Page 9 of 21

RE: What kind of manual(s) should we ask for?

Posted: Mon Dec 29, 2008 7:12 am
by Froonp
ORIGINAL: Shannon V. OKeets
7.3.6 Naval Movement (RAC 11.4)
Maybe add that this is during this step that all loading for naval transport is done.

7.3.8 Naval Combat by Non-Phasing Side (RAC 11.6)

During the Naval Combat by Non-Phasing Side phase, all major powers on the non-phasing side, can attempt to initiate naval combat in sea areas which enemy units had entered (and stopped) in either the Naval Air phase or the Naval Movement phase of this impulse.
Also it is possible for the non phasing side to attempt initiate naval combat in sea areas which enemy units had moved within the sea areas.
7.3.9 Strategic Bombing (RAC 11.7)

A successful strategic bombing mission destroys enemy factories, oil resources, or build points.
This is not exact.
A successful strategic bombing mission destroys enemy production points, and can also destroy factories (if all production points have been destroyed), build points (if all factories have been destroyed), or oil resources (if all build points have been destroyed).

Also, is it necessary to repeat in each paragraph how carrier work (with or without CVP) ? Wouldn't it be better to have a separate chapter for that, that is refered to each time ?

Maybe also, why not add a chart like the one in 14.2 that say what planes are eligible for what mission, and remove that from each paragraph, just leaving the description that explains what that mission does.

RE: What kind of manual(s) should we ask for?

Posted: Mon Dec 29, 2008 3:00 pm
by Shannon V. OKeets
ORIGINAL: Froonp
ORIGINAL: Shannon V. OKeets
7.3.6 Naval Movement (RAC 11.4)
Maybe add that this is during this step that all loading for naval transport is done.

7.3.8 Naval Combat by Non-Phasing Side (RAC 11.6)

During the Naval Combat by Non-Phasing Side phase, all major powers on the non-phasing side, can attempt to initiate naval combat in sea areas which enemy units had entered (and stopped) in either the Naval Air phase or the Naval Movement phase of this impulse.
Also it is possible for the non phasing side to attempt initiate naval combat in sea areas which enemy units had moved within the sea areas.
7.3.9 Strategic Bombing (RAC 11.7)

A successful strategic bombing mission destroys enemy factories, oil resources, or build points.
This is not exact.
A successful strategic bombing mission destroys enemy production points, and can also destroy factories (if all production points have been destroyed), build points (if all factories have been destroyed), or oil resources (if all build points have been destroyed).

Also, is it necessary to repeat in each paragraph how carrier work (with or without CVP) ? Wouldn't it be better to have a separate chapter for that, that is refered to each time ?

Maybe also, why not add a chart like the one in 14.2 that say what planes are eligible for what mission, and remove that from each paragraph, just leaving the description that explains what that mission does.
1 - Yes. Thanks for pointing out my omission.

2 - Too much detail.

3 - I'll add production points to the list and insert 'saved' in front of build points.

4 - Probably. When I write the section on air subphases, I'll review this. If possible, I'll include it in the air subphase section and delete it from all the air mission phases. I don't want separate 'chapters' though. My goal is to enable the player to read right through the sequence of play to gain a quick understanding of what happens when. I see this being a reference for the new player when he gets to a phase (e.g., air transport) and doesn't remember what that phase is all about. Stating what units are eligible to move (without a lot of detail) is part of my purpose here.

5 - No charts for section 7. No pictures either. Charts are for the appendices. Screen shots of all the forms will be in section 8 - hence the numerous references to section 8 in section 7.

RE: What kind of manual(s) should we ask for?

Posted: Mon Dec 29, 2008 4:04 pm
by Shannon V. OKeets
Today's installment of new text for the player's manual.
===
7.3.12 Rail Movement (RAC 11.10)

During the rail movement phase, players on the phasing side that did not choose a Pass or Naval action can move their land and air units along rail lines. Each unit that moves by rail counts as a rail move. But if the distance the unit travels is move than 60 hexes, it counts as 2 rail moves. Moving a factory counts as an additional rail move: 2 rail moves for a short distance and 3 rail moves if it goes farther than 60 hexes.

The number of available rail moves is between 1 and 4, depending on nationality (i.e., major power) and action type chosen. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.13 Land Movement (RAC 11.11)

During the land movement phase, players on the phasing side that chose a Land or Combined action can move their land units. Each land unit that moves counts as a land move. The number of available land moves during a combined action is limited depending on nationality (i.e., major power). If a major power has chosen a Land action, he can make as many land moves as he likes.

Overruns may occur during land movement. Sometimes that forces enemy air and naval units to rebase, which is handled as a digression. If a digression takes place, no other land moves are permitted until the digression is concluded. As for many digressions, a naval move may be involved, which means a naval interception digression may occur, followed by a naval combat. Basically, all land movement pauses while enemy players move their overrun units and the consequences of those moves run their course.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.14 Air Transport (RAC 11.12)

A successful air transport places a land unit in a friendly controlled hex. All air transport missions are voluntary. All major powers on the phasing side can fly air transport missions, unless they chose a Pass action. Air transport missions can be made by air transport units that transport a land to the destination hex.

Provided that there is an air transport with a land unit flying to a destination hex, the phasing side may fly fighter escorts to protect the air transport.

This mission may only be flown to hexes controlled by a friendly country. Escorts may only fly the mission if there is an air transport or land participating in the mission with which the fighter cooperates; that is, the major powers that own the air transport (or land unit) and the fighter must cooperate.

The subphases for flying an air transport mission are described in section 7.8. The performance of the air mission (See section 7.8.10) for an air transport is the land unit is placed in the destination hex. No special form is used for this air mission.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form, or all air units that flew missions during the phase have returned to base.

7.3.15 Unload Land Units (RAC 11.13)

During the unload land units phase, players on the phasing side that did not choose a Pass or Air action may debark land units that are at sea into friendly controlled coastal hexes. Each unit that debarks counts as a land move, though the unit stops immediately in the coastal hex and can move no farther.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.16 Invasion (RAC 11.14)

During the invasion phase, players on the phasing side that chose a Land or Combined action may invade enemy controlled hexes using land units that are at sea (i.e., being transported by naval units). Each land unit that invades counts as a land move. In addition, invading a hex means that the invading major power must conduct a land attack on the hex. See section 7.3.18 for more about land combat declaration.

There are many detailed rules concerning invasions. See RAC 11.14 for a complete explanation. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.17 Paradrop (RAC 11.15)

A successful paradrop places an attacking land unit in an enemy controlled hex. All paradrop missions are voluntary. All major powers on the phasing side can fly paradrops, unless they chose a Pass action. Paradrops can be made by air transport units that transport a paradrop unit to the target hex.

Provided that there is an air transport with a paradrop unit attacking a hex, the phasing side may fly fighter escorts to protect the air transport.

This mission may only be flown against hexes controlled by an enemy. Escorts may only fly the mission if there is an air transport or paradrop unit participating in the attack with which the fighter cooperates; that is, the major powers that own the air transport (or paradrop unit) and the fighter must cooperate.

The subphases for flying a paradrop mission are described in section 7.8. The performance of the air mission (See section 7.8.10) for a paradrop is a land attack against the enemy controlled hex. Each land unit that paradrops counts as a land move. In addition, paradropping into a hex means that the paradropping major power must conduct a land attack on the hex. See section 7.3.18 for more about land combat declaration.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form, or all air units that flew missions during the phase have returned to base.


RE: What kind of manual(s) should we ask for?

Posted: Mon Dec 29, 2008 4:23 pm
by Froonp
ORIGINAL: Shannon V. OKeets
7.3.13 Land Movement (RAC 11.11)

During the land movement phase, players on the phasing side that chose a Land or Combined action can move their land units. Each land unit that moves counts as a land move. The number of available land moves during a combined action is limited depending on nationality (i.e., major power). If a major power has chosen a Land action, he can make as many land moves as he likes.

Overruns may occur during land movement. Sometimes that forces enemy air and naval units to rebase, which is handled as a digression. If a digression takes place, no other land moves are permitted until the digression is concluded. As for many digressions, a naval move may be involved, which means a naval interception digression may occur, followed by a naval combat. Basically, all land movement pauses while enemy players move their overrun units and the consequences of those moves run their course.
Maybe the "overrun" term should be explained as a land move into an enemy occupied hex ?

RE: What kind of manual(s) should we ask for?

Posted: Mon Dec 29, 2008 5:14 pm
by Shannon V. OKeets
ORIGINAL: Froonp
ORIGINAL: Shannon V. OKeets
7.3.13 Land Movement (RAC 11.11)

During the land movement phase, players on the phasing side that chose a Land or Combined action can move their land units. Each land unit that moves counts as a land move. The number of available land moves during a combined action is limited depending on nationality (i.e., major power). If a major power has chosen a Land action, he can make as many land moves as he likes.

Overruns may occur during land movement. Sometimes that forces enemy air and naval units to rebase, which is handled as a digression. If a digression takes place, no other land moves are permitted until the digression is concluded. As for many digressions, a naval move may be involved, which means a naval interception digression may occur, followed by a naval combat. Basically, all land movement pauses while enemy players move their overrun units and the consequences of those moves run their course.
Maybe the "overrun" term should be explained as a land move into an enemy occupied hex ?
"Enemy units might be overrun during land movement." Does that fix it?

RE: What kind of manual(s) should we ask for?

Posted: Tue Dec 30, 2008 8:12 am
by Froonp
Yes, it's OK.

RE: What kind of manual(s) should we ask for?

Posted: Tue Dec 30, 2008 10:59 pm
by Shannon V. OKeets
Today's installment of new text for the Player's Manual.
============
7.3.18 Land Combat Declaration (RAC 11.16.1)

This phase is devoted solely to the phasing side declaring land combat attacks, that will be resolved later (see section 7.3.26). Some land attacks will have already been committed to during the invasion and paradrop phase, so what occurs here is adding units to those attacks or declaring new attacks. In order to declare land attacks a major power must have taken either a Land or Combined action. If the latter, then the number of land attacks permitted is restricted to between 1 and 3 depending on major power.

To ‘announce’ a land attack, simply pick up a land unit that is next to an enemy unit and move your unit into the enemy unit’s hex. You can add more units to the attack by simply moving more units into the hex. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.19 Notional Units (RAC 11.14)

If an invasion or paradrop has been made, then the non-phasing side gets to decide whether or not to include their notional unit in the combat. The program simply goes through all the invasions and paradrops and asks each defending major power to decide Yes or No. When all the decisions concerning notional units have been made, the game advance to the next phase.

7.3.20 Emergency HQ Supply (RAC 2.4.3)

This is a optional rule and if it was not selected, the phase is skipped.

This is not so much a phase as it is a reminder. Players can declare that an HQ is providing emergency supply at any time. However, it is most often used by a defender just before combat.

The circumstances have to be “just so” for declaring emergency HQ supply, so the program checks to see if there are any units out of supply where an HQ could provide emergency supply. If there is no reason to invoke emergency supply, this phase is bypassed. If the non-phasing side has a situation where they might want to declare emergency HQ supply, then the program lets them do so.

This phase is done once all major powers on the non-phasing side have clicked on the End of Phase button in the main form.

7.3.21 Shore Bombardment by Non-Phasing Side (RAC 11.16.2)

This is a optional rule and if it was not selected, the phase is skipped.

If land combats have been declared, the program checks to see if there are any non-phasing major powers which could provide defensive shore bombardment support to attacked hexes. If so, then they are given the opportunity to do so. This phase is done once all major powers on the non-phasing side have clicked on the End of Phase button in the main form.

7.3.22 Shore Bombardment by Phasing Side (RAC 11.16.2)

If land combats have been declared, the program checks to see if there are any phasing major powers which could provide offensive shore bombardment support to attacked hexes. If so, then they are given the opportunity to do so. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.23 HQ Support by Non-Phasing Side (RAC 11.16.3)

This is a optional rule and if it was not selected, the phase is skipped.

If land combats have been declared, the program checks to see if there are any non-phasing major powers which could declare HQ support to attacked hexes. If so, then they are given the opportunity to do so. This phase is done once all major powers on the non-phasing side have clicked on the End of Phase button in the main form.

7.3.24 HQ Support by Phasing Side (RAC 11.16.3)

This is a optional rule and if it was not selected, the phase is skipped.

If land combats have been declared, the program checks to see if there are any phasing major powers which could declare HQ support to attacked hexes. If so, then they are given the opportunity to do so. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.25 Ground Support (RAC 11.16.4)

A successful ground support mission adds attack factors to a land attack. All ground support missions are voluntary. All major powers on both sides can fly ground support missions, except for major powers on the phasing side which chose a Pass action. Ground support missions can be made by: (1) land based air units that have tactical bombing factors and (2) carrier based air units that are at sea. If the optional rule Carrier Planes is not being used, then carriers at sea can also fly these missions.

In the latter case, the program creates a “temporary carrier air unit” to fly the mission. After the mission is over, the temporary air unit is removed from the game. Should the temporary air unit be shot down, the carrier that ‘flew’ the mission is damaged.

Provided that there are bombers with tactical bombing factors attacking a hex, the phasing side may fly fighter escorts to protect the bombers. In the case of carrier air units (temporary or actual carrier air units), the owning major power will need to specify whether the air unit is flying as a bomber or as a fighter (see section 8.7.2.38). Some land based air fighters are also capable of flying as bombers - the default is for them to be fighters unless their role has been specified as bombers.

Bombers may only fly this mission if there is a land attack being made against the target hex. Escorts may only fly the mission if there is a bomber participating in the attack with which the fighter cooperates; that is, the major powers that own the bomber and the fighter must cooperate.

The subphases for flying a ground support mission are described in section 7.8. The performance of the air mission (See section 7.8.10) for ground support simply adds the bombers tactical factors to the land attack. See section 8.7.2.3 for more details.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form, or all air units that flew missions during the phase have returned to base.

7.3.26 Land Combat Resolution (RAC 11.16.5 & 11.16.6)

If land attacks have been declared, then the phasing side gets to choose in what order they are resolved. Each land attack is resolved completely before selecting the next one. All the land attacks that have been declared have to be resolved, unless the resolution of earlier attacks results in no in-supply land units remaining to make the attack. If any unit remains capable of making a declared attack, then that attack is resolved, regardless of how the odds may have changed.

See section 7.11 for the Land Combat Resolution subphases. The phase is done once all land attacks have been resolved.


RE: What kind of manual(s) should we ask for?

Posted: Wed Dec 31, 2008 5:00 am
by Froonp
ORIGINAL: Shannon V. OKeets

Today's installment of new text for the Player's Manual.
============
7.3.18 Land Combat Declaration (RAC 11.16.1)

This phase is devoted solely to the phasing side declaring land combat attacks, that will be resolved later (see section 7.3.26). Some land attacks will have already been committed to during the invasion and paradrop phase, so what occurs here is adding units to those attacks or declaring new attacks. In order to declare land attacks a major power must have taken either a Land or Combined action. If the latter, then the number of land attacks permitted is restricted to between 1 and 3 depending on major power.

To ‘announce’ a land attack, simply pick up a land unit that is next to an enemy unit and move your unit into the enemy unit’s hex. You can add more units to the attack by simply moving more units into the hex. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.19 Notional Units (RAC 11.14)

If an invasion or paradrop has been made, then the non-phasing side gets to decide whether or not to include their notional unit in the combat. The program simply goes through all the invasions and paradrops and asks each defending major power to decide Yes or No. When all the decisions concerning notional units have been made, the game advance to the next phase.
I think that 7.3.18 and 7.3.19 need to be reversed. The reason is that if the Notional for an invasion or paradrop is declined (the defender decide that there is no notional fighting force), and the notional unit was the only possible defending unit, then there is no land combat at all in this hex. So you can't add units to this combat as you describe in 7.3.18. So it seems to me that the hexes where there are land combats that will take place should be defined before the Land Combat Declaration so there is a need to know whether the notionals have been declined or not before assigning land units to land combats.

RE: What kind of manual(s) should we ask for?

Posted: Wed Dec 31, 2008 6:28 am
by Shannon V. OKeets
ORIGINAL: Froonp
ORIGINAL: Shannon V. OKeets

Today's installment of new text for the Player's Manual.
============
7.3.18 Land Combat Declaration (RAC 11.16.1)

This phase is devoted solely to the phasing side declaring land combat attacks, that will be resolved later (see section 7.3.26). Some land attacks will have already been committed to during the invasion and paradrop phase, so what occurs here is adding units to those attacks or declaring new attacks. In order to declare land attacks a major power must have taken either a Land or Combined action. If the latter, then the number of land attacks permitted is restricted to between 1 and 3 depending on major power.

To ‘announce’ a land attack, simply pick up a land unit that is next to an enemy unit and move your unit into the enemy unit’s hex. You can add more units to the attack by simply moving more units into the hex. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.19 Notional Units (RAC 11.14)

If an invasion or paradrop has been made, then the non-phasing side gets to decide whether or not to include their notional unit in the combat. The program simply goes through all the invasions and paradrops and asks each defending major power to decide Yes or No. When all the decisions concerning notional units have been made, the game advance to the next phase.
I think that 7.3.18 and 7.3.19 need to be reversed. The reason is that if the Notional for an invasion or paradrop is declined (the defender decide that there is no notional fighting force), and the notional unit was the only possible defending unit, then there is no land combat at all in this hex. So you can't add units to this combat as you describe in 7.3.18. So it seems to me that the hexes where there are land combats that will take place should be defined before the Land Combat Declaration so there is a need to know whether the notionals have been declined or not before assigning land units to land combats.
I'll investigate (read through the rules on this again). It doesn't matter to me, I just want to get it right.

RE: What kind of manual(s) should we ask for?

Posted: Wed Dec 31, 2008 8:27 am
by Orm
ORIGINAL: Froonp

I think that 7.3.18 and 7.3.19 need to be reversed. The reason is that if the Notional for an invasion or paradrop is declined (the defender decide that there is no notional fighting force), and the notional unit was the only possible defending unit, then there is no land combat at all in this hex. So you can't add units to this combat as you describe in 7.3.18. So it seems to me that the hexes where there are land combats that will take place should be defined before the Land Combat Declaration so there is a need to know whether the notionals have been declined or not before assigning land units to land combats.

Steve got the order right. The attacker needs to commit units to attack the invaded hex before he knows if it will even be a combat or not.

Cut from:
11.14 Invasions
At the end of the attack declaration step (see 11.16), you can state
that your notional unit is to be ignored [you might do this to prevent
breakthroughs by units attacking in conjunction with an invasion]. If
you do (and there are no other friendly land units in the hex), there is no
attack, and the attacker occupies the hex as if debarking onto a friendly
hex (see 11.13).

-Orm

RE: What kind of manual(s) should we ask for?

Posted: Wed Dec 31, 2008 9:13 am
by Froonp
ORIGINAL: Orm

ORIGINAL: Froonp

I think that 7.3.18 and 7.3.19 need to be reversed. The reason is that if the Notional for an invasion or paradrop is declined (the defender decide that there is no notional fighting force), and the notional unit was the only possible defending unit, then there is no land combat at all in this hex. So you can't add units to this combat as you describe in 7.3.18. So it seems to me that the hexes where there are land combats that will take place should be defined before the Land Combat Declaration so there is a need to know whether the notionals have been declined or not before assigning land units to land combats.

Steve got the order right. The attacker needs to commit units to attack the invaded hex before he knows if it will even be a combat or not.

Cut from:
11.14 Invasions
At the end of the attack declaration step (see 11.16), you can state
that your notional unit is to be ignored [you might do this to prevent
breakthroughs by units attacking in conjunction with an invasion]. If
you do (and there are no other friendly land units in the hex), there is no
attack, and the attacker occupies the hex as if debarking onto a friendly
hex (see 11.13).

-Orm
You're right indeed, thanks for pointing this out.
My error must come from a bad habit in our gaming group. We'll correct that as well, thanks !

RE: What kind of manual(s) should we ask for?

Posted: Wed Dec 31, 2008 10:49 am
by Orm
ORIGINAL: Froonp

You're right indeed, thanks for pointing this out.
My error must come from a bad habit in our gaming group. We'll correct that as well, thanks !

I have a feeling that all gaming groups has some bad habbits. Thanks to the hard work in creating MWIF I am sure that most of the bad habbits will disappear. Those that survive into MWIF will become everyones habbit and cannot then be bad. [:D]


-Orm

RE: What kind of manual(s) should we ask for?

Posted: Wed Dec 31, 2008 4:38 pm
by Shannon V. OKeets
ORIGINAL: Froonp
ORIGINAL: Orm

ORIGINAL: Froonp

I think that 7.3.18 and 7.3.19 need to be reversed. The reason is that if the Notional for an invasion or paradrop is declined (the defender decide that there is no notional fighting force), and the notional unit was the only possible defending unit, then there is no land combat at all in this hex. So you can't add units to this combat as you describe in 7.3.18. So it seems to me that the hexes where there are land combats that will take place should be defined before the Land Combat Declaration so there is a need to know whether the notionals have been declined or not before assigning land units to land combats.

Steve got the order right. The attacker needs to commit units to attack the invaded hex before he knows if it will even be a combat or not.

Cut from:
11.14 Invasions
At the end of the attack declaration step (see 11.16), you can state
that your notional unit is to be ignored [you might do this to prevent
breakthroughs by units attacking in conjunction with an invasion]. If
you do (and there are no other friendly land units in the hex), there is no
attack, and the attacker occupies the hex as if debarking onto a friendly
hex (see 11.13).

-Orm
You're right indeed, thanks for pointing this out.
My error must come from a bad habit in our gaming group. We'll correct that as well, thanks !
I'll add some information to this effect to the text for that section.

RE: What kind of manual(s) should we ask for?

Posted: Wed Dec 31, 2008 9:24 pm
by Shannon V. OKeets
Here is today's installment of new text for the Player's manual.
==
7.3.27 Air Unit Rebase (RAC 11.17)

In this phase, major powers on the phasing side may rebase their air units. The number that can be rebased is limited depending on major power to between 1 to 3 if a Naval action was taken, 1 to 4 if a Land action was taken, and 2 to 7 if a Combined action was taken. No aircraft can be rebased if a Pass action was taken, and an unlimited number when an Air action was taken.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.28 Reorganization by Air Transports (RAC 11.18.1)

In this phase major powers on the phasing side may fly air transport units to hexes occupied by disorganized units and ‘expend’ the air transport unit to reorganize a disorganized unit on the ground. When the air transport returns to base, it becomes disorganized. Basically, the ability of the air transport to perform a mission later in the turn is exchanged for the ability of another unit (typically a land unit) to do something useful before the turn is over.

Air transport missions follow the same subphase sequence as other air missions (see section 7.8 for details). This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.29 Reorganization by HQs (RAC 11.18.2)

In this phase major powers on the phasing side can use HQs to reorganize disorganized units. There are restrictions on which unit can be reorganized (see RAC 11.18.2 for details). The ability of the HQ to move later in the turn is exchanged for the ability of other units to do something useful before the turn is over.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.30 Reorganization by Naval Transports (RAC 11.18.3)

In this phase major powers on the phasing side can use Naval Transports that are at sea to reorganize disorganized units. The ability of the naval transport to do something useful later in the turn is exchanged for the ability of another unit to do something useful before the turn is over.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.31 End of Turn Check (RAC 12)

This phase occurs at the end of each impulse and is performed by the program, without involvement of any of the players. The program generates a random number and if when added to the impulse number, the sum is high enough, the turn is over. In that case, play continues with the End of Turn phases (see section 7.4).

If the sum is low enough, then another impulse is started, beginning with either the weather phase (odd numbered turns) or the declaration of war phase (even numbered impulses). If a new impulse does start, the phasing and non-phasing sides switch.

7.4 End of Turn Phases
7.4.1 Partisans (RAC 13.1)


This is a optional rule and if it was not selected, the phase is skipped.

The partisan phase starts with the program generating a random number for each country where partisans are eligible to appear (see section 13.1 of RAC for details on when partisans are eligible to appear). The probability of partisans appearing in each country is a constant determined by a value in the country data file, which is read in when the program loads. Those probabilities do not change during the game. The result is a list of countries where partisans may appear.

For each country that passed the first test, a second random number is generated (specifically for that country) and compared against the country’s “partisan number” (determined by another value in the country data file). Additions and subtractions to the randomly generated number are made based on the number of partisans already in the country and the number of garrison points in the country. The comparison of the modified random number to the country’s partisan number determines how many partisans appear this turn. It may be zero or it may be between 1 and 3 new units.

Newly arrived partisans are placed on the map by their controlling major power. The program figures out who controls the partisans, following the rules in section 13.1 of RAC. The placement of partisans on the map may cause units to be overrun. If any units are overrun, a digression is performed to rebase or scrap those units. As usual, rebasing naval units may be intercepted with the possibility of a naval combat occurring.

Once all partisans have been placed on the board and any digressions completed, this phase is over.

7.4.2 Neutrality Pact Markers (RAC 13.2)

In this phase, major powers that have existing neutrality pacts get to draw and place entry markers. The side that had the initiative in the turn goes first. See sections 8.7.2.35 and 8.7.2.36 for a discussion of the forms that are used and the process for placing the markers on the map.

Once all major powers have drawn and placed their neutrality pact markers the phase is over.

7.4.3 US Entry (RAC 13.3)

If the US is still neutral with one of the Axis major powers, then during this phase the US gets to draw entry markers (randomly generated by the program). Note that other US entry markers may have already been drawn during the turn, as a result of actions taken by the Axis major powers. Sometimes a US entry marker must go into the Japanese US Entry Pool, sometimes into the German/Italian US Entry Pool, and sometimes the US player gets to choose into which of the pools to place the marker.

Once the new entry marker(s) has(have) been placed, the US player has the ability to select a US Entry Option. There are many options available and there are restrictions on which can be chosen when. See section 13.3.2 of RAC for details. There are also numerous consequences the occur from choosing a US entry option, which can affect the number of markers in the two US entry pools and the two US tension pools. The movement of markers between pools is handled by the program, with the selection of which marker gets moved done randomly.

When the US player selects some US entry options (e.g., US occupies Greenland/Iceland), units may be forced to rebase, which can result in a digression being executed.

Once the US has chosen its entry option(s) for the turn, and any resultant digression processed, the phase is over.


RE: What kind of manual(s) should we ask for?

Posted: Wed Dec 31, 2008 11:40 pm
by Mike Dubost
ORIGINAL: Shannon V. OKeets

Today's installment of new text for the Player's Manual.
============
7.3.18 Land Combat Declaration (RAC 11.16.1)

This phase is devoted solely to the phasing side declaring land combat attacks, that will be resolved later (see section 7.3.26). Some land attacks will have already been committed to during the invasion and paradrop phase, so what occurs here is adding units to those attacks or declaring new attacks. In order to declare land attacks a major power must have taken either a Land or Combined action. If the latter, then the number of land attacks permitted is restricted to between 1 and 3 depending on major power.

To ‘announce’ a land attack, simply pick up a land unit that is next to an enemy unit and move your unit into the enemy unit’s hex. You can add more units to the attack by simply moving more units into the hex. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

I would advise revising the second paragraph to add a sentence after the first sentence so that it would read "...unit's hex. Note, this does not require movement points.". My rationale is that some current games such as WW2: Road to Victory have sort of a combined combat and movement phase, and other games have diferent strengths in the attack depending upon how far the unit has moved. To most experienced players, this is obvious, but I have found when writing SOPs (Standard Operating Procedures) that it is useful to think about possible "rookie mistakes".

RE: What kind of manual(s) should we ask for?

Posted: Thu Jan 01, 2009 12:00 am
by Shannon V. OKeets
ORIGINAL: Mike Dubost

ORIGINAL: Shannon V. OKeets

Today's installment of new text for the Player's Manual.
============
7.3.18 Land Combat Declaration (RAC 11.16.1)

This phase is devoted solely to the phasing side declaring land combat attacks, that will be resolved later (see section 7.3.26). Some land attacks will have already been committed to during the invasion and paradrop phase, so what occurs here is adding units to those attacks or declaring new attacks. In order to declare land attacks a major power must have taken either a Land or Combined action. If the latter, then the number of land attacks permitted is restricted to between 1 and 3 depending on major power.

To ‘announce’ a land attack, simply pick up a land unit that is next to an enemy unit and move your unit into the enemy unit’s hex. You can add more units to the attack by simply moving more units into the hex. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

I would advise revising the second paragraph to add a sentence after the first sentence so that it would read "...unit's hex. Note, this does not require movement points.". My rationale is that some current games such as WW2: Road to Victory have sort of a combined combat and movement phase, and other games have diferent strengths in the attack depending upon how far the unit has moved. To most experienced players, this is obvious, but I have found when writing SOPs (Standard Operating Procedures) that it is useful to think about possible "rookie mistakes".
Thanks, I will.

I am trying not to go into too much detail for these sections. For instance, there is all the stuff about enemy ZOCs and overrun specifics that I have omitted.

RE: What kind of manual(s) should we ask for?

Posted: Thu Jan 01, 2009 12:27 am
by Mike Dubost
ORIGINAL: Shannon V. OKeets

ORIGINAL: Mike Dubost

ORIGINAL: Shannon V. OKeets

Today's installment of new text for the Player's Manual.
============
7.3.18 Land Combat Declaration (RAC 11.16.1)

This phase is devoted solely to the phasing side declaring land combat attacks, that will be resolved later (see section 7.3.26). Some land attacks will have already been committed to during the invasion and paradrop phase, so what occurs here is adding units to those attacks or declaring new attacks. In order to declare land attacks a major power must have taken either a Land or Combined action. If the latter, then the number of land attacks permitted is restricted to between 1 and 3 depending on major power.

To ‘announce’ a land attack, simply pick up a land unit that is next to an enemy unit and move your unit into the enemy unit’s hex. You can add more units to the attack by simply moving more units into the hex. This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

I would advise revising the second paragraph to add a sentence after the first sentence so that it would read "...unit's hex. Note, this does not require movement points.". My rationale is that some current games such as WW2: Road to Victory have sort of a combined combat and movement phase, and other games have diferent strengths in the attack depending upon how far the unit has moved. To most experienced players, this is obvious, but I have found when writing SOPs (Standard Operating Procedures) that it is useful to think about possible "rookie mistakes".
Thanks, I will.

I am trying not to go into too much detail for these sections. For instance, there is all the stuff about enemy ZOCs and overrun specifics that I have omitted.


Thanks. I do understand that it is not easy to convey sufficient information without getting bogged down in details.

RE: What kind of manual(s) should we ask for?

Posted: Thu Jan 01, 2009 6:10 pm
by Froonp
ORIGINAL: Shannon V. OKeets

Here is today's installment of new text for the Player's manual.
==
7.3.27 Air Unit Rebase (RAC 11.17)

In this phase, major powers on the phasing side may rebase their air units. The number that can be rebased is limited depending on major power to between 1 to 3 if a Naval action was taken, 1 to 4 if a Land action was taken, and 2 to 7 if a Combined action was taken. No aircraft can be rebased if a Pass action was taken, and an unlimited number when an Air action was taken.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.
Maybe this could be written here that unlike all other air missions, the Air Unit Rebase air mission have the air unit stay organized at the end of the mission.
7.3.28 Reorganization by Air Transports (RAC 11.18.1)

In this phase major powers on the phasing side may fly air transport units to hexes occupied by disorganized units and ‘expend’ the air transport unit to reorganize a disorganized unit on the ground. When the air transport returns to base, it becomes disorganized. Basically, the ability of the air transport to perform a mission later in the turn is exchanged for the ability of another unit (typically a land unit) to do something useful before the turn is over.

Air transport missions follow the same subphase sequence as other air missions (see section 7.8 for details). This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.29 Reorganization by HQs (RAC 11.18.2)

In this phase major powers on the phasing side can use HQs to reorganize disorganized units. There are restrictions on which unit can be reorganized (see RAC 11.18.2 for details). The ability of the HQ to move later in the turn is exchanged for the ability of other units to do something useful before the turn is over.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.30 Reorganization by Naval Transports (RAC 11.18.3)

In this phase major powers on the phasing side can use Naval Transports that are at sea to reorganize disorganized units. The ability of the naval transport to do something useful later in the turn is exchanged for the ability of another unit to do something useful before the turn is over.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.
Maybe this would be good to say that the Naval Transports, and HQ need to be organized themselves to do that ? Or is it obvious ?
7.3.31 End of Turn Check (RAC 12)

This phase occurs at the end of each impulse and is performed by the program, without involvement of any of the players. The program generates a random number and if when added to the impulse number, the sum is high enough, the turn is over. In that case, play continues with the End of Turn phases (see section 7.4).

If the sum is low enough, then another impulse is started, beginning with either the weather phase (odd numbered turns) or the declaration of war phase (even numbered impulses). If a new impulse does start, the phasing and non-phasing sides switch.
This is looking different than RAW.
Impulse number / Number to roll on d10, or lower, to end the impulse :
1 / NA
2 / NA
3 / NA
4 / NA
5 / -1
6 / 0
7 / 1
8 / 2
9 / 3
10 / 4
11 / 5
12 / 6
13 / 7
14+ / 8

So, what is the precise formulae in MWiF to end the impulse ?
7.4.3 US Entry (RAC 13.3)

If the US is still neutral with one of the Axis major powers, then during this phase the US gets to draw entry markers (randomly generated by the program). Note that other US entry markers may have already been drawn during the turn, as a result of actions taken by the Axis major powers. Sometimes a US entry marker must go into the Japanese US Entry Pool, sometimes into the German/Italian US Entry Pool, and sometimes the US player gets to choose into which of the pools to place the marker.

Once the new entry marker(s) has(have) been placed, the US player has the ability to select a US Entry Option. There are many options available and there are restrictions on which can be chosen when. See section 13.3.2 of RAC for details. There are also numerous consequences the occur from choosing a US entry option, which can affect the number of markers in the two US entry pools and the two US tension pools. The movement of markers between pools is handled by the program, with the selection of which marker gets moved done randomly.

When the US player selects some US entry options (e.g., US occupies Greenland/Iceland), units may be forced to rebase, which can result in a digression being executed.

Once the US has chosen its entry option(s) for the turn, and any resultant digression processed, the phase is over.
Maybe add that US Entry in MWiF is what decide when the USA will be able to voluntarily enter war, and that it simulates their isolationism ?

RE: What kind of manual(s) should we ask for?

Posted: Thu Jan 01, 2009 10:02 pm
by Shannon V. OKeets
Today's installment of new text for the Player's Manual.
===
7.4.4 Production Planning (RAC 13.6.1 & 13.6.2)

The production planning phase is executed simultaneously by all major powers. Its purpose is to let each major power review the factories, resources, and convoys available for producing production points in the Production phase that follows later (see section 7.4.13). Planning for production is important at this juncture in the turn since in the next few phases players are going to make decisions about which units stay at sea and which return to friendly ports. If you need the convoys for shipping resources to factories, then you not only need the convoys to stay at sea, but you also need to worry about whether you want to keep some friendly escorts in the sea area to defend them at the start of the next turn.

All of the planning is done using the Resource-Production form (see section 8.7.2.44 for details on using that form). This phase is over once all major powers have closed the Resource-Production form.

7.4.5 Stay at Sea by Last Impulse’s Phasing Side (RAC 13.4)

The major powers belonging to the side that was the phasing side in the last impulse of the turn chooses which of its naval units it wants to stay at sea. Most naval units are eligible to remain at sea between turns, though few do.

No air units can remain at sea between turns, nor can naval units that: belong to a neutral major power, are a naval transport that is carrying cargo, or are in the zero section box of a sea area. However, convoys and ASW units may remain at sea indefinitely, even though they always occupy the zero section box when at sea.

This phase is over once all major powers on the last impulse’s phasing side have clicked on the End of Phase button in the main form.

7.4.6 Stay at Sea by Last Impulse’s Non-Phasing Side (RAC 13.4)

This phase is identical to the previous phase except it is for major powers belonging to the last impulse’s non-phasing side.

7.4.7 Return to Base by Last Impulse’s Phasing Side (RAC 13.4)

The major powers belonging to the side that was the phasing side in the last impulse of the turn move all of their air units to a friendly land hex, and those naval units that are not staying at sea to a friendly port. See RAC section 13.4 for more details.

This phase is over once all major powers on the last impulse’s phasing side have clicked on the End of Phase button in the main form. Note that the End of Phase button is disabled until all the requisite units have been returned to base.

7.4.8 Return to Base by Last Impulse’s Non-Phasing Side (RAC 13.4)

This phase is identical to the previous phase except it is for major powers belonging to the last impulse’s non-phasing side.

7.4.9 Use Oil for Reorganization (RAC 13.5.1)

This is a optional rule and if it was not selected, the phase is skipped.

This phase is executed by all the major powers simultaneously. In it, each major power denotes which of its units are going to expend oil for the purpose of reorganizing. See RAC 13.5.1 for the detailed rules concerning this and section 8.7.2.54 herein for a description of the form and the process used to accomplish this task.

Units which do not require oil to be reorganized, are reorganized automatically in the next phase. Those that do require oil to reorganize will only be reorganized in the next phase if the unit’s owner expends oil points in the current phase.

This phase is over once all major powers have closed the Use Oil form.

7.4.10 End of Turn Reorganization (RAC 13.5)

All units on the map are eligible to be reorganized in this phase. The processing is done automatically by the program. If the optional rule for using oil is active, then the program reorganizes units depending on what decisions each major power made in the immediately preceding phase. If the optional oil rule is not being used then all disorganized units become organized. There is one exception to this, which is that if the optional rule for reorganizing isolated units is in use, then isolated units are not reorganized. Once the program has completed reorganizing all the eligible units, the game advances to the next phase.


RE: What kind of manual(s) should we ask for?

Posted: Thu Jan 01, 2009 10:09 pm
by Shannon V. OKeets
ORIGINAL: Froonp
ORIGINAL: Shannon V. OKeets

Here is today's installment of new text for the Player's manual.
==
7.3.27 Air Unit Rebase (RAC 11.17)

In this phase, major powers on the phasing side may rebase their air units. The number that can be rebased is limited depending on major power to between 1 to 3 if a Naval action was taken, 1 to 4 if a Land action was taken, and 2 to 7 if a Combined action was taken. No aircraft can be rebased if a Pass action was taken, and an unlimited number when an Air action was taken.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.
Maybe this could be written here that unlike all other air missions, the Air Unit Rebase air mission have the air unit stay organized at the end of the mission.
7.3.28 Reorganization by Air Transports (RAC 11.18.1)

In this phase major powers on the phasing side may fly air transport units to hexes occupied by disorganized units and ‘expend’ the air transport unit to reorganize a disorganized unit on the ground. When the air transport returns to base, it becomes disorganized. Basically, the ability of the air transport to perform a mission later in the turn is exchanged for the ability of another unit (typically a land unit) to do something useful before the turn is over.

Air transport missions follow the same subphase sequence as other air missions (see section 7.8 for details). This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.29 Reorganization by HQs (RAC 11.18.2)

In this phase major powers on the phasing side can use HQs to reorganize disorganized units. There are restrictions on which unit can be reorganized (see RAC 11.18.2 for details). The ability of the HQ to move later in the turn is exchanged for the ability of other units to do something useful before the turn is over.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.

7.3.30 Reorganization by Naval Transports (RAC 11.18.3)

In this phase major powers on the phasing side can use Naval Transports that are at sea to reorganize disorganized units. The ability of the naval transport to do something useful later in the turn is exchanged for the ability of another unit to do something useful before the turn is over.

This phase is done once all major powers on the phasing side have clicked on the End of Phase button in the main form.
Maybe this would be good to say that the Naval Transports, and HQ need to be organized themselves to do that ? Or is it obvious ?
7.3.31 End of Turn Check (RAC 12)

This phase occurs at the end of each impulse and is performed by the program, without involvement of any of the players. The program generates a random number and if when added to the impulse number, the sum is high enough, the turn is over. In that case, play continues with the End of Turn phases (see section 7.4).

If the sum is low enough, then another impulse is started, beginning with either the weather phase (odd numbered turns) or the declaration of war phase (even numbered impulses). If a new impulse does start, the phasing and non-phasing sides switch.
This is looking different than RAW.
Impulse number / Number to roll on d10, or lower, to end the impulse :
1 / NA
2 / NA
3 / NA
4 / NA
5 / -1
6 / 0
7 / 1
8 / 2
9 / 3
10 / 4
11 / 5
12 / 6
13 / 7
14+ / 8

So, what is the precise formulae in MWiF to end the impulse ?
7.4.3 US Entry (RAC 13.3)

If the US is still neutral with one of the Axis major powers, then during this phase the US gets to draw entry markers (randomly generated by the program). Note that other US entry markers may have already been drawn during the turn, as a result of actions taken by the Axis major powers. Sometimes a US entry marker must go into the Japanese US Entry Pool, sometimes into the German/Italian US Entry Pool, and sometimes the US player gets to choose into which of the pools to place the marker.

Once the new entry marker(s) has(have) been placed, the US player has the ability to select a US Entry Option. There are many options available and there are restrictions on which can be chosen when. See section 13.3.2 of RAC for details. There are also numerous consequences the occur from choosing a US entry option, which can affect the number of markers in the two US entry pools and the two US tension pools. The movement of markers between pools is handled by the program, with the selection of which marker gets moved done randomly.

When the US player selects some US entry options (e.g., US occupies Greenland/Iceland), units may be forced to rebase, which can result in a digression being executed.

Once the US has chosen its entry option(s) for the turn, and any resultant digression processed, the phase is over.
Maybe add that US Entry in MWiF is what decide when the USA will be able to voluntarily enter war, and that it simulates their isolationism ?
My reply to your comments:
1 - Yes, a good addition.

2 - No, as you said it should be obvious.

3 - MWIF follows RAW precisely - I have reviewed the code line by line and CWIF did this perfectly. I was a little loose in my description of the process here, but I didn't want to confuse things with an elaborate step by step description of the procedure. I'm going to leave this as is.

4 - That is just one of the 30+ things that the US gets to do. It is arguably the most important, but I am comfortable with not drawing attention to it at this point in the documentation. It is better suited for the subsection in Important Decisions: 3.4.11 International Relationships.