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RE: New to the game - Basic Questions
Posted: Tue Jun 03, 2014 8:47 am
by Viktor_Kormel_slith
ORIGINAL: Platon
I am so free to post this question here:
Is there an ingame function which shows the odds of a possible attack during the landmove step like the double leftclick on a hex in the landattack step does? This would help planing landbattles a lot I suppose.
In my first contact with the game I thoug the same but I understand will be complex to code and the supplies or modifiers or other circumstances can change the odds..so I am afraid we keep to do head calculations in advance[8|] in a positive way think that is a good practice to our brains![:D]
RE: New to the game - Basic Questions
Posted: Thu Jun 05, 2014 10:41 am
by Ur_Vile_WEdge
If I use extended range to deliver an A-bomb, do I halve the bomb's 25 factors when either port striking or strat bombing?
RE: New to the game - Basic Questions
Posted: Thu Jun 05, 2014 2:01 pm
by rkr1958
ORIGINAL: Shannon V. OKeets
ORIGINAL: rkr1958
ORIGINAL: AxelNL
Did you do your manual saves as well in that folder? The autosaves should write over the older autosave files every turn, and should not grow anymore after playing a full turn with naval and land actions.
My manual saves went to "default" folder. That makes sense about the autosave not growing once they're created. In fact, there was where I went to get the place partisan autosave.
See page 208ff of volume 2 of the Players Manual and page 102ff of volume 1.
OK -- I'm really impressed! I know that this may come as a shock but I've only skimmed over the 3 hardbound volumes, which I really love, that came with the game. The volume that I do spend most of my time with is, "The Rules As Coded".
So I turned to page 208-209 in volume 2 (as referenced). And there's section, "11.4.7 SAVED GAMES (GAM)" with figure 11.4.7 explaining in detail the saved files and their directory structure. In fact, the answer to my original question is given in the last paragraph of that section on page 209. "GAM files are enormous and you might want to periodically go through your collection and delete ones for which you no longer have any use."
These 3 volumes are, by far, the most complete and detailed documentation set on any software package (game or non-game) that I've purchased or has been purchased for me through work. Though, unfortunately, my work wouldn't spring for MWiF. I had to buy that one personally. [:)]
RE: New to the game - Basic Questions
Posted: Thu Jun 05, 2014 2:04 pm
by paulderynck
ORIGINAL: Ur_Vile_WEdge
If I use extended range to deliver an A-bomb, do I halve the bomb's 25 factors when either port striking or strat bombing?
I believe the answer is yes, but I cannot recall the source for the ruling.
RE: New to the game - Basic Questions
Posted: Sat Jun 07, 2014 11:26 pm
by rkr1958
I finally graduated from "War College" and can move on to longer and more involved scenarios! I vowed that I wouldn't until I achieved victory as the axis in the Barbarossa scenario using the default fast start setup. And, I finally did on my 5th try.
In the first 2 games that I played I was clueless. In between these two games and games 3 and 4, I played and posted an AAR on the Guadalcanal scenario. After finishing that I felt I had gained a fair appreciation of MWiF tactics and moved back to the Barbarossa scenario to try them out. I did play much better, tactically in games 3 and 4; but fell short mainly because I was too conservative on the attack. As the axis, in the first 2 game turns I would only attack when I could get 7:1 odds on the Blitzkrieg table or 10:1 on the assault table. While I did gain ground, turns 1 and 2 ended too quickly and then the fall and winter weather set in.
In this last game I was more aggressive and did achieve a breakthrough in the north near the end of turn 2. Unlike the axis historically, I decided to push on towards Moscow, capturing that city on a 4:1 odds attack, instead of pivoting south to pocket the Russians in the south and capture Kiev. I was still able to capture Kiev during turn 4.
I need to read up (again) on a few of the global AARs to get insight into the production and strategic aspect of this game.

RE: New to the game - Basic Questions
Posted: Sun Jun 08, 2014 8:10 am
by AxelNL
Congrats!
Good luck with your first GW campaign!
RE: New to the game - Basic Questions
Posted: Sun Jun 08, 2014 7:52 pm
by rkr1958
ORIGINAL: AxelNL
Congrats!
Good luck with your first GW campaign!
Thanks!
In preparation for my first ever global game I went through the interactive tutorials on Production & Politics and on Production Planning. I'm now watching the video tutorials on those two. I finished the video on Production & Politics and now I've just started watching the one on Production Planning. I think I'm starting to grasp production in the abstract. I know it's not this simple but my understanding is that resources (oil and non-oil) flow to factories, which produce build points and those build points are used to buy units and offensive chits. I'm also starting to get a feel at a high level how oil has an impact. In very simple terms, if you run out of oil then certain units won't get reorganized at the end (or beginning?) of the turn.
My question concerns German production. As I remember they had 24 factories producing with a 0.75 multiplier that yielded 18 build points. In the example, the German's were sending 5 oil points (I believe) to run 5 of the factories. They had 2 idle, non oil resources that they swapped out for 2 of the oil resources, which they saved. My question is given how critical oil is to the axis, wouldn't it be better to save all the oil and let 3 factories sit idle until you got more non-oil resources to run them?
RE: New to the game - Basic Questions
Posted: Mon Jun 09, 2014 11:20 am
by Centuur
Generally speaking, it is wise for each Axis power to save one oil extra each turn above the amount needed for reorganisation during the early war years. Now, this is easier said than done (especially for Italy), but when the war progresses you get more and more oil dependent units on the map. You don't want to build "Kamikazes" if you get my drift. From 1943 onwards, saving oil will become very difficult for the Axis, since the pressure will get so high, that you will need the precious stocked oil for reorganisation to make sure you make things as difficult as possible for the Allies.
Oil is a commodity, of which the Axis tend to run short of very fast, during the last year of the war. There comes the day, that the Me-262 can't fly anymore, because you lack oil...
RE: New to the game - Basic Questions
Posted: Mon Jun 09, 2014 3:59 pm
by paulderynck
When the PM is lower than one, in an Oil game if you have to burn two oil to get one BP you're better to save the oil instead.
RE: New to the game - Basic Questions
Posted: Mon Jun 09, 2014 7:08 pm
by Ur_Vile_WEdge
While I do generally agree with Paul's point, don't forget that an extra unit now is often worth more than an extra unit 2 years from now. SOmetimes having that early, overwhelming advantage, especially for Germany, is vital.
RE: New to the game - Basic Questions
Posted: Tue Jun 10, 2014 12:07 am
by Ur_Vile_WEdge
New issue: The copy of the rules I have in front of me (which is a decade old at this point), says that to shuffle carrier planes around in port, it takes an air action per plane in the rebase phase.
I could have sworn I read somewhere (maybe in one of the annuals) that this was errata'ed, but what changes, if any were made, and where that came from, I'm drawing a blank on. If I have a bunch of carriers in port and want to shuffle the planes around a bit, do I really need to take an air action to move them all?
RE: New to the game - Basic Questions
Posted: Tue Jun 10, 2014 1:14 am
by Courtenay
You also have, on your computer, RAC. Type F3 while running MWiF. F1 & F2 are the player manuals.
14.4.1 REBASING
During the rebase aircraft step of each turn, you can rebase an organized carrier plane, up to double its range, from its CV to a hex or vice versa (including the cost to get into or out of the sea-box section).
You can also rebase a carrier plane from a CV to another CV in the same sea-box section or port, or from a CV to the port hex it is in or vice versa. Each of these counts as a rebase for activities limits (Deviation: unless the carrier air unit remains in the same port or sea area section box). Like all other rebases, the carrier plane remains organized.
Thus rebasing CVPs in port or in the same sea box in MWiF does not count against action limits. Be warned: if one does not have any air actions left, MWiF sometimes will not let you rebase CVPs, even though you should be able to.
RE: New to the game - Basic Questions
Posted: Tue Jun 10, 2014 2:45 am
by paulderynck
This MWiF deviation originates from the 2008 errata:
Aircraft rebasing (WiF 11.17)
CVPiF & SiF option 56: During the aircraft rebase step, you may rebase CVPs within a hex (i.e. from one CV to another, and/or from a CV to land) for no action limit cost.
RE: New to the game - Basic Questions
Posted: Fri Jun 13, 2014 9:00 pm
by rkr1958
In preparation for my first GW game I was looking into which rules I wanted to play with. If I load and play the quick start scenario then I get the Novice Rule Set. I was thinking of generating my own setup and a customized set of options more "challenging" than the novice set. I really wanted to get a feel for logistic so I'm thinking of playing with the novice set plus oil, scrap units, divisions and ski troops. I'm not really interested in dealing with pilots just yet. Truthfully, I don't see my getting very far into this game before I mess it up and have to start over.
My question is what would be a good and limited set of optional rules, which I assume would be somewhere between the Novice and Standard set, to use to try to get a good feel of the logistics and flow of the game?

RE: New to the game - Basic Questions
Posted: Sat Jun 14, 2014 12:51 pm
by AxelNL
see
tm.asp?m=3527647
for some interesting discussion about that
RE: New to the game - Basic Questions
Posted: Sat Jun 14, 2014 4:02 pm
by rkr1958
ORIGINAL: AxelNL
see
tm.asp?m=3527647
for some interesting discussion about that
Thanks. I guess it's best then if I pose (reask) my question above in that thread?
RE: New to the game - Basic Questions
Posted: Mon Jun 16, 2014 12:02 am
by Shannon V. OKeets
ORIGINAL: rkr1958
ORIGINAL: AxelNL
see
tm.asp?m=3527647
for some interesting discussion about that
Thanks. I guess it's best then if I pose (reask) my question above in that thread?
Yes.
RE: New to the game - Basic Questions
Posted: Thu Jul 03, 2014 7:34 pm
by rkr1958
So I've started my first Global Warfare scenario with optional rule set
tm.asp?m=3527647&mpage=3&key=# (post 74). I've taken my time, studying various AARs and other posts. It's taken me two weekends (not full time) to get through the CW setup. My desire is to use this game to learn about production, oil and how to work the production forms. The attached screenshot shows the status of the CW production focused on its oil resources. Not surprising, I haven't customized (or overrode) any routes defaulted by the program. In my leaning of production and oil I do want to make use of all my oil and save 1 or 2 (?) oil points per turn. I'm going to need to go back to the training tutorials on this to figure that out.
My first question is, do I need to configure the CW production to save oil now or will I get a chance after I finishing setting up the remainder of the major powers, which includes France?
In looking at the CW oil resources, I see that 3 are idle and the remaining 6 are used for production. I assume no saving any is bad.
Should I strive to get all oil active in production? How many should be diverted from production to being saved?
I know this is an important part of the game that I need to learn. It seems very daunting right now. But like everything else that's complicated, I need to focus on "eating the apple, one bite at a time."
I'm asking for advice on where I should take the "first bite"?

RE: New to the game - Basic Questions
Posted: Thu Jul 03, 2014 8:27 pm
by paulderynck
General guideline is to max the use of resources and save as much oil each turn as you can. Often the Venezuela oil has to go to production but other oil can be saved in places the CW controls for very little use of convoys. The three they outright own can be saved practically in place. (Burma may eventually become unsafe once Japan starts conquering territory.) In 1939, the CW only needs 21 resources/oil to max their production, even though they have 22 factories.
You should be able to change things right up to final production, and it may make more sense as to what is happening once the convoys are all deployed. Note that even though France is not allied at the start of SO39, they will be by turn-end. So you can set up to transport resources with both countries convoys to both home countries, even though they aren't lending anything to each other yet.
RE: New to the game - Basic Questions
Posted: Fri Jul 04, 2014 1:13 am
by Shannon V. OKeets
Focus on the Idle resources. You want to send the non-oil to factories for production and save all the oil that you can.
I would start by saving the idle oil. Then I would save 5 of the oil resources that are currently going into production. If the program doesn't figure out a way to use the 5 idle non-oil resources when you click on Recompute, then I would look at each of those non-oil resources and see if I could devise a path to a factory so it is productive this turn. Only if there are still Idle factories, would I go back and commit some of the oil I had marked to be saved to go into production.
---
Once I get all the Production planning bugs beaten into submission, I plan on making a new tutorial video going through how I set up convoys for the various major powers for Production Planning. I have the script - I just don't have the time.[:(]