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RE: Fascist Tide

Posted: Wed Jan 06, 2016 2:47 pm
by brian brian
Maybe if the map and counters are easily editable by the scenario loading process the Germans could be given a Primary supply source in the Andaman Islands and then the Japanese ships could be set up there as captured counters. That would still leave breaking the action limits if Germany wished to roll the raid die during one of their land impulses, and ultimately some German player would break through at Suez and exploit the fudged hex somehow, all leading to more special coding, somehow. But perhaps less of a nightmare than writing a new map with a special zone that takes 2 movement points to enter or exit, but is accessible to airplane counters flying in from a virtual base somewhere, in full supply. What a mess.

RE: Fascist Tide

Posted: Wed Jan 06, 2016 4:19 pm
by brian brian
oh and eventually there is perhaps a simple solution to the Japanese raid device - abstract it further. make it a die roll dependent on the given year modifiers, and perhaps the CW force-in-Pacific commitment decision and then just make the result lost convoy points. trade-offs have to be made to get such a detailed game computerized in general, I don't think trading away specific naval combat would really impact the play of the scenario. It would be a little less fun for the German player who would never get the thrill of commanding the Zuikaku, but so it goes and that German player could always try Global War next time.

so the changes would be - slight resource hex total tweaks; US entry system tweak; Aussie/Kiwi leg infantry units immobilized/removed upon appearance on the map; Victory Point calculation tweak; abstract Japanese raids occasionally removing CW CPs; no movement restrictions/changes; some countries can never enter game (DOW restrictions). seems a lot more do-able than re-creating every paper game structure that are themselves work-arounds.

RE: Fascist Tide

Posted: Wed Jan 06, 2016 4:56 pm
by pzgndr
ORIGINAL: brian brian
I don't get your point, which seems to be akin to most critics of this project.

Brian, knock it off already. My simple point was that I made a very simple and specific request in my OP. All the rest here is irrelevant to that one simple point. And frankly your condescending remarks are crossing a line and are not at all helpful, so please stop already. I will continue to wait until the Fascist Tide ETO scenario is officially released by Steve and Matrix Games, whenever that may be...

RE: Fascist Tide

Posted: Wed Jan 06, 2016 7:32 pm
by brian brian
Well I was trying to be helpful. If you would rather wait, have at it. I play Europe-centric World in Flames all the time, it's not hard to do; and it makes a great Europe-only game, and a better solitaire game in Europe than in the Pacific. I'm sorry you can't enjoy it too.

I would note here that only experienced Word in Flames players (and owners of the cardboard game) can take the route I am suggesting - because the only way to know how many Resources/Factories the USA receives in a Europe-only (or Pacific-only) scenario is to look at the paper maps, which put a "West Coast USA" box on the edge of the Pacific map and an "East Coast USA" box on the edge of the Western European map. If anyone wants me to look those #s up, I could. The rest of the work-arounds could be figured out by simply reading the published scenario rules, included in MWiF.

And for the record I feel that anyone who purchased the game should be given access to any beta material generated, though the material for Fascist Tide so far would gain anyone very little, it sounds like. I can't totally agree with the idea that this would cause bug-report confusion. Isn't part of bug reporting including finding them in the beta versions? Could a larger pool of beta testers not help the process somehow? Instead this refusal is causing more bad feelings for very little reason, or gain, that I can see. But I don't own and operate a software business.

RE: Fascist Tide

Posted: Thu Jan 07, 2016 4:53 am
by Joseignacio
ORIGINAL: pzgndr

ORIGINAL: brian brian
I don't get your point, which seems to be akin to most critics of this project.

Brian, knock it off already. My simple point was that I made a very simple and specific request in my OP. All the rest here is irrelevant to that one simple point. And frankly your condescending remarks are crossing a line and are not at all helpful, so please stop already. I will continue to wait until the Fascist Tide ETO scenario is officially released by Steve and Matrix Games, whenever that may be...

pzgndr, sorry to have to ask but, what is an "OP"? Open post?

RE: Fascist Tide

Posted: Thu Jan 07, 2016 9:58 am
by pzgndr
OP = original post?  What started as a very simple request and consideration for Steve to go ahead and include the Fascist Tide scenario, warts and all, in an upcoming release sooner rather than later went off on an unnecessary tangent.  In the future I will try to be more specific, and try not get involved with other irrelevant comments from others.

RE: Fascist Tide

Posted: Thu Jan 07, 2016 10:14 am
by Joseignacio
thx

RE: Fascist Tide

Posted: Sun Jan 24, 2016 11:14 pm
by Shannon V. OKeets
I added new code for the USSR resources for Fascist Tide today. Note that the 4 factories and 4 non-oil resources off the eastern map edge (i.e., in Siberia) is handled as 4 Production Points from Asia and the Pacific.

USSR: 4 factories and 4 general resources off east map edge.
USSR: 6 oil [Grozny, Baku, & (68, 77)] and 7 general resources [Siberia with column < 113]




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