Weather

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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warspite1
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RE: Weather

Post by warspite1 »


The German VI INF Corps for example near the Polish coridor is only in supply from Von Bock, as there are no German cities near enough to provide supply in northeast Germany. The VI INF Corps is 4 hexes from Stettin and Breslau.

[quote]Warspite1 - Patrice why doesn`t Kolberg count as a supply source for the VI Inf Corps?
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warspite1
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RE: Weather

Post by warspite1 »

Sorry everyone I think I`ve just answered my own question - a port is not necessarily a city right?

I have not played WIF since the new maps came out but no longer have my old style maps - so can anyone tell me, was this rule the same with the the old style maps or is this new?
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RE: Weather

Post by Froonp »

ORIGINAL: warspite1

Sorry everyone I think I`ve just answered my own question - a port is not necessarily a city right?

I have not played WIF since the new maps came out but no longer have my old style maps - so can anyone tell me, was this rule the same with the the old style maps or is this new?
I don't remember how it was in WiF previous to WiF FE, so I can't help here.

Anyway in WiF FE, WiF cities are represented on the map by yellow dots. Ports are cetainly real world cities too, but not in the WiF FE sense. Kolberg for example don't have the city status, and thus is not a supply source. But it can be a point of entry for supply from the sea.
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RE: Weather

Post by Shannon V. OKeets »

ORIGINAL: Froonp
ORIGINAL: Shannon V. OKeets
A couple more new pages.
Also, you say that the Panzerarmee in the flyout can only traverse 3 Blizzard hexes. I would specify 3 clear terrain Blizzard hexes.
Well now, if you want to get to that level of detail, the statement as written is correct. But only because the first two hexes will always be clear hexes so the extra cost for the 3rd hex doesn't prevent the movement, but does disorganize the moving units.

Really, I do not want to get down to this level of detail in the tutorials. Saying that the bad weather doubles the terrain cost of each hex entered is a precise statement of the rule. Other nuances of implementing the rule are beyond the scope of what I want this tutorial to do.
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RE: Weather

Post by Shannon V. OKeets »

ORIGINAL: Froonp
ORIGINAL: Shannon V. OKeets
A couple more new pages.

Image
In this one you say "All the units are in supply because the cities in their home countries are primary supply sources."
This is true for all the Polish units, but not for all the Germans ones. The German VI INF Corps for example near the Polish coridor is only in supply from Von Bock, as there are no German cities near enough to provide supply in northeast Germany. The VI INF Corps is 4 hexes from Stettin and Breslau.

Also, the German stack in SW East Prussia, under the Bf 109E-3 next to Rundstedt, is only in supply from Rundstedt too, as the absence of German land units in the hex SE of Konigsberg (the Ju 87B here is alone) forbids them to trace through it, so they happen to be 4 hexes from Konigsberg.

This is said to stress the fact that units are not always in supply inside their home country, especially in bad weather, and this idea of easy supply at home should not be given to players. It is easier, but you should be carefull too.
I'll stay with the text as written.

I did not say that each unit could trace a basic path to a primary supply source (a city in its home country). Yes, that is an easy assumption to make, given what I have written. But it is an assumption by the reader, not by the author.

The German 7-3 could also trace supply through the nearby port, but then we would have to get into which optional rules are in effect and which units are in the Allied sea boxes in the Baltic. All of this is appropriate for a tutorial on tracing supply lines, and it is covered in exquisite detail there (tutorial #10).

Here I am thinking of the comment about supply be more or less a tease about the supply rules. I do this often in the tutorials, where reference is made to something that has not been discussed in detail yet - but will be in a following tutorial. This is intentional on my part. And it is pretty much unavoidable given how heavily the different rules interact with each other. To discuss A you have to understand B, which requires understanding C, which requires understanding A.
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RE: Weather

Post by Shannon V. OKeets »

ORIGINAL: brian brian

just noticed the 'Storm' overlay at sea - Nice!

the hex fly-out looks good too, first one I've seen I think
Thanks. There are a lot more examples in the Interface thread (I believe).
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RE: Weather

Post by Shannon V. OKeets »

ORIGINAL: Stabilo

ORIGINAL: Shannon V. OKeets

ORIGINAL: Stabilo


"Rain reduces land attack odds by 1 (6:1 becomes 5:1); Snow by 2 and Blizzard by 3."

This is only true if you play with 1d10. Do you explain the difference with 2d10 in the options tutorial?
This is true for both 1D10 and 2D10 land combat results tables.

Or is your comment about my choice of 6:1 to 5:1 where there is no 6:1 on the 1D10 CRT Assault table?

Would saying 5:1 goes to 4:1 fix the problem?


Well the effect is true in both cases but the rules work different: on the 1d10 it's really the odd that changes but on the 2d10 these modifications are not tied together. This becomes important when you have the effects of winterized units.

Do you explain the 2d10 optional rule in detail elsewhere?
Optional rules are mentioned from time to time in the tutorials but there isn't an entire tutorial devoted to any one or group of them. When starting a new game all 81 optional rules are listed and by right clicking on an optional rule a detailed description of the rule is displayed. here is the one for 2D10.

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RE: Weather

Post by Shannon V. OKeets »

The other source of info on the 2D10 table is in RAC (Rules as Coded) at the very end of the document - similar to where it is shown in RAW. RAC devotes 2 pages to it. Here is page 1. The changes I amde in layout from RAW was quite controversial, but this is what is looks like after the dust had settled.

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RE: Weather

Post by Shannon V. OKeets »

3rd and final page in a series of 3.

This is the second page of the 2D10 from RAC.

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RE: Weather

Post by Stabilo »

ORIGINAL: Shannon V. OKeets



Optional rules are mentioned from time to time in the tutorials but there isn't an entire tutorial devoted to any one or group of them. When starting a new game all 81 optional rules are listed and by right clicking on an optional rule a detailed description of the rule is displayed. here is the one for 2D10.



Great! With this fine explenation of the 2d10 optional rule the weather tutorial seems to have the right depth.
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RE: Weather

Post by composer99 »

Keep in mind that the 2d10 chart and motorized movement rates (which affects the movement of ARM units through non-clear terrain) are both optional rules and, strictly speaking need not be mentioned in introductory tutorials.

Edit: I don't want to seem ogre-ish, or anything. As we all know, though, WiF is a big, complicated game, and we don't want to overwhelm new players with minutiae all in one go. We want to dip them in slowly, like the frog in the pot of water that is gradually brought to boil, so we can grind their bones to make our bread. [;)]
~ Composer99
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RE: Weather

Post by Shannon V. OKeets »

The last 2 pages of the Weather tutorial. Thanks to Patrice for the graphics.

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RE: Weather

Post by Shannon V. OKeets »

2nd and last in the series.

At this point all 110+ pages of the introductory tutorials are done except for 1 or 2 for setting up NetPlay. Whew! It has been a long haul to gets these finished.

I thank you all for your help in straightening out errors, ambiguiities, confusion, and the like in these.[&o] And special thanks to Patrice for the graphics work he has done in capturing screen shots and creating innovative visual presentations of information - over 95% of the tutorial graphics were done by him.[&o][&o][&o][&o]

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RE: Weather

Post by Froonp »

And thanks Steve for the texts, and for most of the arangement of ideas and concepts on the tutorials too.

And you wrote "Temerate" instead of "Temperate" in page 10 [:D].
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RE: Weather

Post by Froonp »

About the general duration of each turn, here is the result of the statistics I maintain about all the game I was in (15-20).

"Moy" and "Moyenne" is Average.

The longest J/A turn I saw was 15 impulses long, 8 Axis and 7 Allied.
The average number of impulse played in J/A were 4,7 by each side.

An important thing to remember when playing to is to remember that the side who plays first in a turn will quite often play 1 more impulse than the other side, which is a tremendous advantage.

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RE: Weather

Post by brian brian »

are the numbers on that last tutorial page on each world map actually supposed to be 1-12 ?


I think there will now be a very easy answer to the question ... 'So how do I learn to play this game?'
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RE: Weather

Post by bredsjomagnus »

Its difficult to see the stars under the impuls numbers. Another color would be nice.
 
 
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RE: Weather

Post by Shannon V. OKeets »

ORIGINAL: bredsjomagnus

Its difficult to see the stars under the impuls numbers. Another color would be nice.

Perhaps white when it is against a dark background and black against a light background.
Steve

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RE: Weather

Post by bredsjomagnus »

Exactly. That would probably do it.
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RE: Weather

Post by Froonp »

ORIGINAL: Shannon V. OKeets

ORIGINAL: bredsjomagnus

Its difficult to see the stars under the impuls numbers. Another color would be nice.

Perhaps white when it is against a dark background and black against a light background.
I had thought of red too.
And maybe larger.
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