Re: New to the game - Basic Questions
Posted: Mon Feb 19, 2024 4:47 am
Yes.rkr1958 wrote: Mon Feb 19, 2024 3:53 am Thanks. I had it backwards then. So if you only have 1 it can go either in your home or aligned country then?
What's your Strategy?
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Yes.rkr1958 wrote: Mon Feb 19, 2024 3:53 am Thanks. I had it backwards then. So if you only have 1 it can go either in your home or aligned country then?
Yes, because it seems MWIF automatically has incorporated Optional 76. But only one, hence what I wrote earlier.rkr1958 wrote: Mon Feb 19, 2024 3:53 amThanks. I had it backwards then. So if you only have 1 it can go either in your home or aligned country then?Courtenay wrote: Mon Feb 19, 2024 12:03 amThe first CP you build each turn can go into your home country or any aligned minor country. Building a second CP does not affect this.rkr1958 wrote: Sun Feb 18, 2024 8:59 pm I agree. Because, otherwise Free France would never be able to deploy a CP to anywhere other than their home country. I went back and made the first CP=2 and deleted the second. MWIF then allowed me to place both CPs (1 required in Morocco, Free France's home country) and 1 in CP Djibouti, French Somaliland.However, you can place 1 convoy point a turn in either a Commonwealth home country other than the United Kingdom or an aligned (not conquered) minor country.
13.6.5 Building units
You can spend your build points on buying new units or repairing damaged naval units.
Minor countries do not spend build points. Their controlling major power uses their resources and factories instead.
Your major power can build new units (and repair damaged naval units) whose total cost is less than or equal to its build points. What each unit costs and how long it takes to build is usually shown on the back of the counter.
The costs and turns for all units is listed on the unit costs chart (see 28.).
MiF: (Garrison armies) Russian garrison armies cost 2.
SiF option 9: SUBs from World in Flames (a first cycle cost of ‘2’) cost 1 less build point for each cycle. If playing with Patton in Flames or America in Flames, use Ships in Flames units wherever possible.
For additional PatiF and AiF naval units, reduce their first time cost to that of the SiF first time costs. Reduce the second time costs of subs by 1 and surface naval units (except TRSs) by 2.
PiF option 28: The cost on the back of Planes in Flames units is both the cost and turns needed to build each aircraft. If you are not playing with pilots (see 14.6), each Planes in Flames aircraft (option 23: not V-weapons or A-bombs) costs 2 build points more. If you are, the turns shown on the back of the World in Flames aircraft is also their cost.
CVPiF/SiF option 56: Carrier planes cost 3 build points each and take 4 turns to produce. If you are also playing with pilots (PiF option 28), use the cost on the back of the counter (they still take 4 turns). If you don’t have enough build points, you can’t build anything.
Naval units
The production cost of convoys is not shown on the counter. They take only one cycle to produce and cost 1 build point per convoy point. They take 4 turns to build. If you aren’t playing with Ships in Flames you have to build them in multiples of 5.
All other naval units have two costs shown on their back. The first number is the build points it costs to put the unit on its first production cycle. It is also the cost to repair the unit. The second number is the cost to put the unit on its second production cycle.
All naval units take 2 turns to repair. Repairing each 5 convoy point unit costs 2 build points (SiF option 9: convoy points don’t get damaged, so you won’t ever repair them).
When you build a naval unit on its first cycle, put it on the production circle face-down. When it arrives as a reinforcement, put it into the construction pool. The ship has been launched but not yet fitted out.
You can only build a unit on its second cycle if it is in the construction pool. You put these units face-up on the production circle. You also put naval units face-up if you are repairing them from the repair pool. These units go onto the map when they arrive as reinforcements (see 4.2).
Limitations
You may only build some Chinese and US units after you have chosen US entry options that let you build those units (see 13.3.2, entry options 1 and 28).
Which units
CoiF option 76: Each turn you may build up to one convoy point for each minor country aligned to your major power. All other convoy points being built this turn must belong to the major power itself.
You must select all other units you build from the force pool randomly.
You can nominate the type of unit you want to build, and sometimes even the cost you want to pay (e.g. you can choose a 2 point SCS rather than a 3 because they are in separate force pools ~ see 13.6.9). But within those parameters, the choice is random.
When you build a unit from the repair pool or from the construction pool, you can select the exact unit you want (exception: CoiF Option 79~ Auxiliary Cruisers are chosen randomly when repaired).
Building ahead
If a particular type of unit (e.g., INF, NAV, CV etc.) is not available in any of your force pools, you can build one or more randomly of that type from the following year's additions (see 4.1.1). Each unit built in this fashion costs its usual amount plus 50% of the unit's cost (minimum of 2), and takes 1 extra turn to build.
If none of that type is available in the next year’s additions, you can build one from the additions for the year after that for double its normal cost (minimum of 3), the next year again for triple cost (minimum of 4) and so on. Each additional year that you build the unit ahead increases by 1 turn the time to build the unit.
When advance building naval units that take two rounds to build, only the first round costs more and takes longer than usual. However, the additional first round cost is based on the total cost of the unit (i.e., first and second round combined).
Example: the USA advance builds an AMPH from next year's force pool. The unit costs 3 for the first round and 4 for the second, and takes 4 turns. The build ahead increases the first round cost to 7 (3 + (7 total build points cost of the unit divided by 2 = 3.5 rounds to 4)), and it takes 5 turns instead of 4. When the AMPH reaches the construction pool, it
may be completed for the usual 4 build points and 4 turns, even if the year of arrival of the unit has not yet occurred.
You can’t build ahead just because the cost of unit you want is not available. All pools of the type must be empty. For example, if you want to build a 4 cost FTR and none are available, you can’t build ahead if there is a 5 cost FTR vailable.
When you build ahead, pick a unit randomly of the type and cost that you want (e.g. when you have run out of all FTRs in your force pools, you can choose whether to randomly pick a 4 or a 5 cost FTR from next year’s units).
SiF Option 9: You may not pick a replacement naval unit (see 4.1.4) from future years’ units.
If you find you have insufficient points to pay for the unit, you may not build ahead this turn. If there are no units of that type and cost available to build ahead, you may not build ahead a unit of that type (there is a strict counter mix-limit for units).
Neutral major powers may not build ahead (exception: US Entry Option 46 ~ see 13.3.2).
Builds charts
You should record what you produce on the builds chart as a reference for next turn’s gearing limit.
13.6.6 Gearing limits
Put your on-map naval reinforcements into a port you control in the unit’s home country. However, you can place 1 convoy point a turn in either a Commonwealth home country other than the United Kingdom or an aligned (not conquered) minor country [Note: this is only possible if you are playing with Ships in Flames].
This is wrong. It should be +1 for HQ attacking a city (max one)+1 ~ for HQ or ENG attacking a city (maximum +1).
OK, may be understood that way, yes.Courtenay wrote: Tue Feb 20, 2024 3:52 am My reading of that sentence sees no restriction to only the CW.
I think that he means that the arrow means they are optional, and the cosmetic bug consists on regular rules being shown (tagged) like optionals at the table. Does this make sense?Courtenay wrote: Tue Feb 20, 2024 7:16 pm First, there is a clear mistake on the list:This is wrong. It should be +1 for HQ attacking a city (max one)+1 ~ for HQ or ENG attacking a city (maximum +1).
and +1 per ENG factor acting city [no limit].
Also, I don't understand.
Unless I am misreading the arrows, it seems to be saying that the -1 per city, the Japanese/US/Australian jungle bonus, and the blitz bonus are optional rules What? To the best of my knowledge, these are not optional rules.
So, the TRS has 3 MP. -1 for OOS leaves 2 MP. The cost for entering he Eastern Mediterranean is 2 MP due to the enemy presence. 2 MP -2 MP leaves 0 MP. How can the TRS continue moving with no MP left?Centuur wrote: Sat Mar 16, 2024 1:56 pm RAW:
If you move a naval unit that is out of supply, subtract 1 from its
movement allowance (not range) and turn it face-down (or put a CP
used marker on it if it is a convoy point) when you finish its move
(even at sea).
And:
(In the presence of the enemy) It costs a surface naval
unit 2 points of its movement allowance (not range) to enter a sea
area that contains a CV (with a carrier plane), SCS or aircraft unit
controlled by an unsurprised (see 15.) major power it is at war with.
This does not apply (i.e. you pay normal costs) if, at the start of the
impulse, the sea area contained a friendly:
• CV with a carrier plane; or
• SCS; or
• aircraft unit.
It also doesn’t apply to a naval unit returning to base nor if the only
enemy units attempting to slow you down are aircraft during storm
or blizzard.
A 3 movement allowance therefore allows the OOS naval unit to move out of the Eastern Med, even when using the optional rule "In The Presence of the Enemy".
The range of the units are not reduced due to being OOS or using the optional rule.
No bug.