I replied to this in the Tech Support forum.ORIGINAL: rkr1958
1.2.0.7ORIGINAL: Shannon V. OKeets
What version of MWIF are you running? There was a problem like this quite a while ago, but no one has reported this for at least several months now (or longer).ORIGINAL: rkr1958
I had my game saved at the very start and I went through the first axis impulse again and I did NOT get a chance to call the reserves for the CW. So either I did something during the setup for the CW to disable this for the CW or this is a bug?
I'm going to go ahead and post this (with a saved game) in the tech support forum.
New to the game - Basic Questions
Moderator: Shannon V. OKeets
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RE: New to the game - Basic Questions
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: New to the game - Basic Questions
I saw (before I replied above). Thanks!!!ORIGINAL: Shannon V. OKeets
I replied to this in the Tech Support forum.ORIGINAL: rkr1958
1.2.0.7ORIGINAL: Shannon V. OKeets
What version of MWIF are you running? There was a problem like this quite a while ago, but no one has reported this for at least several months now (or longer).
Though unnecessary, I replied for completeness (i.e., to tie up loose ends). It's one of my many character flaws. [8D]
Ronnie
RE: New to the game - Basic Questions
I'm confused on when an action just makes it harder for the US to declare war on Germany and Italy and when such an action makes it impossible for them. Which situation is this? This decision prompt is for the USSR claim on Bessarabia.


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Ronnie
- composer99
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RE: New to the game - Basic Questions
This situation could make it impossible.
Basically, the US is no longer able to declare war on an Axis major power if it is forced to remove markers from either its corresponding entry or tension pool and has no markers to remove.
In your specific case, denying the USSR claim to Bessarabia is a Germany/Italy-focused US entry action with a value of 18. That means the US must remove 1 marker from its entry pool and has an 80% chance of removing a second marker. As you have only one marker in the US entry pool that means there is the possibility that the US will never be allowed to declare war on Germany & Italy.
Basically, the US is no longer able to declare war on an Axis major power if it is forced to remove markers from either its corresponding entry or tension pool and has no markers to remove.
In your specific case, denying the USSR claim to Bessarabia is a Germany/Italy-focused US entry action with a value of 18. That means the US must remove 1 marker from its entry pool and has an 80% chance of removing a second marker. As you have only one marker in the US entry pool that means there is the possibility that the US will never be allowed to declare war on Germany & Italy.
~ Composer99
RE: New to the game - Basic Questions
Thanks. 20% is too high for my tastes. So the smart play is to wait until there are at least 2 markers in the US entry pool then?ORIGINAL: composer99
This situation could make it impossible.
Basically, the US is no longer able to declare war on an Axis major power if it is forced to remove markers from either its corresponding entry or tension pool and has no markers to remove.
In your specific case, denying the USSR claim to Bessarabia is a Germany/Italy-focused US entry action with a value of 18. That means the US must remove 1 marker from its entry pool and has an 80% chance of removing a second marker. As you have only one marker in the US entry pool that means there is the possibility that the US will never be allowed to declare war on Germany & Italy.
Ronnie
- paulderynck
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RE: New to the game - Basic Questions
Sometimes the smart play is to not be aggressive with the Allies at all. If you have a bunch of high value chits (not in this case against Ge/It, obviously), why risk losing any of them? The US entering the war a turn earlier, and perhaps getting a Surprise Impulse on Japan; is well worth the Russkis not getting Bessarabia.
Paul
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RE: New to the game - Basic Questions
Yes, and as a corollary to this, it's why I almost always put all 3 of my starting USE chits into the Ge/It pool.
"When beset by danger,
When in deadly doubt,
Run in little circles,
Wave your arms and shout."
When in deadly doubt,
Run in little circles,
Wave your arms and shout."
RE: New to the game - Basic Questions
It's start of the Mar/Apr 1940 turn. The axis win the roll for the initiative, the weather clears and the Germans are ready to roll into the Low Countries. What surprises me is the Impulse Advance = 2. It's fine everywhere except for rain in the arctic. This weather results in an impulse advance = 2?


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Ronnie
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RE: New to the game - Basic Questions
Yes, that's what the weather chart says if (without an adder from the last impulse of J/F) an 8 is rolled in M/A. You needed a 9 or 10.
Paul
RE: New to the game - Basic Questions
You may look at the weather chart by going to the Help menu on MWiF's main form, clicking on "Charts from WiFFE", and then, once your .pdf reader opens, clicking on the Weather Chart entry.
The "Charts from WiFFE" also gives you the "It's War" table, the strat bombing table, a chart of the production multiples, and many other helpful charts.
The "Charts from WiFFE" also gives you the "It's War" table, the strat bombing table, a chart of the production multiples, and many other helpful charts.
I thought I knew how to play this game....
RE: New to the game - Basic Questions
@paulderynck & @Courtenay - Thanks again for your responses (help)!
I'm really enjoying my play of the Global War Scenario (second try). I've still got a long way to go; but I'm getting a better feel of how this game plays. I'm playing "historical" strategies for my initial play for both sides for two reasons: (1) I can use strategies that I've used in other strategic WW2 wargames as the outline for my play in this game and (2) I want to gauge how the game plays and balances if historical strategies are used. Though, my inexperience as a beginner playing both sides does add "noise" to my ability to properly gauge anything but my inexperience play. [8D]
The screen shot below is for the start of the allied impulse #2 for the May/Jun 1940 turn. The Germans got good weather rolls last turn and easily took out Holland and Belgium. The Germans used an offensive chit and Rundstedt to double attacks against a BEF stack composed of Gort and the 7-4 mot and a French stack containing two 5-3 infantry corps and a 1-3 division. Gort and the 7-4 mot were both disorganized by ground strikes but the Luftwaffe ground strike against the French stack did nothing but scare a few Belgian cows. Also a third ground strike that went after the a second French stack composed of a French 4-3 reserve infantry and 7-6 tank corps (in between the two other stacks that were ground struck). The Luftwaffe bombing unit carrying out this attack, though defended by a Luftwaffe fighter unit, was shot down. So this third ground strike ended in utter failure and didn't even manage to scare any Belgium cows. [:(]
The Luftwaffe provide significant ground support, including 1 escorting fighter unit, to the attack on the BEF stack. The RAF and two RN carriers in the North Sea countered with all available bombers and fighters. An epic air battle took place with both the RAF and Luftwaffe losing fighter units on the first round. This resulted in all RAF and RN (two carrier air groups) being cleared through. The Luftwaffe; however, didn't panic and stood their ground (or air). They managed to down the remaining RAF fighter unit (a Gladiator) and all their bombers were also cleared through. All of this resulted in a ground attack that shattered the BEF stack, which was converted to a retreat. The Germans didn't want to give Gort and the BEF an easy exit from France. In fact, the Germans have put the destruction of the BEF in importance just below the capture of Paris and the destruction of the French army.
The second ground attack against the French stack also included significant ground support from the Luftwaffe. which was unopposed. The attack went well for the Germans with the destruction of 2 of the 3 French units and the shattering of the 3rd, which the Germans did not converted to a retreat.
The Italians are still neutral but are planningh some mischief in two more (axis) impulses. [;)]

I'm really enjoying my play of the Global War Scenario (second try). I've still got a long way to go; but I'm getting a better feel of how this game plays. I'm playing "historical" strategies for my initial play for both sides for two reasons: (1) I can use strategies that I've used in other strategic WW2 wargames as the outline for my play in this game and (2) I want to gauge how the game plays and balances if historical strategies are used. Though, my inexperience as a beginner playing both sides does add "noise" to my ability to properly gauge anything but my inexperience play. [8D]
The screen shot below is for the start of the allied impulse #2 for the May/Jun 1940 turn. The Germans got good weather rolls last turn and easily took out Holland and Belgium. The Germans used an offensive chit and Rundstedt to double attacks against a BEF stack composed of Gort and the 7-4 mot and a French stack containing two 5-3 infantry corps and a 1-3 division. Gort and the 7-4 mot were both disorganized by ground strikes but the Luftwaffe ground strike against the French stack did nothing but scare a few Belgian cows. Also a third ground strike that went after the a second French stack composed of a French 4-3 reserve infantry and 7-6 tank corps (in between the two other stacks that were ground struck). The Luftwaffe bombing unit carrying out this attack, though defended by a Luftwaffe fighter unit, was shot down. So this third ground strike ended in utter failure and didn't even manage to scare any Belgium cows. [:(]
The Luftwaffe provide significant ground support, including 1 escorting fighter unit, to the attack on the BEF stack. The RAF and two RN carriers in the North Sea countered with all available bombers and fighters. An epic air battle took place with both the RAF and Luftwaffe losing fighter units on the first round. This resulted in all RAF and RN (two carrier air groups) being cleared through. The Luftwaffe; however, didn't panic and stood their ground (or air). They managed to down the remaining RAF fighter unit (a Gladiator) and all their bombers were also cleared through. All of this resulted in a ground attack that shattered the BEF stack, which was converted to a retreat. The Germans didn't want to give Gort and the BEF an easy exit from France. In fact, the Germans have put the destruction of the BEF in importance just below the capture of Paris and the destruction of the French army.
The second ground attack against the French stack also included significant ground support from the Luftwaffe. which was unopposed. The attack went well for the Germans with the destruction of 2 of the 3 French units and the shattering of the 3rd, which the Germans did not converted to a retreat.
The Italians are still neutral but are planningh some mischief in two more (axis) impulses. [;)]

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Ronnie
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RE: New to the game - Basic Questions
If you are enjoying both the playing and the reporting, then you might like to post your game in the AARs.
Paul
RE: New to the game - Basic Questions
Sure, I'll give it a shot.ORIGINAL: paulderynck
If you are enjoying both the playing and the reporting, then you might like to post your game in the AARs.
Ronnie
RE: New to the game - Basic Questions
It's the stay at sea phase for the CW and I ran across this. A convoy at sea that's disorganized. Does this make sense? There's been no combat in this sea area this whole game.


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Ronnie
RE: New to the game - Basic Questions
A second question (for today and in a row). I'm trying to understand which convoys I can return from sea and which ones I need to keep at sea. In the Caribbean Sea the CW has 5 CPs. In the production map when I click on unused convoys it shows 1u (or 1 unused CP). When I toggle that flag off it shows 5 CPs. Is it safe to assume that 1 of the 5 CP is not being used?
And, when I toggle the Unused between Stay and Return the status of the CPs not used doesn't seem to change. Can I trust that toggle?

And, when I toggle the Unused between Stay and Return the status of the CPs not used doesn't seem to change. Can I trust that toggle?

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Ronnie
RE: New to the game - Basic Questions
ORIGINAL: rkr1958
It's the stay at sea phase for the CW and I ran across this. A convoy at sea that's disorganized. Does this make sense? There's been no combat in this sea area this whole game.
If you moved the convoy to sea when it is out of supply, it will be disorganized. The only effect on the game is that you will not be able to move it in a naval movement phase, only a return to base phase. It still functions normally as a convoy.
If the convoy did not come from an out of supply port, then either there is a bug, or there is a rule I don't know.
I thought I knew how to play this game....
RE: New to the game - Basic Questions
It is a pretty good guess that the convoy is not being used. One can find out for certain by setting the production display to "route", switching the global map on the production screen to show sea zones, and then clicking on the sea area that you are interested in. This will bring up a list of all resources and build points being convoyed through that area.ORIGINAL: rkr1958
A second question (for today and in a row). I'm trying to understand which convoys I can return from sea and which ones I need to keep at sea. In the Caribbean Sea the CW has 5 CPs. In the production map when I click on unused convoys it shows 1u (or 1 unused CP). When I toggle that flag off it shows 5 CPs. Is it safe to assume that 1 of the 5 CP is not being used?
I would not begin to trust that toggle. What you can trust is the global map. Bring up the global map (cntl-G), and set the display to Active Allied convoys. (Active Axis when playing the Axis, of course.) Each sea zone will have a number of numbers in it; the first is how many convoys are staying at sea. If that number is not what you expect, go to the sea area and fix it. MWiF likes to send convoys home randomly. I had a great deal of trouble with this until I discovered that the global map will tell me which CPs are staying at sea. I still have to be careful, but since I discovered the global map, I have not had to repeat a stay at sea step, whereas before I was generally repeating it at least once if not twice a turn.And, when I toggle the Unused between Stay and Return the status of the CPs not used doesn't seem to change. Can I trust that toggle?
I thought I knew how to play this game....
RE: New to the game - Basic Questions
@Courtenay - Thanks.
Now for the trifecta for tonight ... I just want to make sure I absolutely understand the rules for conquest of a home country, Yugoslavia in this example. To conquer a home country one needs to control the capital and all printed factories in that country. So in this example, to conquer Yugoslavia the Germans would accomplish that by capturing Belgrade and Zagreb. Is that correct?

Now for the trifecta for tonight ... I just want to make sure I absolutely understand the rules for conquest of a home country, Yugoslavia in this example. To conquer a home country one needs to control the capital and all printed factories in that country. So in this example, to conquer Yugoslavia the Germans would accomplish that by capturing Belgrade and Zagreb. Is that correct?

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Ronnie
RE: New to the game - Basic Questions
warspite1ORIGINAL: rkr1958
@Courtenay - Thanks.
Now for the trifecta for tonight ... I just want to make sure I absolutely understand the rules for conquest of a home country, Yugoslavia in this example. To conquer a home country one needs to control the capital and all printed factories in that country. So in this example, to conquer Yugoslavia the Germans would accomplish that by capturing Belgrade and Zagreb. Is that correct?
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Correct. There are different rules for Italy but generally the rule is as you state.
Now Maitland, now's your time!
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Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
- Joseignacio
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RE: New to the game - Basic Questions
Just a quick note. Territories have different rules.
It has some relevance, especially in the Pacific and Asia areas...
It has some relevance, especially in the Pacific and Asia areas...