The Offensive Chit

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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Courtenay
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RE: Apply Offensive Chit

Post by Courtenay »

I think alorbea has already selected a land O-chit action.

To double units during a land O-chit, left-click on each unit you want to double, and select the "Land Unit" menu item. If the unit is eligible to be doubled, MWiF will let you double it here. If you change your mind, you can go back to the menu and undouble it, so you can double something else. MWiF will count how many doublings you have used.

This same mechanic is used to implement the ENG river crossing bonus: first left-click on the engineer, tell MWiF that you are using the bonus, and then left click on which units stacked with the engineer are using the bonus. Note that MWiF will not assume anything -- if you don't tell it a unit is using the river crossing bonus, MWiF will halve the unit, even if it is the only unit stacked with an engineer that is using the bonus.
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Shannon V. OKeets
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RE: Apply Offensive Chit

Post by Shannon V. OKeets »

To follow up on what Courtenay said,

You should read about the Units Menu in the Players Manual. What menu items are shown is dynamic, depending on the unit type and phase/subphase of the game. Land units may have items for using special Eng and HQ benefits, naval units for loading units/cargo, and air units for flying as bombers or night missions.
Steve

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alorbea
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RE: Apply Offensive Chit

Post by alorbea »

Thanks for the fast replies!
I´ll check it later today.
Courtnay, you were right, I had already selected the land O-chit action. Thanks for the explanation on doubling for engineers, I didn´t come across that yet.
Shannon, thanks for the location of the information in the manual and the concept of the dynamic menus, this clears a lot of other points I had my doubts with.
Centuur, I apreciate your reply too, although I had no problems with that. Thanks anyway
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alexvand
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RE: Apply Offensive Chit

Post by alexvand »

I may have missed it but I didn't see anyone mention the one - two punch of having the CW us it in an Air and the US use it in a land. Or vica versa.

Can be really powerful. Although I seem to prefer using them in Supercombineds.
AlbertN
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RE: Apply Offensive Chit

Post by AlbertN »

Hmm given I've not played the game (at all!) but only saw tutorials for now.

Does not it imply the Allies with 2 offensive chits per turn from '43 onward faceroll everything on their way? The ability to move unlimited land, naval and air forces for 2 impulses per round looks quite amazing compared to what the Axis can put up against.
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Courtenay
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RE: Apply Offensive Chit

Post by Courtenay »

The problem the Allies face at the end of the war is that they have two enemies: the Axis and the clock. The clock can be far more unforgiving. If the Axis has not won the war by 1942, it will eventually lose. The key word in that sentence is "eventually". How long will it it take? If it takes too long, the Axis will lose the war, but win the game. If the Allies did not have their O-chits, the Axis would almost always win, unless they had a complete disaster. (For a complete Axis disaster, see my after action report, which is a good demonstration of how not to play the Axis.)
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alexvand
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RE: Apply Offensive Chit

Post by alexvand »

ORIGINAL: Cohen

Hmm given I've not played the game (at all!) but only saw tutorials for now.

Does not it imply the Allies with 2 offensive chits per turn from '43 onward faceroll everything on their way? The ability to move unlimited land, naval and air forces for 2 impulses per round looks quite amazing compared to what the Axis can put up against.

It's still not enough. The Allies often don't have enough time even with supercombineds.
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