PBEM Standing Orders
Moderator: Shannon V. OKeets
RE: PBEM Standing Orders
Initiative
4.0 Initiative (Rules 6.0) - both players provide standing orders for rerolls and deciding who has the initiative to start the next turn.
Reroll choices: Yes or No.
Default is No.
Take initiative choices: Yes or No.
Default is Yes.
>>>I suggest the player is reminded of their current setting in the final dialog box at the end of their impulse. Eg
[font="Times New Roman"]“Your current initiative settings are:
* Take the initiative if we win
* Do NOT request a reroll if we lose
Click OK to submit your turn to the enemy or CANCEL to change your initiative settings.”[/font]
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Air combat
X.2.4 Choose planes lost, damaged, and/or cleared through (Rules 14.3.3)
Air combat results are:
DX - Defender (player not rolling dice) destroys own front fighter or bomber
AX - Attacker (dice roller) destroys enemy’s front fighter or bomber
DA - Defender aborts own front fighter or bomber
AA - Attacker aborts enemy’s front fighter or bomber
DC - Defender clears through any one of his own bombers
AC - Attacker clears through any one of the enemy’s bombers
Default for DX is to destroy the cheaper (lowest build point cost) of the two air units.
>>> Alternative logic is to destroy the fighter by default since the purpose of the FTR is to protect the bomber..
4.0 Initiative (Rules 6.0) - both players provide standing orders for rerolls and deciding who has the initiative to start the next turn.
Reroll choices: Yes or No.
Default is No.
Take initiative choices: Yes or No.
Default is Yes.
>>>I suggest the player is reminded of their current setting in the final dialog box at the end of their impulse. Eg
[font="Times New Roman"]“Your current initiative settings are:
* Take the initiative if we win
* Do NOT request a reroll if we lose
Click OK to submit your turn to the enemy or CANCEL to change your initiative settings.”[/font]
**************************************************************
Air combat
X.2.4 Choose planes lost, damaged, and/or cleared through (Rules 14.3.3)
Air combat results are:
DX - Defender (player not rolling dice) destroys own front fighter or bomber
AX - Attacker (dice roller) destroys enemy’s front fighter or bomber
DA - Defender aborts own front fighter or bomber
AA - Attacker aborts enemy’s front fighter or bomber
DC - Defender clears through any one of his own bombers
AC - Attacker clears through any one of the enemy’s bombers
Default for DX is to destroy the cheaper (lowest build point cost) of the two air units.
>>> Alternative logic is to destroy the fighter by default since the purpose of the FTR is to protect the bomber..
/Greyshaft
RE: PBEM Standing Orders
One of the criteria to decide "who goes" should be : If of the same strengh, the bomber / Fighter who is the most far away from action. It will serve to rebase it for next turn (or for suibsequent action if reorganized), and it leaves the bombers who are closer to action untouched.(4) Who goes if the number available exceeds the number needed.
RE: PBEM Standing Orders
In my opinion, for DX & AX, default should be to destroy the plane that will worsen the less the Air to air ratio, except in case where you ABSOLUTELY want the enemy bomber not to pass, or your bomber to pass through.Default for DX is to destroy the cheaper (lowest build point cost) of the two air units.
Default for DC is to clear through the bomber with the highest tactical/strategic/naval strength (depending on mission being flown)
Default for AX is to destroy the more expensive (highest build point cost) of the two air units.
Default for AC is to clear through the bomber with the lowest tactical/strategic/naval strength (depending on mission being flown)
RE: PBEM Standing Orders
There seems to be many opinions on how to destroy units, and it changes with the flow of the game at onepoint in time I want to keep all my expensive bombers at another I might be more keen on keeping my fighters. So I guess it would be good if you could define your own default standing orders.ORIGINAL: Froonp
In my opinion, for DX & AX, default should be to destroy the plane that will worsen the less the Air to air ratio, except in case where you ABSOLUTELY want the enemy bomber not to pass, or your bomber to pass through.Default for DX is to destroy the cheaper (lowest build point cost) of the two air units.
Default for DC is to clear through the bomber with the highest tactical/strategic/naval strength (depending on mission being flown)
Default for AX is to destroy the more expensive (highest build point cost) of the two air units.
Default for AC is to clear through the bomber with the lowest tactical/strategic/naval strength (depending on mission being flown)
In Civilazation on a specific city governor screen you can instruct the governor to concentrate on production, but there is also a c heckbox that states that this will be set for all cities and be made default for all new cities. Maybe the standing orders could work like that, so I don't have to give each unit a specific order rather have all my planes target enemy bombers.
RE: PBEM Standing Orders
I think that default for these should be :Land Action
Overruns
11.2.2 Forced Air Rebase
Default is as close to own capital as possible
11.2.3 Forced Naval Rebase
Default is as close to own capital as possible
Planes : A place who is the farest away from an advancing enemy,
Ships : The safest friendly port in range (or simply the one where there is already the most ships - who should be the one where the player houses his fleet, so it should be safe).
RE: PBEM Standing Orders
Default should be : Yes if it change something significantly to the combat. For instance, if the combat is alreay at +19, having it drop to +17 is not enough to use the HQ. On the other hand, if the combat is at +11, decreasing it to +9 might be interesting (there's lot more chance for a failure for the enemy, and for the dreaded result at 14).11.7.5 HQ Support Defender (Rules 11.16.3) Option 13
Choices: Each HQ either provides support or not.
For each HQ that is in the front line, or adjacent to a friendly unit that is in the front line, the player indicates whether the HQ will provide support when it or one of the occupied adjacent hexes is attacked. When more than one hex might be given support, the player indicates their priority order.
Default is Yes.
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Shannon V. OKeets
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RE: PBEM Standing Orders
There seems to be some confusion by what I mean by default.
The default setting (for a SO Location) is what happens if the player has never set a SO for that location at all. You might find it easier to think of the default as the one the AIA starts the game with. I do not expect the default to be very clever at all. It is just something quasi-reasonable so the AIA knows what to do in case the player has done nothing.
If the player looked at the standing order screen and chose one of the settings, then that is his SO for that SO Location. It does not change unless the player goes in and changes it. I think of this as the current setting for the SO.
It is the interface for the SOs that I am most interested in designing. These interfaces (all 22 of them) will give the player the ability to set standing orders that take into consideration all the details of the game that several of you have been requesting for the default.
Perhaps what we should add to the vocabulary about SOs is our 'recommended' SO. This would be what we as players think is a good way to go. Expanding on this a little, we might have recommendations for different situations.
In any event, what I want to provide in the interface for each SO Location is the ability of the player to tune the SO so that the AIA makes decisions as near as possible to those that the player would make if the player were making them directly. To do that I need to know what elements should be provided to let the player set the IF portion of the rules and the THEN portion of the rules.
The default setting (for a SO Location) is what happens if the player has never set a SO for that location at all. You might find it easier to think of the default as the one the AIA starts the game with. I do not expect the default to be very clever at all. It is just something quasi-reasonable so the AIA knows what to do in case the player has done nothing.
If the player looked at the standing order screen and chose one of the settings, then that is his SO for that SO Location. It does not change unless the player goes in and changes it. I think of this as the current setting for the SO.
It is the interface for the SOs that I am most interested in designing. These interfaces (all 22 of them) will give the player the ability to set standing orders that take into consideration all the details of the game that several of you have been requesting for the default.
Perhaps what we should add to the vocabulary about SOs is our 'recommended' SO. This would be what we as players think is a good way to go. Expanding on this a little, we might have recommendations for different situations.
In any event, what I want to provide in the interface for each SO Location is the ability of the player to tune the SO so that the AIA makes decisions as near as possible to those that the player would make if the player were making them directly. To do that I need to know what elements should be provided to let the player set the IF portion of the rules and the THEN portion of the rules.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
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Shannon V. OKeets
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RE: PBEM Standing Orders
ORIGINAL: FroonpMinor country units that are set up are never randomly chosen.The interface displays a map that shows the entire minor country and a list of units (by unit type, not specific units, since they are randomly selected when war is declared). The player places each unit on the display map. The units aren’t placed on the game map until the opponent declares war on the minor country (if ever).
They are set up following stricts rules that use the date written on the back of the counter, and for planes whether they come from WiF FE or from PiF.
Regards
Patrice
Is this one of the Final Edition changes? It used to be that there were extra Polish units and you randomly selected from them with the excess going into the force pools.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: PBEM Standing Orders
A Major Power Declares War on Minor Country (Rule 9.7 Control of minor countries)
Poland may only align with the Commonwealth when Germany makes her compulsory declaration of war.
If an Axis major power declares war on a minor country on the American map, it may only align with the USA.
In every other case, when one or more major powers declare war on a minor country, choose an active major power on the other side to align with it. If there is more than one eligible major power, offer the minor country to the major power whose capital city is closest to the minor countries capital (any home country in the case of the Commonwealth). If it declines, offer it to the next closest, and so on.
If every eligible major power declines, the minor country (and all its controlled minor countries and territories) is immediately conquered by the attacking major power (see 13.7.1 Conquest).
Depending on the minor country declaring war triggers USA entry action.
The active major power the minor country aligns with sets up the minor countrys units.
Poland may only align with the Commonwealth when Germany makes her compulsory declaration of war.
If an Axis major power declares war on a minor country on the American map, it may only align with the USA.
In every other case, when one or more major powers declare war on a minor country, choose an active major power on the other side to align with it. If there is more than one eligible major power, offer the minor country to the major power whose capital city is closest to the minor countries capital (any home country in the case of the Commonwealth). If it declines, offer it to the next closest, and so on.
If every eligible major power declines, the minor country (and all its controlled minor countries and territories) is immediately conquered by the attacking major power (see 13.7.1 Conquest).
Depending on the minor country declaring war triggers USA entry action.
The active major power the minor country aligns with sets up the minor countrys units.
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Shannon V. OKeets
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RE: PBEM Standing Orders
ORIGINAL: Mziln
A Major Power Declares War on Minor Country (Rule 9.7 Control of minor countries)
Poland may only align with the Commonwealth when Germany makes her compulsory declaration of war.
If an Axis major power declares war on a minor country on the American map, it may only align with the USA.
In every other case, when one or more major powers declare war on a minor country, choose an active major power on the other side to align with it. If there is more than one eligible major power, offer the minor country to the major power whose capital city is closest to the minor countries capital (any home country in the case of the Commonwealth). If it declines, offer it to the next closest, and so on.
If every eligible major power declines, the minor country (and all its controlled minor countries and territories) is immediately conquered by the attacking major power (see 13.7.1 Conquest).
Depending on the minor country declaring war triggers USA entry action.
The active major power the minor country aligns with sets up the minor countrys units.
Thanks for the correction/clarification. Remember, I live in a world of WIF Version 5 most of the time, with only short trips to WIF Final Edition, and then I don't see every thing I should (just like visiting Paris).
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: PBEM Standing Orders
[:D] No problem [:D]
I'm taking a small break from the reorganization of the RaW.
I'm taking a small break from the reorganization of the RaW.
RE: PBEM Standing Orders
Yes indeed it may be, because since the Final Editon nearly all counters are dated, and those dates play major roles in the game (setup, scrapping...)Is this one of the Final Edition changes? It used to be that there were extra Polish units and you randomly selected from them with the excess going into the force pools.Minor country units that are set up are never randomly chosen.
They are set up following stricts rules that use the date written on the back of the counter, and for planes whether they come from WiF FE or from PiF.
Regards
Patrice
RE: PBEM Standing Orders
I don't know if what you wrote was to answer the things I wrote, but I think I've answered without any confusion (except maybe a little bit for default DX & AX results where I started to ramble).There seems to be some confusion by what I mean by default.
The default setting (for a SO Location) is what happens if the player has never set a SO for that location at all. You might find it easier to think of the default as the one the AIA starts the game with. I do not expect the default to be very clever at all. It is just something quasi-reasonable so the AIA knows what to do in case the player has done nothing.
I would prefer if default were as close as possible to standard human choices, and I air to air combat, my default is to better my air to air ratio if it is low, and not to worsen it if it is high.
Same for HQ support, default should not blindely be yes, it should be conditionnal to the odds.
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Shannon V. OKeets
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RE: PBEM Standing Orders
ORIGINAL: FroonpI don't know if what you wrote was to answer the things I wrote, but I think I've answered without any confusion (except maybe a little bit for default DX & AX results where I started to ramble).There seems to be some confusion by what I mean by default.
The default setting (for a SO Location) is what happens if the player has never set a SO for that location at all. You might find it easier to think of the default as the one the AIA starts the game with. I do not expect the default to be very clever at all. It is just something quasi-reasonable so the AIA knows what to do in case the player has done nothing.
I would prefer if default were as close as possible to standard human choices, and I air to air combat, my default is to better my air to air ratio if it is low, and not to worsen it if it is high.
Same for HQ support, default should not blindely be yes, it should be conditionnal to the odds.
To me the default settings are practically worthless. The computer could decide what to do randomly and it wouldn't matter to me.
The important thing is to let the player set the SO. If the player can't take the trouble to even look at the SO, then he doesn't really care, and the AIA should be permitted to do anything at all.
If the player does care what the SO is, then he should set the SO. My task is to give him the tools (the interface) to set it so the AIA does what he wants.
Interface example 1.
For setting up a minor countries units, the player is given all the units and a map of the country. He sets up the units.
Interface example 2.
For arranging fighters in order for air-to-air combat, the player is given all the characteristics of fighters and he can sort the fighters according to any of the characteristics. He can sort them in descending order by air-to-air strength (strongest in front) and break ties by then doing a second sort in ascending order by build cost (2 build point fighters in front).
Interface example 3.
To set a SO for spending surprise points during a port attack, the player is shown all the viable choices and he chooses one.
The question (or at least one of them) is what do we present to the player when he wants to set a SO for deciding when to send fighters to intercept strategic bombing missions?
I have only gotten as far as knowing we need to let the player set different SOs for the different mission types. That means there would be separate SOs for sending fighters to intercept: port attacks, strategic bombing, ground strikes, and so on.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
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Cheesehead
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RE: PBEM Standing Orders
I think your SO idea is fantastic! It will take some school of hard knocks getting the hang of it but I see no reason why this shouldn't work.
You can't fight in here...this is the war room!
RE: PBEM Standing Orders
this post probablybelongs in another thread
When fighting against the AI it will presumably have its own set of SO (althought doubtless called something different inside the software). The more industrious players among us may like to analyse the AI use of SO in order to outthink it - sort of like a WWII version of "Scissor, Paper, Stone". So if I see that the AI is always taking losses from his bombers first then i may want to build more fighters. My question is, what facility can we consider to enable 'note-taking' about AI activities during the game. This info should be stored with the running totals of known enemy losses. Must we write it down on paper?
When fighting against the AI it will presumably have its own set of SO (althought doubtless called something different inside the software). The more industrious players among us may like to analyse the AI use of SO in order to outthink it - sort of like a WWII version of "Scissor, Paper, Stone". So if I see that the AI is always taking losses from his bombers first then i may want to build more fighters. My question is, what facility can we consider to enable 'note-taking' about AI activities during the game. This info should be stored with the running totals of known enemy losses. Must we write it down on paper?
/Greyshaft
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Shannon V. OKeets
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RE: PBEM Standing Orders
ORIGINAL: Greyshaft
this post probablybelongs in another thread
When fighting against the AI it will presumably have its own set of SO (althought doubtless called something different inside the software). The more industrious players among us may like to analyse the AI use of SO in order to outthink it - sort of like a WWII version of "Scissor, Paper, Stone". So if I see that the AI is always taking losses from his bombers first then i may want to build more fighters. My question is, what facility can we consider to enable 'note-taking' about AI activities during the game. This info should be stored with the running totals of known enemy losses. Must we write it down on paper?
If you like I can have the AI tell you what its standing orders are.
Of course I will program in that the AI lies to you roughly 75% of the time. Actually the 75% number is also a lie.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: PBEM Standing Orders
Or is it???ORIGINAL: Shannon V. OKeets
Actually the 75% number is also a lie.
Actually I'm not looking for the software to tell me anything. I just want a notepad to store my turn by turn observations about the game. However now you've got me worried that the software will cheat by reading my notes [:D]
/Greyshaft
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Shannon V. OKeets
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RE: PBEM Standing Orders
ORIGINAL: Greyshaft
Or is it???ORIGINAL: Shannon V. OKeets
Actually the 75% number is also a lie.
Actually I'm not looking for the software to tell me anything. I just want a notepad to store my turn by turn observations about the game. However now you've got me worried that the software will cheat by reading my notes [:D]
MWIF will run as a standard windows application. This means that you can have your favorite word processing program running at the same time and use it to write down any notes you want. Having MWIF provide a similar capability wouldn't give you anywhere near the same number of features provided by a word processor.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
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Shannon V. OKeets
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RE: PBEM Standing Orders
Here is an update on Standing Orders. It is far from done. I have included everyone's previous comments (I apologize if I screwed up and forgot some - or just plain got it wrong.)
The major changes are:
(1) I have now numbered the standing orders, so I can at least measure progress (5 done, 19 to go). The ones in blue are done.
(2) I have also put in headers for each SO: Location, Choices, Interface, and Default. The location is a cross reference to the PBEM Overview document (available to all as a PDF, just send me an email) and RAW. The choices list what the player has to choose from. The interface describes in words what the screen will show to the player so he can indicate his choice(s). And lastly, the defaults are what the AIA does if the player has never entered any SO for the location.
The biggest hurdle remaining is designing the interface for the player to enter the conditional part of each SO. Some of the SOs do not need conidtionals (e.g. reroll for the initiative). Others require elaborate conditions to decide what to do (when to send fighters up as interceptors). I haven't had any bright ideas how to do this yet, and I am open to any and all suggestions. I thank you all for your continuing help.
Standing Orders by Location
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SO 1 Initiative
Location 4.0 Initiative (Rules 6.0) - both players provide standing orders for rerolls and deciding who has the initiative to start the next turn.
Choices For reroll, are: Yes or No.
Interface The player is shown the choices Yes and No and selects one of them.
Default No.
Choices For take initiative first, are: Yes or No.
Interface The player is shown the choices Yes and No and selects one of them.
Default Yes.
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SO 2 Control of Minors
Location 7.1.4 Control new minor countries (Rules 9.7)
Choices The Major Powers on the side that controls the minor country.
Interface All the minor countries are listed and the player sets which major power controls each minor country (should the opponent declare war on it). Note that this only occurs when there is a choice as to who controls the minor country. For some minor countries, the rules state precisely who will control them.
Defaults Germany for Axis Powers and CW for Allied Powers.
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SO 3 Setting Up Reserves
Location 7.1.3, 7.3 Set up reserves (e.g., attacked minors such as Iran and Poland) and respond to Soviet border claims. In some cases standing orders are used. For some minors (e.g., Iran) it is pretty obvious where to place the unit(s) and for these minors a SO can be used instead of an email. To make the point clear, this standing order is only for those countries where the player does not want to bother with another email exchange to handle a trivial task. For minors that have a lot of units (e.g., Poland), or are critical in some other way, the player can simply mark them as requiring an email. For the Soviet border claims (Finland and Rumania), the German player decides whether to allow or deny the claim.
Choices For setting up reserves, reserve units can be assigned to any hex in the minor country that does not violate stacking limits.
For Soviet border claims, the German player is can Allow or Deny the claims for Finland and Rumania separately.
Interface For setting up reserves, a map showing the entire minor country, and the list of units are displayed. The player places each unit on this display map. The units aren’t placed on the game map until the opponent declares war on the minor country (if ever).
For Soviet border claims, the German player is given the choices of Allow and Deny for Finland and Rumania (separate settings).
Default For setting up reserves, units are placed in the capital city (up to stacking capacity) and then the cities and ports nearest the capital are filled to stacking capacity. If still more units exist, they are placed in hexes adjacent to the capital.
For Soviet border claims both Finland and Rumania are Allow.
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Air Units
SO 4 CAP (Combat Air Patrol)
Location X.1.1 Non-phasing player flies CAP to hex or sea box (Rules 14.2.1)
Choices CAP can be flown to defend against: port attacks, naval air combat, strategic bombing, carpet bombing, ground strikes, air transported land units, paradrops, ground support, air resupply (ATR reorganization of land units).
Interface A map is displayed that lets the player indicate which fighters are going to fly CAP to which hexes against which enemy air missions. There are 4 elements to each CAP SO: the fighter(s) flying CAP, the target hex being protected by the CAP, the enemy air mission type being defend against, and the conditions under which the CAP is flown/not flown.
The fighters are never flown unless the opponent is capable of flying the mission. For example, SOs for CAP against port attacks are not implemented if the opponent does not have any air units with naval air capability that could reach the target hex. Nor are they flown if the target hex doesn’t contain any naval units.
CAP coverages to defend against each type of enemy mission are all separate. This means the player can set CAP by mission type as well as by hex to be protected.
When setting CAP, the player does not know what air missions the phasing player is going to fly. However, he does know what planes are available for both sides. Therefore, the player can make CAP assignments conditional upon the number, quality, and location of enemy air units. Also included in the conditionals can be references to what is in the target hexes, weather, and the status of other units. For example, the CAP missions against Port Attacks might only be flown if a ‘sufficient’ number of naval units are in the port. The player might also want to base the go/no go decision on whether there are other “good things” for the fighter to do (e.g., don’t fly the CAP mission but keep the fighter available for use later in the impulse/turn).
The player identifies the conditions for each CAP mission using ...
Default No CAP for any hexes against any enemy air missions.
SO 5 Defensive air support for land or naval units and factories
Location X.1.3 Non-phasing player flies air units to hex or sea box (Rules 14.1)
Choices Sending fighters as interceptors to defend against: port attacks, naval air combat, strategic bombing, carpet bombing, ground strikes, air transported land units, paradrops, ground support, air resupply (ATR reorganization of land units), or as fighter escort for bombers (see below).
Choices Sending bombers to participate in naval combat or to provide ground support against land attacks.
Interface
Fighters and Bombers
There are four decisions these standing orders need to address: (1) go/no go decision, (2) priority destination when more than one destination is possible, (3) how many fighters/bombers go if more than one is within range, and (4) who goes if the number available exceeds the number the player wants to send.
(1) Go or no go decision
Criteria for sending a fighter can depend on type of mission and air-to-air odds. For example; “intercept strategic bombing missions where we have -1 or better air-to-air odds.” It can also depend on the number of uncommitted enemy bombers or ATRs: keep 1 fighter in reserve for each uncommitted enemy ATR.
(2) Priority destination
Criteria can depend on friendly units in destination: # of factories, # of ships, # of land units, HQ present, TRS present, carrier present, in an enemy ZOC. It might also depend on the strength of the enemy bombers: # of bombers, total tactical/strategic/naval strength (depending on mission). Or the strength of the enemy fighters: # of fighters, air-to-air combat odds. The terrain in the destination can be used to set priority: do not intercept ground strikes against forest or swamp hexes.
(3) How many to send
Criteria is the same as for prioritizing destinations. Here the goal would be to either match the number of enemy air units: 1 fighter for every enemy bomber, 1 fighter if enemy bombers have no escorting fighters, 1 fighter for every enemy fighter, the number of fighters equals the sum of the enemy fighters and bombers. This could be given an offset instead of equal: 1 more fighter than the enemy sends. The number to send can be restricted depending on phase: no more than 2 for port attacks, no more than 3 for strategic bombing. Or by hex: no more than 1 per hex. It can also depend on the number of uncommitted enemy bombers or ATRs: keep 1 fighter in reserve for each uncommitted enemy ATR.
(4) Who goes if the number available exceeds the number needed.
Default
SO 6 Air combat preparation
Location X.2.2 Non-phasing player arranges fighters and bombers (Rules 14.3.1)
Choices A criteria for sorting air units (fighters and bombers have separate criteria).
Interface When there is only one fighter or one bomber, there is no decision to make. In most cases the fighters are sorted in descending order by air-to-air factor. Given two or more fighters with the same air-to-air strength, the player might sort his subgroup in ascending order by range (put the fighters with the shorter range at higher risk of taking hits). There are other criteria that the player might want to use (land based versus CVP, tank buster, night, twin engine, fighter-bomber, etc.). The player has a list of fighter capabilities and decides which criteria is used to sort the list. There can be sorts within sorts to handle ties - up to 5 levels.
The bombers are more usually more difficult to sort. The player might want to do a sum of capabilities and sort on the sum. For example, (tactical + strategic + naval strengths) could be a good indicator of how valuable the unit is. He might want to sort in ascending order on that sum (so the least valuable units are at more risk). Other factors are build point cost, time it takes to rebuild, and the owning major power (e.g., kill off the Italian planes first).
In most cases, these decisions are very simple and setting the SOs will be easy. The design handles more difficult cases with some versatility. However, it is not intended to be so complex that it can address situations involving 28 aircraft from 5 different major powers, with the same fine tuning that players use when playing over the board.
Default For fighters, put the one with the highest air-to-air strength in front and the rest in descending order by air-to-air strength. In case of ties, put the cheapest (lowest build point cost in front).
For bombers, put the one with the worst tactical/strategic/naval strengths in front (depending on mission being flown) and the rest in descending order by the same criterion. In the case of ties for the first criterion, put the cheapest (lowest build point cost) in front.
SO 7 Air combat results
Location X.2.4 Choose planes lost, damaged, and/or cleared through (Rules 14.3.3), and
X.2.6 Choose planes lost, damaged, and/or cleared through (Rules 14.3.3)
Air combat results are:
DX - Defender (player not rolling dice) destroys own front fighter or bomber
AX - Attacker (dice roller) destroys enemy’s front fighter or bomber
DA - Defender aborts own front fighter or bomber
AA - Attacker aborts enemy’s front fighter or bomber
DC - Defender clears through any one of his own bombers
AC - Attacker clears through any one of the enemy’s bombers
Choices
Interface
Default For DX it is to destroy the cheaper (lowest build point cost) of the two air units.
For AX it is to destroy the more expensive (highest build point cost) of the two air units.
For DA it is ...
For AA it is ...
For DC it is to clear through the bomber with the highest tactical/strategic/naval strength (depending on mission being flown)
For AC it is to clear through the bomber with the lowest tactical/strategic/naval strength (depending on mission being flown)
SO 8 Decision to continue air combat
Location X.2.8 Non-phasing player decides whether to continue (Rules 14.3.3)
Choices
Interface
Default Continue if the air-to-air combat odds are -2 or higher; to abort if the odds are -3 or less.
SO 9 Return air units to base
Location X.5.2 Non-phasing player returns planes to base (Rules 14.3.2)
Choices
Interface
Default Return to the hex from which it just came.
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Naval Action
SO 10 Port Attacks
Location 10.1.2 Surprise points
Choices Avoid combat, [Choose combat type], [Select enemy target], [Increase your column in naval combat], Decrease Opponent’s column in naval combat, Increase your air-to-air combat value, Decrease opponent’s air-to-air combat value, [Decrease opponent’s anti-aircraft fire column]. Items in [] are not applicable for a player defending against a port attack.
Interface The interface shows the choices and asks the player where to allocate any surprise points. If the player selects more than one choice then he has to assign their priority. For example, it requires 4 points to abort the combat so if the player only has 2 surprise points available, he needs to indicate his second choice.
Default (1) to abort combat if possible; (2) if too few points to abort, then increase your column for the air-to-air combat; (3) if you do not have any air units, then decrease your opponent’s air-to-sea combat odds.
SO 11 Naval Movement Interception
Location 10.3.3 Naval interception (Rules 11.4.6)
Choices Yes or No.
Interface
Default Yes if probability of victory is greater than probability of loss. Victory is defined by each Major Power for all of its naval units. For example, the CW can define victory as a battle where its losses equal its kills. Italy might want to define it as where its kills are 150% of its losses. Losses and kills are measured in build points.
SO 12 Naval Combat Type
Location 10.4.9 Choose combat type (Rules 11.5.7)
Choices Air, Surface, or Sub.
Interface
Default The type which gives the highest probability of victory
SO 13 Naval Combat Abort
Location 10.4.15 Phasing player aborts naval combat (Rules 11.5.11)
Choices Yes or No.
Interface
Default No.
SO 14 Naval Combat Initiation
Location 10.5 Naval combat initiated by non-phasing player (Rules 11.6)
Choices Yes or No.
Interface
Default Yes.
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Land Action
SO 15 Overrun Air Units
Location 11.2.2 Forced Air Rebase - during land movement
11.7.9.6 Forced Air Rebase - during advance after combat
Choices
Interface
Default As close to my capital as possible
SO 16 Overrun Naval Units
Location 11.2.3 Forced Naval Rebase - during land movement
11.7.9.7 Forced Naval Rebase - during advance after combat
Choices
Interface
Default As close to capital as possible
SO 17 Overstacked Losses
Location 11.2.4 Overstacked Losses (Naval) - during land movement
11.7.9.8 Overstacked Losses (Naval) - during advance after combat
Choices Types of units that should be destroyed in priority order.
Interface
Default
Land Combat
SO 18 Defensive Shore Bombardment
Location 11.7.2 Shore Bombardment D (Rules 11.16.2) Option 38
Choices
Interface
Default Maximum possible.
SO 19 Emergency HQ Supply
Location 11.7.4 Emergency HQ Supply (Rules 2.4.2) Option 6
Choices
Interface
Default
SO 20 HQ Support
Location 11.7.5 Defender HQ Support (Rules 11.16.3) Option 13
Choices Each HQ either provides support or not.
Interface For each HQ that is in the front line, or adjacent to a friendly unit that is in the front line, the player indicates whether the HQ will provide support when it or one of the occupied adjacent hexes is attacked. When more than one hex might be given support, the player indicates their priority order.
These commitments of HQs can be conditional.
Default Yes.
SO 21 Ground Support
Location 11.7.7 Ground Support (Rules 11.16.4) see X.1 => X.5 in Air Action
Choices
Interface
Default Yes for artillery.
SO 22 Ignore Notional Unit
Location 11.7.8 Ignore Notional Unit
Choices Yes or No.
Interface
Default No.
SO 23 Land Combat Type
Location 11.7.9.1 Choosing Tables
Choices Assault or Blitzkrieg.
Interface
Default Assault.
SO 24 Choosing Losses
Location 11.7.9.3 Choosing Losses
Choices
Interface
Default Cheapest units (defined by build points).
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The major changes are:
(1) I have now numbered the standing orders, so I can at least measure progress (5 done, 19 to go). The ones in blue are done.
(2) I have also put in headers for each SO: Location, Choices, Interface, and Default. The location is a cross reference to the PBEM Overview document (available to all as a PDF, just send me an email) and RAW. The choices list what the player has to choose from. The interface describes in words what the screen will show to the player so he can indicate his choice(s). And lastly, the defaults are what the AIA does if the player has never entered any SO for the location.
The biggest hurdle remaining is designing the interface for the player to enter the conditional part of each SO. Some of the SOs do not need conidtionals (e.g. reroll for the initiative). Others require elaborate conditions to decide what to do (when to send fighters up as interceptors). I haven't had any bright ideas how to do this yet, and I am open to any and all suggestions. I thank you all for your continuing help.
Standing Orders by Location
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SO 1 Initiative
Location 4.0 Initiative (Rules 6.0) - both players provide standing orders for rerolls and deciding who has the initiative to start the next turn.
Choices For reroll, are: Yes or No.
Interface The player is shown the choices Yes and No and selects one of them.
Default No.
Choices For take initiative first, are: Yes or No.
Interface The player is shown the choices Yes and No and selects one of them.
Default Yes.
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SO 2 Control of Minors
Location 7.1.4 Control new minor countries (Rules 9.7)
Choices The Major Powers on the side that controls the minor country.
Interface All the minor countries are listed and the player sets which major power controls each minor country (should the opponent declare war on it). Note that this only occurs when there is a choice as to who controls the minor country. For some minor countries, the rules state precisely who will control them.
Defaults Germany for Axis Powers and CW for Allied Powers.
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SO 3 Setting Up Reserves
Location 7.1.3, 7.3 Set up reserves (e.g., attacked minors such as Iran and Poland) and respond to Soviet border claims. In some cases standing orders are used. For some minors (e.g., Iran) it is pretty obvious where to place the unit(s) and for these minors a SO can be used instead of an email. To make the point clear, this standing order is only for those countries where the player does not want to bother with another email exchange to handle a trivial task. For minors that have a lot of units (e.g., Poland), or are critical in some other way, the player can simply mark them as requiring an email. For the Soviet border claims (Finland and Rumania), the German player decides whether to allow or deny the claim.
Choices For setting up reserves, reserve units can be assigned to any hex in the minor country that does not violate stacking limits.
For Soviet border claims, the German player is can Allow or Deny the claims for Finland and Rumania separately.
Interface For setting up reserves, a map showing the entire minor country, and the list of units are displayed. The player places each unit on this display map. The units aren’t placed on the game map until the opponent declares war on the minor country (if ever).
For Soviet border claims, the German player is given the choices of Allow and Deny for Finland and Rumania (separate settings).
Default For setting up reserves, units are placed in the capital city (up to stacking capacity) and then the cities and ports nearest the capital are filled to stacking capacity. If still more units exist, they are placed in hexes adjacent to the capital.
For Soviet border claims both Finland and Rumania are Allow.
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Air Units
SO 4 CAP (Combat Air Patrol)
Location X.1.1 Non-phasing player flies CAP to hex or sea box (Rules 14.2.1)
Choices CAP can be flown to defend against: port attacks, naval air combat, strategic bombing, carpet bombing, ground strikes, air transported land units, paradrops, ground support, air resupply (ATR reorganization of land units).
Interface A map is displayed that lets the player indicate which fighters are going to fly CAP to which hexes against which enemy air missions. There are 4 elements to each CAP SO: the fighter(s) flying CAP, the target hex being protected by the CAP, the enemy air mission type being defend against, and the conditions under which the CAP is flown/not flown.
The fighters are never flown unless the opponent is capable of flying the mission. For example, SOs for CAP against port attacks are not implemented if the opponent does not have any air units with naval air capability that could reach the target hex. Nor are they flown if the target hex doesn’t contain any naval units.
CAP coverages to defend against each type of enemy mission are all separate. This means the player can set CAP by mission type as well as by hex to be protected.
When setting CAP, the player does not know what air missions the phasing player is going to fly. However, he does know what planes are available for both sides. Therefore, the player can make CAP assignments conditional upon the number, quality, and location of enemy air units. Also included in the conditionals can be references to what is in the target hexes, weather, and the status of other units. For example, the CAP missions against Port Attacks might only be flown if a ‘sufficient’ number of naval units are in the port. The player might also want to base the go/no go decision on whether there are other “good things” for the fighter to do (e.g., don’t fly the CAP mission but keep the fighter available for use later in the impulse/turn).
The player identifies the conditions for each CAP mission using ...
Default No CAP for any hexes against any enemy air missions.
SO 5 Defensive air support for land or naval units and factories
Location X.1.3 Non-phasing player flies air units to hex or sea box (Rules 14.1)
Choices Sending fighters as interceptors to defend against: port attacks, naval air combat, strategic bombing, carpet bombing, ground strikes, air transported land units, paradrops, ground support, air resupply (ATR reorganization of land units), or as fighter escort for bombers (see below).
Choices Sending bombers to participate in naval combat or to provide ground support against land attacks.
Interface
Fighters and Bombers
There are four decisions these standing orders need to address: (1) go/no go decision, (2) priority destination when more than one destination is possible, (3) how many fighters/bombers go if more than one is within range, and (4) who goes if the number available exceeds the number the player wants to send.
(1) Go or no go decision
Criteria for sending a fighter can depend on type of mission and air-to-air odds. For example; “intercept strategic bombing missions where we have -1 or better air-to-air odds.” It can also depend on the number of uncommitted enemy bombers or ATRs: keep 1 fighter in reserve for each uncommitted enemy ATR.
(2) Priority destination
Criteria can depend on friendly units in destination: # of factories, # of ships, # of land units, HQ present, TRS present, carrier present, in an enemy ZOC. It might also depend on the strength of the enemy bombers: # of bombers, total tactical/strategic/naval strength (depending on mission). Or the strength of the enemy fighters: # of fighters, air-to-air combat odds. The terrain in the destination can be used to set priority: do not intercept ground strikes against forest or swamp hexes.
(3) How many to send
Criteria is the same as for prioritizing destinations. Here the goal would be to either match the number of enemy air units: 1 fighter for every enemy bomber, 1 fighter if enemy bombers have no escorting fighters, 1 fighter for every enemy fighter, the number of fighters equals the sum of the enemy fighters and bombers. This could be given an offset instead of equal: 1 more fighter than the enemy sends. The number to send can be restricted depending on phase: no more than 2 for port attacks, no more than 3 for strategic bombing. Or by hex: no more than 1 per hex. It can also depend on the number of uncommitted enemy bombers or ATRs: keep 1 fighter in reserve for each uncommitted enemy ATR.
(4) Who goes if the number available exceeds the number needed.
Default
SO 6 Air combat preparation
Location X.2.2 Non-phasing player arranges fighters and bombers (Rules 14.3.1)
Choices A criteria for sorting air units (fighters and bombers have separate criteria).
Interface When there is only one fighter or one bomber, there is no decision to make. In most cases the fighters are sorted in descending order by air-to-air factor. Given two or more fighters with the same air-to-air strength, the player might sort his subgroup in ascending order by range (put the fighters with the shorter range at higher risk of taking hits). There are other criteria that the player might want to use (land based versus CVP, tank buster, night, twin engine, fighter-bomber, etc.). The player has a list of fighter capabilities and decides which criteria is used to sort the list. There can be sorts within sorts to handle ties - up to 5 levels.
The bombers are more usually more difficult to sort. The player might want to do a sum of capabilities and sort on the sum. For example, (tactical + strategic + naval strengths) could be a good indicator of how valuable the unit is. He might want to sort in ascending order on that sum (so the least valuable units are at more risk). Other factors are build point cost, time it takes to rebuild, and the owning major power (e.g., kill off the Italian planes first).
In most cases, these decisions are very simple and setting the SOs will be easy. The design handles more difficult cases with some versatility. However, it is not intended to be so complex that it can address situations involving 28 aircraft from 5 different major powers, with the same fine tuning that players use when playing over the board.
Default For fighters, put the one with the highest air-to-air strength in front and the rest in descending order by air-to-air strength. In case of ties, put the cheapest (lowest build point cost in front).
For bombers, put the one with the worst tactical/strategic/naval strengths in front (depending on mission being flown) and the rest in descending order by the same criterion. In the case of ties for the first criterion, put the cheapest (lowest build point cost) in front.
SO 7 Air combat results
Location X.2.4 Choose planes lost, damaged, and/or cleared through (Rules 14.3.3), and
X.2.6 Choose planes lost, damaged, and/or cleared through (Rules 14.3.3)
Air combat results are:
DX - Defender (player not rolling dice) destroys own front fighter or bomber
AX - Attacker (dice roller) destroys enemy’s front fighter or bomber
DA - Defender aborts own front fighter or bomber
AA - Attacker aborts enemy’s front fighter or bomber
DC - Defender clears through any one of his own bombers
AC - Attacker clears through any one of the enemy’s bombers
Choices
Interface
Default For DX it is to destroy the cheaper (lowest build point cost) of the two air units.
For AX it is to destroy the more expensive (highest build point cost) of the two air units.
For DA it is ...
For AA it is ...
For DC it is to clear through the bomber with the highest tactical/strategic/naval strength (depending on mission being flown)
For AC it is to clear through the bomber with the lowest tactical/strategic/naval strength (depending on mission being flown)
SO 8 Decision to continue air combat
Location X.2.8 Non-phasing player decides whether to continue (Rules 14.3.3)
Choices
Interface
Default Continue if the air-to-air combat odds are -2 or higher; to abort if the odds are -3 or less.
SO 9 Return air units to base
Location X.5.2 Non-phasing player returns planes to base (Rules 14.3.2)
Choices
Interface
Default Return to the hex from which it just came.
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Naval Action
SO 10 Port Attacks
Location 10.1.2 Surprise points
Choices Avoid combat, [Choose combat type], [Select enemy target], [Increase your column in naval combat], Decrease Opponent’s column in naval combat, Increase your air-to-air combat value, Decrease opponent’s air-to-air combat value, [Decrease opponent’s anti-aircraft fire column]. Items in [] are not applicable for a player defending against a port attack.
Interface The interface shows the choices and asks the player where to allocate any surprise points. If the player selects more than one choice then he has to assign their priority. For example, it requires 4 points to abort the combat so if the player only has 2 surprise points available, he needs to indicate his second choice.
Default (1) to abort combat if possible; (2) if too few points to abort, then increase your column for the air-to-air combat; (3) if you do not have any air units, then decrease your opponent’s air-to-sea combat odds.
SO 11 Naval Movement Interception
Location 10.3.3 Naval interception (Rules 11.4.6)
Choices Yes or No.
Interface
Default Yes if probability of victory is greater than probability of loss. Victory is defined by each Major Power for all of its naval units. For example, the CW can define victory as a battle where its losses equal its kills. Italy might want to define it as where its kills are 150% of its losses. Losses and kills are measured in build points.
SO 12 Naval Combat Type
Location 10.4.9 Choose combat type (Rules 11.5.7)
Choices Air, Surface, or Sub.
Interface
Default The type which gives the highest probability of victory
SO 13 Naval Combat Abort
Location 10.4.15 Phasing player aborts naval combat (Rules 11.5.11)
Choices Yes or No.
Interface
Default No.
SO 14 Naval Combat Initiation
Location 10.5 Naval combat initiated by non-phasing player (Rules 11.6)
Choices Yes or No.
Interface
Default Yes.
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Land Action
SO 15 Overrun Air Units
Location 11.2.2 Forced Air Rebase - during land movement
11.7.9.6 Forced Air Rebase - during advance after combat
Choices
Interface
Default As close to my capital as possible
SO 16 Overrun Naval Units
Location 11.2.3 Forced Naval Rebase - during land movement
11.7.9.7 Forced Naval Rebase - during advance after combat
Choices
Interface
Default As close to capital as possible
SO 17 Overstacked Losses
Location 11.2.4 Overstacked Losses (Naval) - during land movement
11.7.9.8 Overstacked Losses (Naval) - during advance after combat
Choices Types of units that should be destroyed in priority order.
Interface
Default
Land Combat
SO 18 Defensive Shore Bombardment
Location 11.7.2 Shore Bombardment D (Rules 11.16.2) Option 38
Choices
Interface
Default Maximum possible.
SO 19 Emergency HQ Supply
Location 11.7.4 Emergency HQ Supply (Rules 2.4.2) Option 6
Choices
Interface
Default
SO 20 HQ Support
Location 11.7.5 Defender HQ Support (Rules 11.16.3) Option 13
Choices Each HQ either provides support or not.
Interface For each HQ that is in the front line, or adjacent to a friendly unit that is in the front line, the player indicates whether the HQ will provide support when it or one of the occupied adjacent hexes is attacked. When more than one hex might be given support, the player indicates their priority order.
These commitments of HQs can be conditional.
Default Yes.
SO 21 Ground Support
Location 11.7.7 Ground Support (Rules 11.16.4) see X.1 => X.5 in Air Action
Choices
Interface
Default Yes for artillery.
SO 22 Ignore Notional Unit
Location 11.7.8 Ignore Notional Unit
Choices Yes or No.
Interface
Default No.
SO 23 Land Combat Type
Location 11.7.9.1 Choosing Tables
Choices Assault or Blitzkrieg.
Interface
Default Assault.
SO 24 Choosing Losses
Location 11.7.9.3 Choosing Losses
Choices
Interface
Default Cheapest units (defined by build points).
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Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
