RE: AI for MWIF - Belgium
Posted: Wed Sep 10, 2008 4:40 pm
It does not defend the country, it concedes it. All you are trying to do is aid the Allies and slow the German Blitz from penetrating France.
ORIGINAL: Yohan
It does not defend the country, it concedes it. All you are trying to do is aid the Allies and slow the German Blitz from penetrating France.
ORIGINAL: peskpesk
* Rear Defence
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Ok, I'm a newbie. Explain it to me. How does leaving the capital city ungarrisoned help defend the country? ...
Fred
I disagree.ORIGINAL: brian brian
In my opinion, the only good one is the "Rear Defence". The rest of those, a good German player would just drool over, I would. Remember that even with a one-hex attack, such as on Antwerp, the Germans can easily generate a 20 factor attack easily increased if not doubled with surprise-impulse Stukas (2 5 factors is all it takes), throw in HQ support from Rundstedt and you are looking at a +10 to +14 (depending on Ground Strikes, quite likely to be successful) attack on Antwerp and there goes the Dyle River line. And that is from only one German hex, without Rotterdam.
ORIGINAL: Orm
This defence relies on that there are no German units in Rotterdam.
ORIGINAL: Orm
Ok, I'm a newbie. Explain it to me. How does leaving the capital city ungarrisoned help defend the country? ...
Fred
The idea of this rear defence is that the German units get "stuck" by the ZOC from the Liege unit and from a French unit in Metz. Since Antwerpen/Brussels has no unit Germany can't attack into those cities. On the Allied impulse CW/French/Belgian units advance to Antwerpen/Brussels and defend the Dyle line.
Germany can try to drop a paratrop into Antwerpen/Brussel and support it with land units but if the defending side decides that the notional unit is ignored Germany lands there with just a para and may then be open to counterattack.
This defence relies on that there are no German units in Rotterdam.
-Orm
ORIGINAL: Orm
ORIGINAL: peskpesk
* Rear Defence
![]()
Ok, I'm a newbie. Explain it to me. How does leaving the capital city ungarrisoned help defend the country? ...
Fred
The idea of this rear defence is that the German units get "stuck" by the ZOC from the Liege unit and from a French unit in Metz. Since Antwerpen/Brussels has no unit Germany can't attack into those cities. On the Allied impulse CW/French/Belgian units advance to Antwerpen/Brussels and defend the Dyle line.
Germany can try to drop a paratrop into Antwerpen/Brussel and support it with land units but if the defending side decides that the notional unit is ignored Germany lands there with just a para and may then be open to counterattack.
This defence relies on that there are no German units in Rotterdam.
-Orm
Maybe my english is failing me here, but the way we have read this is that French Units have no ZOC into Belgium, while Belgium is neutral and in effect also in the surprise impulse.ORIGINAL: RAW
ZOCs don’t extend: into a hex controlled by a major power or minor country, on
the other side that the unit is not at war with;
No, French units exert a ZOC on any hex containing an enemy major power, regardless of surprise.ORIGINAL: morgil
Maybe my english is failing me here, but the way we have read this is that French Units have no ZOC into Belgium, while Belgium is neutral and in effect also in the surprise impulse.
ORIGINAL: morgil
Well, yes, but do a unit exert ZOC into a hex before it contains the enemy major power unit, is the question in play, since leaving an enemy ZOC has no limitations.
Before Germany declares that it is attacking Belgium, allied Units do not have a ZOC into its territory, and logically, (yes i know, its bad when you have to resort to logic,) this should last throughout the surprise impulse. Not because its the surprise impulse, but because its not clear that they are allowed to do that. Or maybe it is very clear, and they get the ZOC the instant Germany declares war, since Belgium then joins theire side, like instantly.
Its a bit of a trick question i know, and probably goes to intent on the rule, or how one understands the words.
I would have no preference one way or the other, aslong as its clarified.
The ZOC is exerted the instant the German unit moves adjacent to the French (non-divisional) unit.ORIGINAL: Yohan
My understanding is that the French unit is at war and their ZOC indeed crosses the border when an at war German unit tries to move.
ORIGINAL: morgil
Well, yes, but do a unit exert ZOC into a hex before it contains the enemy major power unit, is the question in play, since leaving an enemy ZOC has no limitations.
Before Germany declares that it is attacking Belgium, allied Units do not have a ZOC into its territory, and logically, (yes i know, its bad when you have to resort to logic,) this should last throughout the surprise impulse. Not because its the surprise impulse, but because its not clear that they are allowed to do that. Or maybe it is very clear, and they get the ZOC the instant Germany declares war, since Belgium then joins theire side, like instantly.
Its a bit of a trick question i know, and probably goes to intent on the rule, or how one understands the words.
I would have no preference one way or the other, aslong as its clarified.
ORIGINAL: morgil
Well, yes, but do a unit exert ZOC into a hex before it contains the enemy major power unit, is the question in play, since leaving an enemy ZOC has no limitations.
Before Germany declares that it is attacking Belgium, allied Units do not have a ZOC into its territory, and logically, (yes i know, its bad when you have to resort to logic,) this should last throughout the surprise impulse. Not because its the surprise impulse, but because its not clear that they are allowed to do that. Or maybe it is very clear, and they get the ZOC the instant Germany declares war, since Belgium then joins theire side, like instantly.
Its a bit of a trick question i know, and probably goes to intent on the rule, or how one understands the words.
I would have no preference one way or the other, aslong as its clarified.
With this wording about ZOC into minor countries you could even argue that France has ZOC into Belgium when Belgium is neutral since Belgium as a neutral country is not on the other side either.
ORIGINAL: Neilster
With this wording about ZOC into minor countries you could even argue that France has ZOC into Belgium when Belgium is neutral since Belgium as a neutral country is not on the other side either.
I don't think it should be applied like that though. ZOCs represent stuff like reconnaissance units, patrolling, the diffuse nature of military dispositions and long range artillery fire. None of these are really possible across borders with a neutral country.
Cheers, Neilster
ORIGINAL: Orm
The desiners intent is that World In Flames would be a game without memory.
-Orm


ORIGINAL: Orm
The desiners intent is that World In Flames would be a game without memory. For example. If you get asked to take over a game you never seen before you should be able to get all the information you need to take over playing by just looking at the counters on the maps and without knowing anyting about what happened earlier in the game.
ORIGINAL: Frederyck
ORIGINAL: Orm
The desiners intent is that World In Flames would be a game without memory. For example. If you get asked to take over a game you never seen before you should be able to get all the information you need to take over playing by just looking at the counters on the maps and without knowing anyting about what happened earlier in the game.
There are instances where the game and thus the players need "memory" between different phases. For example, if a player spends an Offensive Chit in a land action, the HQ on the receiving end gets a fixed number of unit "doublings" to perform during the whole impulse. These unit doublings can occur whenever applicable, (during overruns in the movement phase and during land combats), and you have to remember how many doublings you have used between the phases as they are not represented on the board in any way.
ORIGINAL: Orm
You can place a numbered marker on the HQ that marks the number of "dubblings" left for the HQ in the impulse.
ORIGINAL: Orm
There are places that the game needs a memory like, for example, who controls a hex and so on (there are simply not enough markers to mark control of every empty hex in the game). That does not change the fact that the intent of the designer was that WIF would be a game without memory.
-Orm