There are 7 screen shots in this set because I would like you to review all 7 pages of the Optional Rules.

Moderator: Shannon V. OKeets






Code: Select all
CWIF MWIF
Option Page Option Number and Name WIF FE Rules Reference
NA Not App. 1. African & Scandinavian maps 2.1.1, 2.1.4, 2.4.2
Yes Add. Units 2. Divisions 2.2, 2.3.1, 9.5, 11.4.5, 11.14, 11.15, 11.16.1, 11.16.5, 22.4.1
Yes Add. Units 3. Artillery 2.2, 2.3.1, 11.2, 11.5.9, 11.5.10, 11.8, 11.9, 11.11.2, 11.16.4, 11.16.5, 16.1, 16.3, 22.4.2
NA Not App. 4. Pacific & Asian map ZOCs 2.2
Yes Add. Units 5. Fortifications 2.3.1, 4.2, 11.16.1, 22.4.9
Yes Add. Units 6. Supply units 2.3.1, 2.4.2, 11.11.2, 11.12, 22.4.10
Yes Add. Units 7. Engineers 2.3.1, 11.11.2, 22.2, 22.4.1
Yes Air Rules 8. Flying boats 2.3.1, 8.2.9
Yes Standard 9. Ships In Flames units 2.3.1, 4.1.4, 4.2, 11.3, 11.5.8, 13.3.2, 13.5.1, 13.6.1, 13.6.5, 14.4.1, 22.4.7
Yes Add. Units 10. Territorials 11.16.5, 2.4.2, 4.2, 17.3, 18.1, 19.4, 22.4.5
Yes Supply 11. Limited overseas supply 2.4.2, 22.4.11
Yes Supply 12. Limited supply across straits 2.4.2, 11.10, 13.6.1
Yes Supply 13. HQ supply and support 2.4.3, 11.16.3
Yes Add. Units 14. Synthetic oil plants 4.2, 13.5.1, 22.4.11
Yes Other 15. Off-city reinforcement 4.2
No Other 16. Recruitment limits 4.2
Yes Land Rules 17. HQ movement 11.11.2
Yes Naval Rules 18. Bottomed ships 11.2
Yes Naval Rules 19. In the presence of the enemy 11.4.2
No Land Rules 20. Surprised ZOCs 2.2
No No 21. Task forces (hidden) 11.4.3
No Air Rules 22. Bounce combat 14.3.3
Partial Add. Units 23. V-weapons and Atomic bombs 11.7.1, 11.8
Partial Add. Units 24. Frogmen 22.4.3
Yes Naval Rules 25. SCS transport 11.4.5, 11.14
Yes Naval Rules 26. Amphibious rules 11.13, 11.14, 22.4.12
Yes Naval Rules 27. Optional CV searching 11.5.5
Yes Add. Units 28. Pilots 4.2, 11.2, 11.5.8, 11.5.11, 13.6.5, 13.6.7, 13.7.1, 14.6, 19.1, 22.4.19
No Prod. Rules 29. Food in Flames 13.6.1
Yes Prod. Rules 30. Factory construction and destruction 11.7, 13.6.8, 22.2, 22.4.11
Yes Prod. Rules 31. Saving build points and resources 11.7, 13.1, 13.3.2, 13.5.1, 13.6.3, 13.6.8
Yes Air Rules 32. Carpet bombing 11.8, 14.6
Yes Air Rules 33. Tank busters 11.9, 11.16.4
Yes Land Rules 34. Motorized movement rates 11.11.2
Yes Air Rules 35. Bomber (& no paradrop) ATRs 11.12, 11.15, 11.18.1
Yes Air Rules 36. Large ATRs 11.12, 11.18.1, 11.18.4
Yes Land Rules 37. Railway movement bonus 11.11.2
Yes Naval Rules 38. Defensive shore bombardment 11.16.2, 15.1
No Land Rules 39. Blitz Bonus 11.16.1, 11.16.5
Yes Other 40. Chinese attack weakness 11.16.5
Yes Other 41. Fractional odds 11.16.5
Yes Other 42. Allied combat friction 11.16.5
Yes Land Rules 43. 2D10 Land CRT 11.16.6
Yes Air Rules 44. Extended aircraft rebasing 11.17
Yes Supply Rules 45. Variable reorganization costs 13.6.3
Yes Add. Units 46. Partisans 13.1, 13.7.4
Yes Supply Rules 47. Isolated reorganization limits 13.5
Yes Prod. Rules 48. Oil 5, 13.5.1, 21
No Prod. Rules 49. Hitler’s War () 13.3.2
No Other 50. USSR-Japan compulsory peace 13.7.3
No Air Rules 51. En-route aircraft interception 14.2.1
Yes Air Rules 52. Night missions 14.2.1, 14.2.3, 22.4.2
Yes Air Rules 53. Twin-engined fighters 14.3.2
Yes Air Rules 54. Fighter-bombers 14.3.2
Yes Air Rules 55. Outclassed fighters 14.3.2
Yes Add. Units 56. Carrier planes 4.2, 11.2, 11.5.2, 11.5.8, 11.5.11, 11.18.4, 13.5.1, 13.6.5, 14.3.2, 14.4, 14.4.1, 14.8, 16.2
No Air Rules 57. Limited aircraft interception 14.2.1
No Air Rules 58. Internment 14.6.4, 19.1
Partial Air Rules 59. Flying bombs 14.6, 14.7
Partial Air Rules 60. Kamikazes 14.6, 14.8
Yes Add. Units 61. Offensive Chits 16, (16.1 - 16.5)
No Other 62. The Ukraine 19.12
No Other 63. Intelligence 22.1
No Other 64. Japanese command conflict 22.3
Yes Add. Units 65. Ski troops 22.4.1
Yes Add. Units 66. The Queens 22.4.4
Mostly Add. Units 67. City Based Volunteers 4.1.2, 22.4.8
Yes Add. Units 68. Siberians 22.4.7
Partial Add. Units 69. Naval supply units 22.4.13
Partial Add. Units 70. Guards Banner Armies 22.4.14
No Add. Units 71. Chinese Warlords 22.4.15
No Add. Units 72. Partisan HQs 22.4.16
Partial No 73. Heavy Weapons Units 22.4.17
Partial No 74. Air Cav 22.4.18
No Add. Units 75. Cruisers in Flames 13.5.1, 22.4.6
No Add. Units 76. Convoys in Flames 19.4, 22.4.19
ORIGINAL: stretch
Those new Microsoft fonts are cleartype. I installed IE7 beta2 on my machine, it enabled cleartype, and my head about exploded looking at my LCD. Everything was blurry and terrible looking. If I have to enable cleartype to use those new fonts, I won't be doing it.
ORIGINAL: wfzimmerman
ORIGINAL: stretch
Those new Microsoft fonts are cleartype. I installed IE7 beta2 on my machine, it enabled cleartype, and my head about exploded looking at my LCD. Everything was blurry and terrible looking. If I have to enable cleartype to use those new fonts, I won't be doing it.
Whoa, let's not get hung up on the question of which fonts are best. I personally think the font used in the screenshot (Verdana?) looks a bit dated and clunky. But my point is that some thought should be given to selecting a font that looks contemporary now and will still look good three to five years from now.
ORIGINAL: Shannon V. OKeets
Now to the real purpose behind me posting all these screen shots.
I have expanded on CWIF's single Default setting for optional rules. If you look at the light blue panel in the lower right you will see 3 different buttons available for the player to select: Novice, Experienced, and Personal. I intend for the game to ship with preconfigured settings for the first 2.
Excellent point about free setup. How about calling them Alternative Scenario Setup and Alternative Game Length, with hints that explain what each means with another sentence or two?
ORIGINAL: wfzimmerman
Whoa, let's not get hung up on the question of which fonts are best. I personally think the font used in the screenshot (Verdana?) looks a bit dated and clunky. But my point is that some thought should be given to selecting a font that looks contemporary now and will still look good three to five years from now.
1 -I answered above.ORIGINAL: wfzimmerman
steve,
I have a few thoughts on this crucial screen. My overall impression is that it is pretty busy and there are a lot of decisions to be made for which novice players have very little context. A few thoughts.
1) I think it is essential that you lavish as much attention on the visual design of the UI as you have on the map. It should look like a very contemporary Windows XP interface that takes its cues from things like Firefox, IE7, Office 12, and Vista. Right now it still has a 90s DOS TTY feel. Specifically, I think you need to use fewer, subtler colors that match (as opposed to the current teal/maroon/sky blue, which is a fashion disasterand a modern font (see e.g. this article) about the fonts MSFT is releasing with Office 12).
2) I suggest you add a numbering scheme that makes it clear what decisions the user has to make and in what order. In other words, make this more wizardlike. I realize that strictly speaking this need not be a wizard b/c most of these decisions can be made in parallel, but I think the clarity gains are worth it. I question whether mode of play should be in the center or whether it should be #1 at left.
3) Some mouseover tips would help the user make decisions in the scenario. The first time I saw CWIF 0.771 I automatically selected "Free setup." I did not realize that this took me out of RAW and out of the WIF mainstream. That should be made clear. "Extended game" may also not be as clear as we think.
4) The options pages are a big challenge. I heartily endorse the idea of having default novice and experienced sets of options, I only wish groups would use them...
5) It is important to add metadata to the options list? I would suggest at minimum a) hyperlinks from each option to the RAW/RAC b) mouseover summary of rule c) whom it favors (Axis/Allies) (I think Harry Rowland did a semi-official table to that effect in a past issue of LIne of Communications).
Cheers,
Fred
ORIGINAL: JanSorensen
ORIGINAL: Shannon V. OKeets
Now to the real purpose behind me posting all these screen shots.
I have expanded on CWIF's single Default setting for optional rules. If you look at the light blue panel in the lower right you will see 3 different buttons available for the player to select: Novice, Experienced, and Personal. I intend for the game to ship with preconfigured settings for the first 2.
Apart from agreeing that the screens are visually very ugly I would like to take a swing at this one.
Novice
I do not think the novice should be presented with too many optional rules. It adds extra exceptions to remember, it adds more units to handle, and it makes the game take longer to play.
I suggest that only these two rules are included:
- 41. Fractional odds (It lessens the endless counting for optimal odds so adding this rule actually makes playing easier. Mind, I teach math for a living so I can count odds easily enough and quite enjoy doing so but I still do not think its good for the game overall).
- 61. Offensive Chits (its so core to the game that it cannot be left out - in particular with none of the optional units to soak up production).
Experienced
This is much harder. Some rules add lots of counters and complexity but are somewhat neutral concerning play balance. Other rules strictly favor or penalize one side. So, I will just post my personal suggestion without too much explanation simply because its mostly a matter of taste and very little about logic and reason.
All optional rules except:
- 16. Recruitment limits
- 22. Bounce combat
- 43. 2D10 Land CRT
- 49. Hitler’s War
- 63. Intelligence
- 64. Japanese command conflict
- 75. Cruisers in Flames
- 76. Convoys in Flames