ORIGINAL: brian brian
I well understand that one game does not a rule subsystem make. And I know this decision is water under the bridge, but as the years roll by it gets hard to recall what flowed under that bridge at times.
So it looks as if the bug I was thinking of was in my assumption that those were truly random results. Manipulating the numbers for testing purposes is a very good idea. If that sequence of US entry results came up randomly, it would be astronomically extra-ordinary I think, even with the Axis front loading the process with all the 1939 activity (good weather in Nov/Dec?)
And I think I do see a real bug in that there should not be a separate USE roll for the sequence of Italy DOW France, Italy DOW Greece, and then Germany DOW Greece. The rule is "once per neutral minor country".
I think changing to unlimited chits was a solution in search of a problem. A major part of the re-design of the game in the Final Edition was to eliminate critical luck, I believe I read that in the Designer's Notes. For that reason the game was changed from a d6 system to a d10 system. A further wrinkle was added in 2007, changing the values of the entry chits to reduce the high & low value chits in favor of more middle value chits. The unlimited chit system is a move in the opposite direction for the game. Let's say the US got truly lucky and drew all the "4" chits at once. The unlimited chit system magnifies that luck as the US always has the same chance of pulling more "4" chits, and could also magnify the bad luck of the US pulling all of the "1" chits. There will be more such games in MWIF than in the cardboard game, and may result in players increasing the significance of the USE system in their decisions, which is good strategy for this game actually. But there will also be a few more games where unusual USE results determine the winner perhaps more than the skill of equally matched players.
Thanks Red Prince for all the work and the game reports, etc. It is quite a game you have going, but a game to test what happens when the US passes War Appropriations on the 6th turn of the game is a bit less interesting, just as a game to see what happens if one side always rolls 20 in combats would be dull.
I would add that perhaps in China, I would guess that the Chinese could have benefitted from choosing the Blitz table to conserve units and trade away more space, of which they have a lot, for time. A concept it took me quite a few games of WiF to figure out. I wouldn't surrender them though, the US will be in the war shortly anyway as the 1941 chits come online, and you should just force the Japanese to dig out the last of the Chinese, who should be just fine over the winter now that they don't have anything left to defend in the North Monsoon zone. I would use some Intell points to help increase Partisan activity in China if I were the Allies; those supply lines on the new map get pretty long...
A few things in response:
1. I don't think I did actually alter the chits selected. I just know that it is possible that I did and didn't record it.
2. The actual purpose of this game I'm running is to see if there are any errors that crop up after 25-35+ consecutive turns are played in a single game. Sometimes this can mean memory leaks, corrupt data getting into the saved game, and other things. For the most part, the tests we run rarely require more than 10-12 turns to complete. I don't actually know if anyone has taken a game all the way from 1939 into the late stages of the game. Thus, this test.
3. I actually made the same argument about the effects of the unlimited-chit system about a month ago as it relates to the additional Chinese cities. I then examined the analysis that was made and did a few calculations of my own. End result -- there are still a few questions that can't possibly be answered until several hundred "real" games have been played, but overall, the system works as intended.
4. Similarly, the critical luck you are talking about is only possible if a player does
not take US Entry trends into account when planning his actions. Obviously, this was the case for the Axis in 1939 in this game.
5. I think you're right about the Blitz table in China. I'll probably look up the odds for all of the attacks that were made just to satisfy my curiosity, but when I started testing 6 months ago I was using the 2D10 rules. I wanted to get used to the 1D10 system, so Orm and I ran the Barbarossa AAR using it, and I decided to use it for this game, too. Being unfamiliar with it, I don't always make the right choicee.
6. Intelligence is not part of the game yet, and will not be in the initial release. It will be added as part of a later release.
7. The multiple rolls for DOWs on a single minor are not bugs. It's how it is supposed to be. The only DOW that is rolled only once for US Entry, even though 2 countries are making the DOW is the first Allied DOW on Germany, by France and the CW.
8. You're very welcome . . . I really do enjoy hearing all of the opinions about how a game should be played, and I'm happy to supply whatever information I can that helps the discussions. It's a lot of fun, really.
If I've left anything out, or if I'm completely wrong about something, let me know.
Always listen to experts. They'll tell you what can't be done and why. Then do it!
-Lazarus Long, RAH