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RE: AI for MWIF - Belgium

Posted: Sun Sep 28, 2008 5:07 pm
by Froonp
ORIGINAL: Frederyck
ORIGINAL: Orm
You can place a numbered marker on the HQ that marks the number of "dubblings" left for the HQ in the impulse.

Of course. I didn't say that there were no solutions. I merely pointed out that the rules aren't stringent in regards to memory.
ORIGINAL: Orm
There are places that the game needs a memory like, for example, who controls a hex and so on (there are simply not enough markers to mark control of every empty hex in the game). That does not change the fact that the intent of the designer was that WIF would be a game without memory.
-Orm

Exactly. But as you've shown with yet another example, the intent isn't applied to 100% of the rules. Thus, we can't use that intent as a *definite* proof of how a specific rule is supposed to be played.
Orm is right about the designer's intend to a no memory game. Sure, there are needs of memory very often too, but the general tendency is as he described in post #33.

RE: AI for MWIF - Belgium

Posted: Sun Sep 28, 2008 7:52 pm
by Incy
Interestingly, suprise (which this example is about) is a notable exception. The game 'remembers' that a country is suprised, and has special rules in effect for many steps throughout the spurise impulse.
IMHO restriction on allied ZOCs into a suprised country would simply be another suprise effect, and would not go against any game mechanics/principles. If it's a good idea or a needed change, I have no opinion.

RE: AI for MWIF - Belgium

Posted: Mon Sep 29, 2008 2:56 pm
by brian brian
now if I could only remember why I built that Japanese Mech division in 1943??? What WAS I thinking?

RE: AI for MWIF - Belgium

Posted: Sun Apr 05, 2020 5:06 pm
by Shannon V. OKeets
Bump.