RE: How do you handle Barbarossa? And the Pacific War?
Posted: Fri Jul 22, 2011 10:32 am
Yep, after your first or second game you start to learn the value of woods to protect from ground strikes, out of your own mistakes...
What's your Strategy?
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Warspite1ORIGINAL: paulderynck
I had a game one time when my opponent forgot to add the 1941 CW force pool additions.
ORIGINAL: Centuur
It isn't possible to avoid mistakes in WiF. There's simply to many things to remember to do.
I lost Sevastopol once, simply by forgetting to put a corps there during a reinforcement phase...
ORIGINAL: RAW7scenario.pdf 24.4.7 The Global war: Sep/Oct 1939 ~ Jul/Aug 1945
Last weather modifier: Nil. The die-roll for the first impulse of the game is a ‘4’.
I don't believe that it is mandatory for the CW to add the Polish Force Pool to his. The default is that he don't.ORIGINAL: 38special
When I play the Germans I attack Poland less and France more. Take Polish resources and let the Polish units pollute the UK Force Pool while you wade into France on Turn 1. Yes, I attack both Poland and France pulse one and aim at grabbing resources only on pulse one from Poland. With alternate set up rules the French can build a better selection of "at start" units, but so can the Germans. Have fun. My last game had France fall in SO 39, long turn, and the Brits surrendered Poland because of the force pool fiasco.
Germany is not allowed to attack France until the 3rd impulse. France has to first DOW Germany on the 2nd impulse.ORIGINAL: 38special
When I play the Germans I attack Poland less and France more. Take Polish resources and let the Polish units pollute the UK Force Pool while you wade into France on Turn 1. Yes, I attack both Poland and France pulse one and aim at grabbing resources only on pulse one from Poland. With alternate set up rules the French can build a better selection of "at start" units, but so can the Germans. Have fun. My last game had France fall in SO 39, long turn, and the Brits surrendered Poland because of the force pool fiasco.
Except for impulse 1 & 2, the weather is random in WiF FE Global War.ORIGINAL: Extraneous
[&:] Do I have the weather right for the first turn [&:]
What is especially difficult in regard to impulses is that "impulse number" has two meanings.[:@]ORIGINAL: Froonp
Except for impulse 1 & 2, the weather is random in WiF FE Global War.ORIGINAL: Extraneous
[&:] Do I have the weather right for the first turn [&:]
You're confusing the weather and the impulse track's marker advance.
ORIGINAL: composer99
Extraneous: Was this a weather/impulse sequence that came up during a game you tried out on CWiF or tabletop WiF?
The only impulse in September/October 1939 with fixed weather is the very first impulse, which as noted has a weather roll (so to speak) of '4', resulting in fine weather across the board.
After the first Axis and Allied impulses, the second Axis impulse comes up and the Axis rolls (or a random number is generated) for weather, with all results from 1-10 available.
On subsequent Axis impulses, the Axis rolls for weather, usually restricted to the 1-10 range of results unless a modifier applies.
3.1 Sequence of play
The sequence of play in a turn is:
A. REINFORCEMENT STAGE
B. LENDING RESOURCES STAGE
C. INITIATIVE STAGE
D. ACTION STAGE
Repeat D1 through D3 until the action stage ends.
D1 Determine weather
8. Weather
If you are taking the 1st impulse in each pair of impulses, roll a die to determine the weather for that pair. If the result from the last roll (even if it was from the previous turn) was asterisked, add 1, 2 or 3 to the roll, depending on the number of asterisks.
Cross-reference the modified roll with the turn on the weather chart. This gives you the weather in each weather zone.
Ten sided die + number of Asterisks (0 or 1 or 2 or 3) = modified roll
D2 First side’s impulse
Every major power on the first side performs these steps:
D2.1 Declare war
D2.2 Choose action
Choose either: a pass, a naval, an air, a land or a combined action.
D2.3 Perform actions
The major powers that didn’t pass perform these steps in this order (their action choice will limit what they can do ~ see action limits table):
(a) Port attacks
(b) Naval air missions
(c) Naval movement
(d) Your naval combat
(e) Opponent’s naval combat
(f) Strategic bombardment
(g) Carpet bombing (option 32)
(h) Ground strike missions
(i) Rail movement
(j) Land movement
(k) Air transport
(l) Debark land units at sea
(m) Invasions
(n) Paradrops
(o) Land combat
(p) Air rebases
(q) Reorganisation
D2.4 End of action
Roll to end the action stage. If it doesn’t end, advance the impulse marker the number of spaces shown on the weather chart for the current weather roll. If it ends, move on to stage E—the end of turn.
12. Last impulse test
After you have finished your impulse, roll a die. If every major power on your side (neutral and active) chose a pass action, subtract 2 from your die roll. You only subtract 1 if you are playing a 1 or 2 map game.
If every major power on your side chose a pass action, except one, subtract 1 from your die roll to end impulses. This does not apply to 1 or 2-map games.
If the modified die roll is less than or equal to the current impulse end number on the impulse track, impulses are over and you go on to the end-of-turn stage.
If not, advance the impulse marker the number of spaces determined by current weather ~ see 8.2.8 Turn length (unless the impulse marker is already in the last box).
8.2.8 Turn length
The result on the weather chart will also give you a circled number. If your last impulse test die roll (see 12. Last impulse test) doesn’t end the turn’s impulses, advance the impulse marker that number of boxes on the impulse track.
Your opponents now have their impulse. If they are the second side, they repeat stage D2.2 Choose action of the sequence of play (see 3.1 Sequence of play ), If they are the first side, they repeat stages D1 Determine weather & D2.2 Choose action of the sequence of play.
If impulses end and your side had both the first and last impulse in the turn, move the initiative marker 1 space towards your opponent’s end of the initiative track.
Example: The initiative marker is in the Axis ‘+1’ space. The Axis went first in the turn. After their 3rd impulse, they have to roll a 3 or less to end the action stage. They roll a ‘2’. You move the impulse marker to the ‘0’ space because the Axis has taken the first and last impulses in the turn.
D3 Second side’s impulse
If the action stage didn’t end, repeat the steps in D2.2 Choose action for the second side. If the action stage doesn’t end after the second side’s impulse, go back to D1 Determine weather.
E. END OF TURN STAGE
I think that Japan can benefit by a small offensive in China. There are 2 or 3 resources to be gained by it. If playing with Chinese attack weakness, then the Chinese (Nationalist) can't afford to counter-attack until the US is in the war and really threatening Japan, so you can try some lower odds attacks to make your way into southern China with little fear of reprisal.ORIGINAL: Joseignacio
Boys, should we go back to topic?
I would like to see inputs on what you think are the goals of the japanese in the Pacific, how to prepare for the american and wether it compensates to attack the chinese (instead of simply holding the borders) or to atack the USSR...
All the same, what would be your goals in Russia as a german player? Adevance in the North, South, divide USSR forces? And as a USSR player? Defend only in woods and behind rivers? Create a line (including clear spaces) or only zocs? Defend hero cities?
Good point, and also correct. If you don't use the additional cities, the Entry Action roll is just like WiF FE.ORIGINAL: composer99
(2) The additional Chinese cities are an optional rule in MWiF, which implies that any modification to US entry applies only if they are in play.