Start of Game Screen

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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RE: Start of Game Screen

Post by Froonp »

What I would like your help on is deciding which options should be set for novices and which for experienced players.
I think that you should simply use a default close to the Classic version of the game for the "Novice Default", and you should use a default close to a full Deluxe version of the game for the "Experienced Default".
You could also label those default "Classic" and "Deluxe".
I'll try at showing a "Yes / No" list for the options for each default in a later post.
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RE: Start of Game Screen

Post by Shannon V. OKeets »

ORIGINAL: Froonp

Another remark :
You missed the Supply Rules Tab screen shot in your screenshots.

Ah, for the ability to count to 7.

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RE: Start of Game Screen

Post by Froonp »

Also, I've found out things about the below :
CWIF optional rules that are not in WIF FE but will be kept in MWIF 1:
(...)
Scrap units - play testers requested this be optional to simplify play (Prod. Rules),
I've already asked, and you already answered, but it is a long time ago and I do not remember what was said.
Anyway, Scrapping never was, and is not, an optional rule in WiF FE.
(...)
Facility repair - separated from Option #7 at request of play testers (Other).
It should be written in the name of this option that it is the second half of the Engineer rule here. It should be called : "Engineer Repairs". I think that all WiF players would understand that.
CWIF optional rules that were discontinued in WIF FE and will not be included in MWIF
(...)
Territorial conquest (Other Rules).
Some weeks (months ?) ago, I was asking you what this option was. You couldn't answer because you did not know, but I've found it in the old rulebooks. Let me talk about this a little

This was an option in the rule before RAW7 (August 2004), but it is now not an option any more, it is part of RAW (in 13.7.1, under the Territories heading).
It was Option 49 and it said :
"You also conquer a territory if you control every port and coastal city in every sea area the territory has a coastal hex in."

I repeat, it was option 49, now it is included in the RAW, so it must be included in MWiF.
Only the words "Option 49" are removed from the rulebook.

I think that Chris told you that it was dropped because I sent him a list of the rule modifications that happened between RAW6 and RAW7, and this one was no longer an option, it was RAW.

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RE: Start of Game Screen

Post by Shannon V. OKeets »

ORIGINAL: Froonp

Just a quick remark :
Your option screens seem to miss the Guard Banner Armies.
They should be in the Additionnal Units tab.

Yes, they belong in the hole in the top left list.

I am trying to disable some of the options that haven't been coded yet. In so trying, I appear to have made them invisible instead of merely uncheckable. I'll look and see if there are any others.
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RE: Start of Game Screen

Post by Froonp »

Here are the options I would include in a default game for beginners (some sort of "WiF Classic" game) :

15 Off-City Reinforcement
31 Saving Build Points & Resources
34 Motorised Movement Rates
41 Fractional Odds
42 Allied Combat Friction
44 Extended Aircraft Rebasing
46 Partisans
61 Offensive Chits
68 Siberians
70 Guards Banner Armies
71 Chinese Warlords
Scrap Units (MWiF only)

I'd hesitate for :

33 Tank Busters
48 Oil
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RE: Start of Game Screen

Post by Froonp »

For an Experienced Default option list (Expertens, or WiF Deluxe like), I would tick all option except the following :

16 Recruitment Limits
17 HQ Movement
19 In the Presence of the Enemy
20 Surprised ZoCs
37 Railway Movement Bonus
57 Limited Aircraft Interception
Limited View of Other Players Pools (MWiF only)
Fog of War (MWiF only)
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RE: Start of Game Screen

Post by Froonp »

There was a poll a long time ago on the WiF List, asking the people if they thought, for each option, if it was Pro-Axis (X) or Pro-Allied (A).
Here are the results of the time :

Pro Allied Options :
3 Artillery
5 Fortification Units
15 Off-City Reinforcement
18 Bottomed Ships
23 V-weapons and Atomic Bombs
29 Food in Flames **
30 Factory Destruction & Construction
32 Carpet Bombing
38 Defensive Shore Bombardment
46 Partisans
48 Oil
52 Night Missions
57 Limited Aircraft Interception **
58 Internment
63 Intelligence
64 Japanese Command Conflict
66 The Queens
68 Siberians
69 Naval Supply Units
70 Guards Banner Armies **
71 Chinese Warlords **
72 Partisan HQs **

** my own judgement, because this option did not exist when the poll was conducted.

Note : Here are the Poll author's notes about how it was done (I do not remember the name of the author) :
*****************************************************
The numerical ratings are on a scale of 1 to 5. Rules with low values favor Axis and rules with high values favor the Allies.
I took the ratings, threw out one highest and one lowest and divided the sum of the remainder by the total number of remaining responses.
A - Rule favors Allies =>3.5
X - Rule favors Axis =<2.5
*****************************************************
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RE: Start of Game Screen

Post by Froonp »

Pro Axis Options :
7 Engineers
14 Synthetic Oil Plants
20 Surprised ZoCs **
24 Frogmen
25 SCS Transport
36 Large ATRs
39 Blitz Bonus **
40 Chinese Attack Weakness
42 Allied Combat Friction
51 En-route Aircraft Interception
59 Flying Bombs
60 Kamikazes
67 City Based Volunteers **

** my own judgement, because this option did not exist when the poll was conducted.

Note : Here are the Poll author's notes about how it was done (I do not remember the name of the author) :
*****************************************************
The numerical ratings are on a scale of 1 to 5. Rules with low values favor Axis and rules with high values favor the Allies.
I took the ratings, threw out one highest and one lowest and divided the sum of the remainder by the total number of remaining responses.
A - Rule favors Allies =>3.5
X - Rule favors Axis =<2.5
***************************************************** [/quote]
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RE: Start of Game Screen

Post by Froonp »

As a good help for the MWiF player, I think that it would be good to show if an option is rather pro-axis or pro-allied. That's why I posted the previous 2 lists.

I repeat that they come from a poll that was conducted on the WiF list some time ago (some years ago I think), and that I am not the original author of the poll. I just copied and pasted the results in a text file for future help & reference.
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RE: Start of Game Screen

Post by Shannon V. OKeets »

ORIGINAL: Froonp

Also, I've found out things about the below :
CWIF optional rules that are not in WIF FE but will be kept in MWIF 1:
(...)
1 - Scrap units - play testers requested this be optional to simplify play (Prod. Rules),
I've already asked, and you already answered, but it is a long time ago and I do not remember what was said.
Anyway, Scrapping never was, and is not, an optional rule in WiF FE.
(...)
2 - Facility repair - separated from Option #7 at request of play testers (Other).
It should be written in the name of this option that it is the second half of the Engineer rule here. It should be called : "Engineer Repairs". I think that all WiF players would understand that.
CWIF optional rules that were discontinued in WIF FE and will not be included in MWIF
(...)
3 - Territorial conquest (Other Rules).
Some weeks (months ?) ago, I was asking you what this option was. You couldn't answer because you did not know, but I've found it in the old rulebooks. Let me talk about this a little

This was an option in the rule before RAW7 (August 2004), but it is now not an option any more, it is part of RAW (in 13.7.1, under the Territories heading).
It was Option 49 and it said :
"You also conquer a territory if you control every port and coastal city in every sea area the territory has a coastal hex in."

I repeat, it was option 49, now it is included in the RAW, so it must be included in MWiF.
Only the words "Option 49" are removed from the rulebook.

I think that Chris told you that it was dropped because I sent him a list of the rule modifications that happened between RAW6 and RAW7, and this one was no longer an option, it was RAW.

1 - Would you agree that deciding which units to scrap is difficult? That it requires a thorough understanding of each unit's strengths and weaknesses in various combat circumstances? That it requires you to anticipate which units you are going to want to build over the course of the war? That you know what additional units are going to be added to your force pools in the coming years? That you anticipate what kind of war the enemy is going to engage in: land, naval, or air?

This is the very first decision a player is asked to make in WIF and it requires the player to have an enormous amount of knowledge to make it intelligently. It is like asking a chess player to decide whether he is going to castle long or short and wehther he is going to fiancetto the corresponding bishop, before he is allowed to move a piece. If that doesn't make sense, that's precisely my point.

What I expect to do if the player does not select Scrap Units, is to have the AI Assistant make those decisions for the player. From the novice player's point of view, no scrapping of units is ever mentioned or discussed. It simply goes on behind the scenes.

2 - Yes.

3 - Yes, I consider this a standard rule and that there is no need for it to be mentioned in the context of optional rules. I do take exception to the phrase ".. so it must be included in MWiF." ".. should be included ..." is a better.


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RE: Start of Game Screen

Post by Froonp »

1 - Would you agree that deciding which units to scrap is difficult? That it requires a thorough understanding of each unit's strengths and weaknesses in various combat circumstances? That it requires you to anticipate which units you are going to want to build over the course of the war? That you know what additional units are going to be added to your force pools in the coming years? That you anticipate what kind of war the enemy is going to engage in: land, naval, or air?

This is the very first decision a player is asked to make in WIF and it requires the player to have an enormous amount of knowledge to make it intelligently. It is like asking a chess player to decide whether he is going to castle long or short and wehther he is going to fiancetto the corresponding bishop, before he is allowed to move a piece. If that doesn't make sense, that's precisely my point.

What I expect to do if the player does not select Scrap Units, is to have the AI Assistant make those decisions for the player. From the novice player's point of view, no scrapping of units is ever mentioned or discussed. It simply goes on behind the scenes.
Indeed now you say it this way, you're right.
Anyway, you're right for the initial scrap phase, the one before the setup, but what about the scrapping done during the turn, during each production phase and after each combat ? Will the player who do not choose "Scrap" as an Optional rule be presented those choices ?
2 - Yes.
Yepeee !!!!
3 - Yes, I consider this a standard rule and that there is no need for it to be mentioned in the context of optional rules. I do take exception to the phrase ".. so it must be included in MWiF." ".. should be included ..." is a better.
OK, you're right [:D]
I'm happy you explained this this way (not an option as it is standard rule).
I was afraid that the sentence would be out of the game, as it is important. If this sentence was not in the game, the game would be a nightmare in the Pacific.
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RE: Start of Game Screen

Post by wfzimmerman »

ORIGINAL: Shannon V. OKeets


1 - Would you agree that deciding which units to scrap is difficult? That it requires a thorough understanding of each unit's strengths and weaknesses in various combat circumstances? That it requires you to anticipate which units you are going to want to build over the course of the war? That you know what additional units are going to be added to your force pools in the coming years? That you anticipate what kind of war the enemy is going to engage in: land, naval, or air?

This is the very first decision a player is asked to make in WIF and it requires the player to have an enormous amount of knowledge to make it intelligently. It is like asking a chess player to decide whether he is going to castle long or short and wehther he is going to fiancetto the corresponding bishop, before he is allowed to move a piece. If that doesn't make sense, that's precisely my point.

What I expect to do if the player does not select Scrap Units, is to have the AI Assistant make those decisions for the player. From the novice player's point of view, no scrapping of units is ever mentioned or discussed. It simply goes on behind the scenes.

Speaking as a newb, I wholeheartedly endorse Steve's suggestion that scrapping should be hidden during startup. This very issue has bedeviled me on many occasions when I tried to poke around in CWIF 0.771.
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RE: Start of Game Screen

Post by Shannon V. OKeets »

ORIGINAL: Froonp

Pro Axis Options :
7 Engineers
14 Synthetic Oil Plants
20 Surprised ZoCs **
24 Frogmen
25 SCS Transport
36 Large ATRs
39 Blitz Bonus **
40 Chinese Attack Weakness
42 Allied Combat Friction
51 En-route Aircraft Interception
59 Flying Bombs
60 Kamikazes
67 City Based Volunteers **

** my own judgement, because this option did not exist when the poll was conducted.

Note : Here are the Poll author's notes about how it was done (I do not remember the name of the author) :
*****************************************************
The numerical ratings are on a scale of 1 to 5. Rules with low values favor Axis and rules with high values favor the Allies.
I took the ratings, threw out one highest and one lowest and divided the sum of the remainder by the total number of remaining responses.
A - Rule favors Allies =>3.5
X - Rule favors Axis =<2.5
*****************************************************
[/quote]

This is a new subject for me, but as a statistician and market research analyst, it is familiar territory. The poll that was conducted appears to have been asking for whether an option is biased towards one side or the other. It does not appear to have attempted to measure the impact of the optional rule. Kamikazes, for instance do not happen very often during a game even if the rule is included. Allied Combat Friction happens frequently and occurs throughout the entire war.

I think what would be of use is some kind of scale (preferably in terms of Victory Points at game's end) for taking each option. I have a vague recollection of having seen something along those lines somewhere.

The idea of informing the player about the subtleties of the rules options in terms of impact on helping or hurting one side or the other seems out of scope for MWIF. This is controversial stuff and best left to written articles on the game rather than incorporated/standardized/blessed by MWIF. If we do decide to include this topic in the game, it belongs in the Player's manual, not as part of the start game screen.
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RE: Start of Game Screen

Post by JanSorensen »

Its interesting that the multitude of options in WiF being one of its strong points as a board game may turn out to be a weak point as a computer game.

When you play a board game you are likely to play the same group of people alot - adding only 1 or 2 new players to an existing group at a time and those new players will then just accept the group's set of optionals or atleast the group will evolve together.

When you play a computer game you are more likely to play the game solo getting used to your own personally preferred set of optionals. When you find opponents you are also more likely to be drawing from a larger but far less steady pool of people. This means that getting a game started will often begin with a far longer debate about which optionals to use. It will also mean that not everyone will be able to play WiF against each other simply because they want too different sets of optionals.

This may end up a non-issue if an enormous number of copies are sold to people that play actively - or it could fragment the players wanting to play across the net (pbem or tcp) to a degree that the game community gets below critical mass.

Having a reasonable set of options be standard might help - but the problem is defining what is reasonable. I dare say that asking the posters that are active here is likely to lead to an overburdening of optionals compared to what might be more commonly reasonable :)
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RE: Start of Game Screen

Post by wfzimmerman »

ORIGINAL: Shannon V. OKeets

[

This is a new subject for me, but as a statistician and market research analyst, it is familiar territory. The poll that was conducted appears to have been asking for whether an option is biased towards one side or the other. It does not appear to have attempted to measure the impact of the optional rule. Kamikazes, for instance do not happen very often during a game even if the rule is included. Allied Combat Friction happens frequently and occurs throughout the entire war.

I think what would be of use is some kind of scale (preferably in terms of Victory Points at game's end) for taking each option. I have a vague recollection of having seen something along those lines somewhere.

The idea of informing the player about the subtleties of the rules options in terms of impact on helping or hurting one side or the other seems out of scope for MWIF. This is controversial stuff and best left to written articles on the game rather than incorporated/standardized/blessed by MWIF. If we do decide to include this topic in the game, it belongs in the Player's manual, not as part of the start game screen.

Steve -- the chart I remember from LoC did quantify the impact in terms of some units (victory hexes??) and was by Harry, so it has somewhat more weight. And I almost agree with you that subtleties of rule options should be out of scope for MWIF. But they are just too confusing for a newb without providing some guidance. What I would suggest is that you provide hyperlinks from the options tabs to external sources of guidance like the WiF list or perhaps a page or two created by the test team. ;-)
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RE: Start of Game Screen

Post by Froonp »

The idea of informing the player about the subtleties of the rules options in terms of impact on helping or hurting one side or the other seems out of scope for MWIF. This is controversial stuff and best left to written articles on the game rather than incorporated/standardized/blessed by MWIF. If we do decide to include this topic in the game, it belongs in the Player's manual, not as part of the start game screen.
I think you're right.
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RE: Start of Game Screen

Post by Shannon V. OKeets »

ORIGINAL: JanSorensen

Its interesting that the multitude of options in WiF being one of its strong points as a board game may turn out to be a weak point as a computer game.

When you play a board game you are likely to play the same group of people alot - adding only 1 or 2 new players to an existing group at a time and those new players will then just accept the group's set of optionals or atleast the group will evolve together.

When you play a computer game you are more likely to play the game solo getting used to your own personally preferred set of optionals. When you find opponents you are also more likely to be drawing from a larger but far less steady pool of people. This means that getting a game started will often begin with a far longer debate about which optionals to use. It will also mean that not everyone will be able to play WiF against each other simply because they want too different sets of optionals.

This may end up a non-issue if an enormous number of copies are sold to people that play actively - or it could fragmetise the players wanting to play across the net (pbem or tcp) to a degree that the game community gets below critical mass.

Having a reasonable set of options be standard might help - but the problem is defining what is reasonable. I dare say that asking the posters that are active here is likely to lead to an overburdening of optionals compared to what might be more commonly reasonable :)

Perhaps I should have explained the Personal button more.

I am not asking for each forum members' selection for their personal default optional rules.

Instead, I am looking for some common ground that is likely to be agreed upon by experienced players of WIF. Tricky thing to do, getting them to agree, I know. But we can take a stab at it.

Patrice's suggestion of labelling the two buttons Standard and Deluxe seems to be on the right track. Perhaps a less emotional adjective than Deluxe would be better though - Expanded, perhaps? ADG used the word Deluxe to sell more copies, I am sure. It is a common marketing technique. We don't have that goal here. [If MWIF product 2 is ever completed, then we'll talk about Deluxe.[;)]].
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RE: Start of Game Screen

Post by Shannon V. OKeets »

ORIGINAL: wfzimmerman
ORIGINAL: Shannon V. OKeets

This is a new subject for me, but as a statistician and market research analyst, it is familiar territory. The poll that was conducted appears to have been asking for whether an option is biased towards one side or the other. It does not appear to have attempted to measure the impact of the optional rule. Kamikazes, for instance do not happen very often during a game even if the rule is included. Allied Combat Friction happens frequently and occurs throughout the entire war.

I think what would be of use is some kind of scale (preferably in terms of Victory Points at game's end) for taking each option. I have a vague recollection of having seen something along those lines somewhere.

The idea of informing the player about the subtleties of the rules options in terms of impact on helping or hurting one side or the other seems out of scope for MWIF. This is controversial stuff and best left to written articles on the game rather than incorporated/standardized/blessed by MWIF. If we do decide to include this topic in the game, it belongs in the Player's manual, not as part of the start game screen.

Steve -- the chart I remember from LoC did quantify the impact in terms of some units (victory hexes??) and was by Harry, so it has somewhat more weight. And I almost agree with you that subtleties of rule options should be out of scope for MWIF. But they are just too confusing for a newb without providing some guidance. What I would suggest is that you provide hyperlinks from the options tabs to external sources of guidance like the WiF list or perhaps a page or two created by the test team. ;-)

I am almost done the design document for the tutorials. Now I can see that this would be something to include there: "Optional Rules, How to Decide". A short tutorial that discusses some of the pros and cons without arguing for or against any one point of view. There could be references to other sources of information on the topic. When a novice player goes through the tutorials, he could be told to skip this one and just press the key for the Ooptional Rules Standard Defaults. If he wants to learn more later, he can come back to the Optional Rules tutorial and read about it in more detail.
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RE: Start of Game Screen

Post by JanSorensen »

Steve,

I quite understand what you meant by those two "standard" sets and the "personal" set. My point though is that a) its very hard to get anyone to agree and b) the input you get here is likely to be more "hard-core" than what might be reasonable.

Thats not the main point of the post you just quoted though. My main point is that the fact that WiF (and hence MWiF) can be played with so extremely different rules it could turn out to fragment the player base making each fragment fall below critical mass to remain active. Quite alot of games fall below critical mass while others remain going strong for years. The many optional rules could end up providing longivity to the game (and its sales) or it could make the game burn out fast because its too hard for some players to find opponents with similarly prefered optionals.
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RE: Start of Game Screen

Post by lomyrin »

ORIGINAL: Shannon V. OKeets

Here are the final list of optional rules for MWIF product 1. I apologize for the weird spacing - I have trouble getting it to accept my use of tabs.


Optional Rules
(as of February 6, 2006)


I. Add-ons to the World in Flames Standard Game

MWIF Product 1 will include the add-ons:
Africa Aflame
Asia Aflame
Carrier Planes in Flames
Convoys in Flames
Cruisers in Flames
Mech in Flames
Planes in Flames
Ships in Flames
*** The Guards banner armies (option 70), and Chinese warlords (option 71) will be included even though these technically are part of Leaders in Flames and Politics in Flames respectively.

MWIF Product 1 will NOT include the add-ons:
Leaders in Flames
America in Flames
Patton in Flames
Politics in Flames
Days of Decision III


II. Changes from CWIF Optional Rules to MWIF Optional Rules

CWIF optional rules that are standard rules in WIF FE and will be standard rules in MWIF
Vlassov - replaced by city based volunteers, and
Lend lease (Supply Rules),
CV strategic bombing (Air Rules),
Japanese carrier range (Air Rules),
Carrier plane fighters - needs updating to reflect changes (Air Rules).

CWIF optional rules that are not in WIF FE but will be kept in MWIF 1:
Fog of war (Other),
Scrap units - play testers requested this be optional to simplify play (Prod. Rules),
Limited view of opponent’s production (Prod. Rules), and
Facility repair - separated from Option #7 at request of play testers (Other).

CWIF optional rules that were discontinued in WIF FE and will not be included in MWIF
Separate die rolls on land combat table (Land Rules), and
Territorial conquest (Other Rules).

III. Options - Listed by Rules as Written (RAW) Number

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
 
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