:)]

I see that Germany are not overly concerned with the possibility that USSR can move troops towards the border with Germany and break the pact.

Or maybe you have minor country units to take care of the garrison ratio?
I've got the Hungarians to help out and I'm planning on sending a few more German units east (militia and weak corps) to help. But my plan is to finish France off over the next two turns and throw all the Germans east.
Ronnie
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rkr1958
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RE: New to the game - Basic Questions

Post by rkr1958 »

Here's the Nazi-Soviet pact situation at the beginning of impulse 5 of the Mar/Apr 1940 turn.

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Ronnie
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RE: New to the game - Basic Questions

Post by Orm »

If USSR would have selected offensive chits instead they would have been very close to be able to break the pact. All those traded resources lost do hurt Germany a lot even if USSR do not DOW. 6.5 units (if I counted correctly) goes fast for USSR to transfer to the border.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
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rkr1958
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RE: New to the game - Basic Questions

Post by rkr1958 »

Bad luck? Bad play? Great play (as Germany)?

The Germans agree to establish Vichy and only the French Pacific didn't go Vichy. Or specifically, only the French Pacific went Free France and to my surprise I got a message that Free France was completely conquered.

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Ronnie
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rkr1958
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RE: New to the game - Basic Questions

Post by rkr1958 »

By the way ... de Gualle is fuming! [;)]

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Ronnie
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RE: New to the game - Basic Questions

Post by paulderynck »

That can happen. New Caledonia is a territory, not a minor, so if that's all that goes FF on the control rolls, then FF is conquered.
Paul
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rkr1958
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RE: New to the game - Basic Questions

Post by rkr1958 »

ORIGINAL: paulderynck

That can happen. New Caledonia is a territory, not a minor, so if that's all that goes FF on the control rolls, then FF is conquered.
Thanks!

Looks like de Gualle is going to have to be satisfied commanding a tank regiment attached to a CW armor division. [8D]


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Ronnie
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RE: New to the game - Basic Questions

Post by Centuur »

Were all French BB's and CV (if not interned by the US) in France? If not, than there was a modifier to the die roll, which makes the creation of Free France more difficult.
Peter
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