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RE: hardcore WIF

Posted: Mon Feb 10, 2014 11:46 pm
by rogerdubbs
LiF has to be the very worst pack of rules ever released for WiF.

One of Rommel's many abilities was to remove all rivers within 5 hexes or so. Very balanced.


I just looked it up - you were playing it wrong. The ability only applies to units in his hex. It is still powerful, but not as uber as you made it out to be - more like a free engineer. He can also convert a 'R' into an 'S' and units advancing with him have an extra movement point if all defenders were disorganized.

RE: hardcore WIF

Posted: Mon Feb 10, 2014 11:57 pm
by Dabrion
You talking about Moses? [8D]

RE: hardcore WIF

Posted: Tue Feb 11, 2014 12:08 am
by Zorachus99
ORIGINAL: rogerdubbs

I just looked it up - you were playing it wrong. The ability only applies to units in his hex. It is still powerful, but not as uber as you made it out to be - more like a free engineer. He can also convert a 'R' into an 'S' and units advancing with him have an extra movement point if all defenders were disorganized.

Good to hear that those rules lawyers who insisted they were right, were wrong. [8D]

My buddy and I played 2-3 games with Vesa's LiF Lite that we toned down even a bit more. Added flipping, and no re-organization, so only could use the power once a turn.

We eventually concluded that even this was too powerful. [X(]


RE: hardcore WIF

Posted: Tue Feb 11, 2014 12:19 am
by rogerdubbs
ORIGINAL: Zorachus99

My buddy and I played 2-3 games with Vesa's LiF Lite that we toned down even a bit more. Added flipping, and no re-organization, so only could use the power once a turn.

We eventually concluded that even this was too powerful. [X(]

I've never played it myself. I have heard from those who like it that it is very strange for the first few games, as you learn the abilities not just of your pieces but also those of the other side so you can account for them in your planning. I've heard some horror stories of what some of the American admirals can do. I guess the idea is everyone has abilities, so it balances out. I also haven't seen how the whole veto chart thing plays out in real life to limit the counters.

Flawed or not, I think this is the kind of thing the OP was looking for. Losing HQ units permanently would have unintended consequences for the game, and I suspect would be strongly pro-Axis.