The first screen shown after ground combat missions have all been completed.

Moderator: Shannon V. OKeets
Yes, 2D10.ORIGINAL: lomyrin
In the above combat resolution is seems to me that the 2D10 table was used and the roll of 4 adds to the basic +15 if the fraction did not make it +16. Then the end result would be a 19 or 20 and the loss picture is different. If it was assault the attacker would lose 2 units and disrupt half and the defender would lose his unit and the city would fall.
The screen does not state whether it was assault or blitz.
Lars
Since the computer is doing the die rolling, fractional odds are based on 100ths, not 10ths. Might as well make use of the computing power.ORIGINAL: brian brian
[small point ... when using fractional odds the rules have you explicitly truncate the + number that you add to the die roll to tenths only, with no rounding, so you might wish to show the number only out to the tenth place? And you would have to force the computer to truncate rather than round the number; depending on OS it would tend to round the # as it went to display to an explicit amount of places?]
It might help a tiny little bit to always declare one of the three possibilities "All attacking units are disorganized / Half of the surviving attacking units are disorganized / No attacking units are disorganized", but with only the one example shown, I predict you are already on top of that. ?
Does the 'Attacking Units' window keep an ART unit that is bombarding out of the window, or differentiate it somehow? Just checking. Otherwise you'd get people trying to assign losses/disorganize results to one.
ORIGINAL: Joe 98
This is a grand strategy game. Artilery usually comes under command at divisional level
1. If a counter represents a division, why are artillery units shown as separate units?
2. Are there separate counters for anti tank units?
Greg's answer is correct. You might want to look at the tutorial pages (one of the top threads has links to all the tutorials) which detail the different unit types. There are separate tutorials (10 tutorials, 100+ pages in all) for land, naval, and air units: the different types, their movement and combat abiltiies.ORIGINAL: Joe 98
This is a grand strategy game. Artilery usually comes under command at divisional level
1. If a counter represents a division, why are artillery units shown as separate units?
2. Are there separate counters for anti tank units?
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1. Its part of adding divisons to the game and can be WiFzened to represent abnormally large concentrations of artillery similar to how the Soviets operated. They are not really historical units IMO.ORIGINAL: Joe 98
This is a grand strategy game. Artilery usually comes under command at divisional level
1. If a counter represents a division, why are artillery units shown as separate units?
2. Are there separate counters for anti tank units?
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ORIGINAL: Shannon V. OKeets
I have been doing some revisions to the presentation of information during land combat. One thing I feel compelled to do is to provide players all the stuff that is done internally regarding combat. Since not everyone wants to see this all the time, the land combat chart is only shown when the player clicks on a button on the land comabt resolution form (where there might be multiple land combats shown, awaiting resolution).
There are basically 3 places in the sequence of play where this form might be displayed:
1 - before the combat type has been chosen,
2 - after the combat type has been chosen but the die has not been rolled, and
3 - after the die has been rolled.
The screen shot shows the Land Combat Charts for the 3rd situation. The yellow strip is the range of possible die rolls. The red cell indicate what the die roll actualy was. If you call up this form before having chosen the combat type, then there are two yellow strips, one for assault and one for blitz.
What I like about this presentation is that it envokes memories for long time players of WIF, where you found the column and row for a combat result. But more importantly, for new players it clearly shows what the possible outcomes are for each of the combat tables.
The 2D10 table is similar.
![]()
When are fractional odds resolved? In WiFFE it is after the combat table is chosen. So when showing the form before having chosen the combat type, would there not have to be four columns highlighted when playing with fractional odds?ORIGINAL: Shannon V. OKeets
I have been doing some revisions to the presentation of information during land combat. One thing I feel compelled to do is to provide players all the stuff that is done internally regarding combat. Since not everyone wants to see this all the time, the land combat chart is only shown when the player clicks on a button on the land comabt resolution form (where there might be multiple land combats shown, awaiting resolution).
There are basically 3 places in the sequence of play where this form might be displayed:
1 - before the combat type has been chosen,
2 - after the combat type has been chosen but the die has not been rolled, and
3 - after the die has been rolled.
The screen shot shows the Land Combat Charts for the 3rd situation. The yellow strip is the range of possible die rolls. The red cell indicate what the die roll actualy was. If you call up this form before having chosen the combat type, then there are two yellow strips, one for assault and one for blitz.
What I like about this presentation is that it envokes memories for long time players of WIF, where you found the column and row for a combat result. But more importantly, for new players it clearly shows what the possible outcomes are for each of the combat tables.
The 2D10 table is similar.
![]()
I have taken the simpler path of showing the tables assuming the fractional odds roll does not exist or fails. It is easy enough for a player to visualize them shifted one to the right if they're using fractional odds.ORIGINAL: paulderynck
When are fractional odds resolved? In WiFFE it is after the combat table is chosen. So when showing the form before having chosen the combat type, would there not have to be four columns highlighted when playing with fractional odds?ORIGINAL: Shannon V. OKeets
I have been doing some revisions to the presentation of information during land combat. One thing I feel compelled to do is to provide players all the stuff that is done internally regarding combat. Since not everyone wants to see this all the time, the land combat chart is only shown when the player clicks on a button on the land comabt resolution form (where there might be multiple land combats shown, awaiting resolution).
There are basically 3 places in the sequence of play where this form might be displayed:
1 - before the combat type has been chosen,
2 - after the combat type has been chosen but the die has not been rolled, and
3 - after the die has been rolled.
The screen shot shows the Land Combat Charts for the 3rd situation. The yellow strip is the range of possible die rolls. The red cell indicate what the die roll actualy was. If you call up this form before having chosen the combat type, then there are two yellow strips, one for assault and one for blitz.
What I like about this presentation is that it envokes memories for long time players of WIF, where you found the column and row for a combat result. But more importantly, for new players it clearly shows what the possible outcomes are for each of the combat tables.
The 2D10 table is similar.
![]()
1D10 or 2D10, it's up to the players. For presenation on the screen the 1D10 requires more programming. One of the beta testers can post what the 2D10 looks like with these new revisions after I upload version 12.05 for them today.ORIGINAL: micheljq
I thought that the 1D10 table was dropped in MWiF. What table is used by default? Is the 3D10 table an option, just curious as for me I use 2D10, I do not consider using 3D10 now.
[:)]