Help for the board game
Moderator: Shannon V. OKeets
- composer99
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RE: Help for the board game
If it is now near the end of Sept/Oct and Paris is still in French hands, then you are doing well. Ideally, General Weather will be your biggest ally, and keep the Germans from seizing Paris until March/April 1941. Here are some suggestions and comments:
(1) Move the French ARM out of Paris into one of the hexes adjacent to it. It will do more good out in the clear than in the cities. Make sure to put another unit into Paris, probably from the hex where the ARM is going.
(2) Whoever is playing CW should get the London militia out of Germany as fast as possible. Unless the British have the land forces to launch a major invasion of Germany (which I doubt), all they are doing is boosting Germany's production, which will defeat your stuff attempt if it stays in the Reich's boundaries for more than this turn. [:-]
(3) I believe we touched on this earlier, but if the USSR is not at war with a major power (any of Germany, Italy, or Japan), it is not eligible to build militia units. So either your opponents have accepted the mulligan, or you will need to subsitute other units for those militias on the map.
(4) If you can get away with a border stuff in 1941, do so. It will probably be the only thing saving your bacon given that Germany has Eastern Poland. That said, 1942 will still be ugly. I suggest that you declare war on Italy in Jan/Feb 1942 to be able to call land actions to retreat from the border.
(5) The river defences, as someone else mentioned, are useless on the surprise impulse. Tactically sound, yes. Rules-sensible, not so much. [:)]
Good luck stuffing the border!
(1) Move the French ARM out of Paris into one of the hexes adjacent to it. It will do more good out in the clear than in the cities. Make sure to put another unit into Paris, probably from the hex where the ARM is going.
(2) Whoever is playing CW should get the London militia out of Germany as fast as possible. Unless the British have the land forces to launch a major invasion of Germany (which I doubt), all they are doing is boosting Germany's production, which will defeat your stuff attempt if it stays in the Reich's boundaries for more than this turn. [:-]
(3) I believe we touched on this earlier, but if the USSR is not at war with a major power (any of Germany, Italy, or Japan), it is not eligible to build militia units. So either your opponents have accepted the mulligan, or you will need to subsitute other units for those militias on the map.
(4) If you can get away with a border stuff in 1941, do so. It will probably be the only thing saving your bacon given that Germany has Eastern Poland. That said, 1942 will still be ugly. I suggest that you declare war on Italy in Jan/Feb 1942 to be able to call land actions to retreat from the border.
(5) The river defences, as someone else mentioned, are useless on the surprise impulse. Tactically sound, yes. Rules-sensible, not so much. [:)]
Good luck stuffing the border!
~ Composer99
RE: Help for the board game
This MIL is there only to reduce the construction points, when it is done, the MIL will go home.
Why do you say this?
"Germany will built Russia out and declare war in Summer 41"
Why do you say this?
"Germany will built Russia out and declare war in Summer 41"
Hazlo o no lo hagas, pero no lo intentes
- composer99
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RE: Help for the board game
He means that Germany will build up faster than Russia will - because of the production boost Germany gets for the London militia that has invaded Germany - if the English stay in Germany longer than this turn.
~ Composer99
RE: Help for the board game
Destroying the German factories is best done by strating them. Here you are giving them 10 BP per turn. You'll only be able to destroy 1 factory, which they will repair at a cost of 4 BP.ORIGINAL: Reivaj
This MIL is there only to reduce the construction points, when it is done, the MIL will go home.
Why do you say this?
"Germany will built Russia out and declare war in Summer 41"
If I was the German, I'd Ground Strike you here so that the MIL stays here.
RE: Help for the board game
Yes, and given the Russian strategy & position, this is the thing they need the least.ORIGINAL: composer99
He means that Germany will build up faster than Russia will - because of the production boost Germany gets for the London militia that has invaded Germany - if the English stay in Germany longer than this turn.
RE: Help for the board game
Hello again, we were playing last Wednesday, we are in the "jan-feb" of 1941, and ... yeah France is still alive, this is the state of the french front, Paris will no survive another impulse.

And this is the Russian front, If you have any advice, please give it to me, I will thank you, very much


And this is the Russian front, If you have any advice, please give it to me, I will thank you, very much

Hazlo o no lo hagas, pero no lo intentes
- michaelbaldur
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RE: Help for the board game
you have build militia with rus .... only aktive major powers can build mil...... a aktive major power is at war with another major power.....you need to watch the finish..... they are powerfull.....
the wif rulebook is my bible
I work hard, not smart.
beta tester and Mwif expert
if you have questions or issues with the game, just contact me on Michaelbaldur1@gmail.com
I work hard, not smart.
beta tester and Mwif expert
if you have questions or issues with the game, just contact me on Michaelbaldur1@gmail.com
- michaelbaldur
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RE: Help for the board game
if the germans have alot of entry chits ..... and you can see that he is coming in sommer 41.... pull bag now... the the riverline on the south front. you have to many troops on the north front ..... move some to finland and the south front.
the wif rulebook is my bible
I work hard, not smart.
beta tester and Mwif expert
if you have questions or issues with the game, just contact me on Michaelbaldur1@gmail.com
I work hard, not smart.
beta tester and Mwif expert
if you have questions or issues with the game, just contact me on Michaelbaldur1@gmail.com
- michaelbaldur
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RE: Help for the board game
russia has alot of units..... you are not paying with oil ..... are you sending 7 res to germany
the wif rulebook is my bible
I work hard, not smart.
beta tester and Mwif expert
if you have questions or issues with the game, just contact me on Michaelbaldur1@gmail.com
I work hard, not smart.
beta tester and Mwif expert
if you have questions or issues with the game, just contact me on Michaelbaldur1@gmail.com
RE: Help for the board game
Actually, I think you can probably break the pact. If that is the case, at least do that, and I would actually suggest declaring war and invading Poland. Germany is still entangled in France, and might have problems setting up a proper defense. You will be half way accross Poland before he can, and you will have saved yourself the surprise impulse. You will also save England by forcing the hands of the German player.
It is unlikely that he will be in a good position to declare war on you this summer, and might decide to go after the MEd in 1941 instead by you attacking it, it will not be possible anymore and you western allies can start taking Italy down.
Just my 2 cents..... what do other people think?
It is unlikely that he will be in a good position to declare war on you this summer, and might decide to go after the MEd in 1941 instead by you attacking it, it will not be possible anymore and you western allies can start taking Italy down.
Just my 2 cents..... what do other people think?
- michaelbaldur
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- Joined: Fri Apr 06, 2007 6:28 pm
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RE: Help for the board game
there is special options for breaking the pact......you can´t just do it
the wif rulebook is my bible
I work hard, not smart.
beta tester and Mwif expert
if you have questions or issues with the game, just contact me on Michaelbaldur1@gmail.com
I work hard, not smart.
beta tester and Mwif expert
if you have questions or issues with the game, just contact me on Michaelbaldur1@gmail.com
-
Shannon V. OKeets
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RE: Help for the board game
Well, assuming the pact could be broken, I like the idea. If nothing else, it would make all the Russian Militia legal units.[:D]ORIGINAL: lavisj
Actually, I think you can probably break the pact. If that is the case, at least do that, and I would actually suggest declaring war and invading Poland. Germany is still entangled in France, and might have problems setting up a proper defense. You will be half way accross Poland before he can, and you will have saved yourself the surprise impulse. You will also save England by forcing the hands of the German player.
It is unlikely that he will be in a good position to declare war on you this summer, and might decide to go after the MEd in 1941 instead by you attacking it, it will not be possible anymore and you western allies can start taking Italy down.
Just my 2 cents..... what do other people think?
The USSR could then bring in all their reserve units too. That would enable them to freely move them next turn, so possibly the best timing would be to declare war at the end of turn (one of the late impulses). That would have the advantage of letting the USSR air force do ground strikes right away, return to base in frontline hexes, and then be face up again at the start of the next turn to do more mischief.
The only real drawback to this that I can see, is the US Entry situation, which might look pretty bleak already, given the position in France.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: Help for the board game
ORIGINAL: Shannon V. OKeets
The USSR could then bring in all their reserve units too. That would enable them to freely move them next turn, so possibly the best timing would be to declare war at the end of turn (one of the late impulses). That would have the advantage of letting the USSR air force do ground strikes right away, return to base in frontline hexes, and then be face up again at the start of the next turn to do more mischief.
There is not much point in Ground Striking though if you can't utilize that the enemy units are flipped before the turn ends. So be sure to flip units that you really don't want to be moved by the German if he gets another impulse, or if you can attack them straight away. Otherwise you're just wasting air missions that might be used for better things.
And be certain that the US player won't have a heart attack if you break the pact. If the US is barred from ever declaring war on Gemany... well, the rest of the war isn't going to be pretty.
RE: Help for the board game
It seems obvious from the picture that Russia has the necessary garrison ratio to break the pact. He should do it if only to not supply Germany with ressources. Russia does not have to declare war to break the pact.
I also think that in 41, the US should be in no risk to empty their pool even if they loose 4 chits, and I think that the advantages gained by Russia attacking Germany early outweight the 3-4 turns delay of US entering the war.
I also think that in 41, the US should be in no risk to empty their pool even if they loose 4 chits, and I think that the advantages gained by Russia attacking Germany early outweight the 3-4 turns delay of US entering the war.
RE: Help for the board game
I agree totaly and wholeheartly.ORIGINAL: lavisj
It seems obvious from the picture that Russia has the necessary garrison ratio to break the pact. He should do it if only to not supply Germany with ressources. Russia does not have to declare war to break the pact.
I also think that in 41, the US should be in no risk to empty their pool even if they loose 4 chits, and I think that the advantages gained by Russia attacking Germany early outweight the 3-4 turns delay of US entering the war.
The advantages are :
- No more trade agreement.
- Reserve units on the map.
- No surprise impulse.
- Eventually conquer the OIL of the Axis.
I'd take the US Entry hit anytime (in 1941).
RE: Help for the board game
and you can see that he is coming in sommer 41.... pull bag now...
Yes. Pull bag now. I'd use a large, rugged travel bag and book a ticket on the Trans Siberian. [:'(]
Cheers, Neilster
Cheers, Neilster
RE: Help for the board game
Yeah I know, this is a good moment to start the war with Germany, but the problem is the minor countries, like Rumania, Finland and if I start now the war, the American player will entry later and this It can be a problem...
Hazlo o no lo hagas, pero no lo intentes
RE: Help for the board game
ORIGINAl: oscar72e:
Regarding the CW MIL in Germany, I suppose you guys know that Germanys production level will bump up a cool 0.5 (0.25 for the invasion-attack and another 0.25 if the MIL is in supply)? The total will be approx. 10 BPs if the MIL is in supply at the end of the turn, 5 BPs if not.
ORIGINAL: Froonp
I side with Oscar, feeling that the BP boost you give Germany is exactly the contrary of what you want to do when Germany prepares for Barbarossa 41, especially when the Russian tries to stuff the border.
This London MIL ought to immediately leave from here.
Are you assuming that they are not playing with Option 49 - Hitler's War?
RE: Help for the board game
From the rules:
Option 49: (Hitler’s war) From now until Germany and the Soviet Union are at war, the Soviets pick an extra marker during the entry marker step of each turn. After looking at the marker, they can treat it as a normal marker (offensively or defensively) or stack it face down on any of their useable factory stacks. Once placed they may never be moved even if the hex becomes controlled by another major power.
During their first production step at war with Germany, turn all entry markers on factory stacks face up. These markers are converted into saved build points (AfA option 31 ~ see 13.6.8) available for production or saved for future turns. If not playing AfA option 31, those extra build points must be spent immediately under the restrictions of 13.6.8 and any excess after production are lost.
Option 49: (Hitler’s war) From now until Germany and the Soviet Union are at war, the Soviets pick an extra marker during the entry marker step of each turn. After looking at the marker, they can treat it as a normal marker (offensively or defensively) or stack it face down on any of their useable factory stacks. Once placed they may never be moved even if the hex becomes controlled by another major power.
During their first production step at war with Germany, turn all entry markers on factory stacks face up. These markers are converted into saved build points (AfA option 31 ~ see 13.6.8) available for production or saved for future turns. If not playing AfA option 31, those extra build points must be spent immediately under the restrictions of 13.6.8 and any excess after production are lost.





