New to the game - Basic Questions
Moderator: Shannon V. OKeets
RE: New to the game - Basic Questions
Great answers thanks. Just read up on "Limited Overseas Supply" and I like it. Seems realistic. I will have to give though to the perisa manchura options..hadnt thought of that at all really.
Thank you
Thank you
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brian brian
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RE: New to the game - Basic Questions
If Limited Overseas Supply is in play then the Russians could end up in situations needing a Convoy Point in all of their coastal sea zones - Black, Baltic, Arctic, Caspian. So I like to set up one each in those, except the Arctic. And then build a few more to add to the Caspian if a 1941 Barbarossa is coming.
I do scrap any Russian MOT unit I can until about 1943; only then will I even build any of them. MOT are an offensive unit; their best use at the corps level is for advancing with the tanks in a blitz combat 'Breakthrough' result; at the divisional level they are the ideal loss unit when using the Blitz table. They are fairly expensive overall, and not something I would deploy for the Russians while on the defensive.
I do scrap any Russian MOT unit I can until about 1943; only then will I even build any of them. MOT are an offensive unit; their best use at the corps level is for advancing with the tanks in a blitz combat 'Breakthrough' result; at the divisional level they are the ideal loss unit when using the Blitz table. They are fairly expensive overall, and not something I would deploy for the Russians while on the defensive.
RE: New to the game - Basic Questions
That makes sense especially regarding the motorized soviet units. Thank you
- paulderynck
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RE: New to the game - Basic Questions
I would never spend a ha'penny on naval units with Russia. The USSR needs boots on the ground to withstand Barbarosa. 6 pilots (if playing PiF and pilots) and every land unit you can buy - are what needs building as fast as you can build them.ORIGINAL: brian brian
If Limited Overseas Supply is in play then the Russians could end up in situations needing a Convoy Point in all of their coastal sea zones - Black, Baltic, Arctic, Caspian. So I like to set up one each in those, except the Arctic. And then build a few more to add to the Caspian if a 1941 Barbarossa is coming.
I do scrap any Russian MOT unit I can until about 1943; only then will I even build any of them. MOT are an offensive unit; their best use at the corps level is for advancing with the tanks in a blitz combat 'Breakthrough' result; at the divisional level they are the ideal loss unit when using the Blitz table. They are fairly expensive overall, and not something I would deploy for the Russians while on the defensive.
Paul
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brian brian
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RE: New to the game - Basic Questions
I agree, which is why I won't spend on MOT early for them; would rather just re-build the first casualties or maybe really splurge on one extra anti-tank gun division if the other land unit force pools are running low (no PARAs either, unless perhaps 1941 'Barb got sidetracked and Infantry class gearing limits are a problem in late 1941). But I like the option of using coastal supply if necessary and expect to lose the rail link to Baku eventually facing a 1941 attack. So a couple BP for a few more CP in the Caspian isn't exactly the re-birth of a new Soviet Fleet, either.
RE: New to the game - Basic Questions
It depends a little bit on what one is expecting from the German side. If a Barb 1941 is clearly going to happen, than building a couple of CP in J/F 1941 isn't a bad idea. If however, it looks like that German goes to close the Med, I wouldn't bother with those extra convoys for the Caspian. A Barbarossa 1942 should give the USSR enough units to make sure the Germans don't pass the Rostov - Moscow line...
Peter
RE: New to the game - Basic Questions
Question regarding HQ Support "You can only allocate 1 organized HQ to support each hex. It must be in, or adjacent to, the target hex. " This I assume means that I cant have 2 different HQ support the attack, just one. Is this true?
Also, "Roll 1 die for each HQ providing support. If the roll is less than or equal to the HQ’s reorganization value, you shift the odds in the combat 1 level in your favor." I had assumed that the value added was the combat value on the HQ unit, but this seems to indicate that it is not. Can you guys clarify this please? Also if it just adds a combat value of 1 to the fight, what is the actualy atk / def number on the unit icon for?
Hope that makes sense.
Thanks
Also, "Roll 1 die for each HQ providing support. If the roll is less than or equal to the HQ’s reorganization value, you shift the odds in the combat 1 level in your favor." I had assumed that the value added was the combat value on the HQ unit, but this seems to indicate that it is not. Can you guys clarify this please? Also if it just adds a combat value of 1 to the fight, what is the actualy atk / def number on the unit icon for?
Hope that makes sense.
Thanks
- juntoalmar
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RE: New to the game - Basic Questions
ORIGINAL: Azorn01
Also, "Roll 1 die for each HQ providing support. If the roll is less than or equal to the HQ’s reorganization value, you shift the odds in the combat 1 level in your favor." I had assumed that the value added was the combat value on the HQ unit, but this seems to indicate that it is not. Can you guys clarify this please? Also if it just adds a combat value of 1 to the fight, what is the actualy atk / def number on the unit icon for?
Hope that makes sense.
Thanks
"Odds in the combat 1 level in your favor", means that 2:1 becomes 3:1, or 4:1 becomes 5:1. Basically shift one column in the attacker's favour (to the right) on the combat table.
(my humble blog about wargames, in spanish) http://cabezadepuente.blogspot.com.es/
RE: New to the game - Basic Questions
If a HQ takes part in a combat the actual combat value is included in the combat. Its combat factors are included in the actual calculation of the odds. Is addition to this the HQ can provide the optional HQ support (reorganization value is used here) either on offence or defence. How HQ support is handled differs whether the 1d10 LCT is used or the 2d10 LCT.ORIGINAL: Azorn01
Question regarding HQ Support "You can only allocate 1 organized HQ to support each hex. It must be in, or adjacent to, the target hex. " This I assume means that I cant have 2 different HQ support the attack, just one. Is this true?
Also, "Roll 1 die for each HQ providing support. If the roll is less than or equal to the HQ’s reorganization value, you shift the odds in the combat 1 level in your favor." I had assumed that the value added was the combat value on the HQ unit, but this seems to indicate that it is not. Can you guys clarify this please? Also if it just adds a combat value of 1 to the fight, what is the actualy atk / def number on the unit icon for?
Hope that makes sense.
Thanks
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
RE: New to the game - Basic Questions
And it's true that you can only use 1 HQ for HQ support for that particular combat for each side.
Peter
RE: New to the game - Basic Questions
Very helpful guys thank you
RE: New to the game - Basic Questions
Ok here we go with another round of questions, they are from a solo global war I am playing. I do try and look things up in rules as coded but I dont always find what I want or understand what I read...so you get those questions here (arent you lucky lol):
1, Production - naval repair vs naval construction ? I don’t understand what this is…I can see ship counters in both for usa in naval repair I see the cv saratogoa, bb Maryland and bb colorodo, all good ships in naval construction I see cv Langley (which I do not want) and the bb wyoming (also I don’t want) however the costs and times for repair and construction are different by a lot. Please explain repair vs construction
2. What are the circumstances for …”unit move cannot be undone” Sometimes I can undo a move sometimes I cant.
3, Pros / Cons of allowing or denying ussr claim to Bessarabia I have asked before (looking for any more thoughts regarding this) and am currently playing it both ways allow and deny, to see how it goes.
4. What affects movement..specifically does rain effect movement or am I confusing map stuff with weather. Here is my specific example. Japanese Motorized 5-5 infantry corps. Moves 1 space into forested hex with rail in it, then one hex clear terrain, then cross river into another clear hex. Then cannot move anymore. Is this weather? Or is this result of me not counting terrain correctly.
5. Red Factories / Blue what is difference and where is this in the rules
6. Another movement question : German 7-3 infantry corps. Moves left 1 space into clear hex, then moves left again into clear hex, but there is a river between the two hexes…Does that river add to movement costs? Also, the game allows me to move into the next hex but the unit ends up disrupted. Why is it disrupted? Where are the rules explaining this also?
7. During the End of turn time period there are two windows that open up that I don’t understand.
1. neutrality pact information Germany Basically I choose offensive twice even though I don’t know why, I could as easily choose defense. Basically I don’t get this part.
2. russia - I just pick the defense one ...but I really dont know what this is about
8. Us Entry options. Where are they explained. Basically I don’t get this either. Do I only pic one thing from the chart? Can I pick more than one? There is a German/ Italy entry number and a japan entry number - any clarification on this would be great. Also the choices don’t seem clear to me. For example if I chose Embargo on strategic materials…where does it explain what that means? Etc? Also when I choose an option that seems to raise tension…how does this work? In my current game I just picked embargo strategic materials and Occupy Greenland. cool, but ...whats this doing or effecting etc. Clearly tension rose, but also the number of points to spend went down.
8. Resource – Production Summary and Details – am I correct that there is nothing I can do on these screen , that they are entirely informational?
9 Production Commonwealth can spend / cost -1 to retrain pilot. (1 available) note this is after fall of poland. What is this about” USA has no pilots to retrain. Germany has 1 pilot for retraining. Yes I am confused. At first I thought this must have been a polish pilot or something then I thought that cant be it as Germany gets to retrain a pilot.
Thanks again guys
1, Production - naval repair vs naval construction ? I don’t understand what this is…I can see ship counters in both for usa in naval repair I see the cv saratogoa, bb Maryland and bb colorodo, all good ships in naval construction I see cv Langley (which I do not want) and the bb wyoming (also I don’t want) however the costs and times for repair and construction are different by a lot. Please explain repair vs construction
2. What are the circumstances for …”unit move cannot be undone” Sometimes I can undo a move sometimes I cant.
3, Pros / Cons of allowing or denying ussr claim to Bessarabia I have asked before (looking for any more thoughts regarding this) and am currently playing it both ways allow and deny, to see how it goes.
4. What affects movement..specifically does rain effect movement or am I confusing map stuff with weather. Here is my specific example. Japanese Motorized 5-5 infantry corps. Moves 1 space into forested hex with rail in it, then one hex clear terrain, then cross river into another clear hex. Then cannot move anymore. Is this weather? Or is this result of me not counting terrain correctly.
5. Red Factories / Blue what is difference and where is this in the rules
6. Another movement question : German 7-3 infantry corps. Moves left 1 space into clear hex, then moves left again into clear hex, but there is a river between the two hexes…Does that river add to movement costs? Also, the game allows me to move into the next hex but the unit ends up disrupted. Why is it disrupted? Where are the rules explaining this also?
7. During the End of turn time period there are two windows that open up that I don’t understand.
1. neutrality pact information Germany Basically I choose offensive twice even though I don’t know why, I could as easily choose defense. Basically I don’t get this part.
2. russia - I just pick the defense one ...but I really dont know what this is about
8. Us Entry options. Where are they explained. Basically I don’t get this either. Do I only pic one thing from the chart? Can I pick more than one? There is a German/ Italy entry number and a japan entry number - any clarification on this would be great. Also the choices don’t seem clear to me. For example if I chose Embargo on strategic materials…where does it explain what that means? Etc? Also when I choose an option that seems to raise tension…how does this work? In my current game I just picked embargo strategic materials and Occupy Greenland. cool, but ...whats this doing or effecting etc. Clearly tension rose, but also the number of points to spend went down.
8. Resource – Production Summary and Details – am I correct that there is nothing I can do on these screen , that they are entirely informational?
9 Production Commonwealth can spend / cost -1 to retrain pilot. (1 available) note this is after fall of poland. What is this about” USA has no pilots to retrain. Germany has 1 pilot for retraining. Yes I am confused. At first I thought this must have been a polish pilot or something then I thought that cant be it as Germany gets to retrain a pilot.
Thanks again guys
- paulderynck
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RE: New to the game - Basic Questions
1. There is a repair pool and a construction pool. Ships that are damaged in combat go to the repair pool. But to build ships (other than convoy points) and subs, they have to go to the production spiral twice. The first time they get off, they go to the construction pool. The second time they go to the map as reinforcements. A ship that is sunk must be built again from scratch. This will take two rounds of either 4, 5 or 6 turns, depending on the ship, and 2 rounds of three turns for subs. But a ship or sub that gets damaged takes only two turns to come back to the map once you pay to repair it. When building, the game lets you see what is in the pools.
2. There are several. They pertain to doing things where undoing them after would be beneficial to one side or the other once the result of doing the 'thing' is a known. FREX: choosing not to intercept moving enemy ships, or anything that generates a chance for US entry. There are others. This is similar to playing over the board and allowing take-backs, but not after dice are rolled.
3. That's a lengthy, lengthy subject. There are a number of threads discussing this on the forum but you won't find them all unless you first set the filter at the top right to see all posts not just the last 365 days of posts. Then use the Search tool (although you will get lots of duplicate hits on the same threads.) Early on there were some good AI threads that cover this too.
4. Weather affects hex costs - terrain costs are doubled in rain, storm and blizzard. Watch for the weather zone lines or turn on visible weather. There's also the motorized movement option which just about everyone uses. There's also the horrid railway movement bonus and HQ movement options. You should be able to bring up the Terrain Effects Chart (TEC) from the top menu somewhere.
5. Red produce for everyone, Blue for home country only. Rules are in Production (13.6) and Strategic Bombing (early on in 11). You can also rail your blue (only!) factories away when the enemy is in your home country. That's in rail movement (also early on in 11).
6. Rivers don't cost but Straits do. Again see the TEC. You can always enter a hex if you have at least one movement point left but if it costs more than what's left, then entering it will disrupt you. Movement rules are in 11.11.
7. You are very likely doing the right thing but it needs a lengthy explanation. Read about Neutrality Pacts in Section 9 first and then maybe more specific Q & A will do the job.
First 8. Again a huge area to learn and understand. Covered in 13.3. Essentially actions by either side give or remove entry chits. Options the US takes can move chits from entry to tension. The US needs certain combinations of entry and tension values before it can declare war on anybody. See the "It's War" chart.
Second 8. It will change depending on what you do in your production, but yes it is informational. Edit: Here I don't mean what you build, I mean how you configure your production to deliver resources to factories. Ideally, you want all your factories producing, although when your production multiplier is less than one, there are cases where this doesn't matter because fractions of a half or greater round up anyway.
9. Retraining pilots is a desperation move to get a few build points when the writing is on the wall and your country is going down the drain. Maybe you've had lots of planes shot down and an excess of pilots. Or maybe you can't afford planes anymore because you desperately need to build Militia. Basically you trade pilots on the pilot track back and get 50% of their original build cost to use for production.
Edit again: When I refer to rules sections I mean Rules As Coded, not the Players Manuals.
2. There are several. They pertain to doing things where undoing them after would be beneficial to one side or the other once the result of doing the 'thing' is a known. FREX: choosing not to intercept moving enemy ships, or anything that generates a chance for US entry. There are others. This is similar to playing over the board and allowing take-backs, but not after dice are rolled.
3. That's a lengthy, lengthy subject. There are a number of threads discussing this on the forum but you won't find them all unless you first set the filter at the top right to see all posts not just the last 365 days of posts. Then use the Search tool (although you will get lots of duplicate hits on the same threads.) Early on there were some good AI threads that cover this too.
4. Weather affects hex costs - terrain costs are doubled in rain, storm and blizzard. Watch for the weather zone lines or turn on visible weather. There's also the motorized movement option which just about everyone uses. There's also the horrid railway movement bonus and HQ movement options. You should be able to bring up the Terrain Effects Chart (TEC) from the top menu somewhere.
5. Red produce for everyone, Blue for home country only. Rules are in Production (13.6) and Strategic Bombing (early on in 11). You can also rail your blue (only!) factories away when the enemy is in your home country. That's in rail movement (also early on in 11).
6. Rivers don't cost but Straits do. Again see the TEC. You can always enter a hex if you have at least one movement point left but if it costs more than what's left, then entering it will disrupt you. Movement rules are in 11.11.
7. You are very likely doing the right thing but it needs a lengthy explanation. Read about Neutrality Pacts in Section 9 first and then maybe more specific Q & A will do the job.
First 8. Again a huge area to learn and understand. Covered in 13.3. Essentially actions by either side give or remove entry chits. Options the US takes can move chits from entry to tension. The US needs certain combinations of entry and tension values before it can declare war on anybody. See the "It's War" chart.
Second 8. It will change depending on what you do in your production, but yes it is informational. Edit: Here I don't mean what you build, I mean how you configure your production to deliver resources to factories. Ideally, you want all your factories producing, although when your production multiplier is less than one, there are cases where this doesn't matter because fractions of a half or greater round up anyway.
9. Retraining pilots is a desperation move to get a few build points when the writing is on the wall and your country is going down the drain. Maybe you've had lots of planes shot down and an excess of pilots. Or maybe you can't afford planes anymore because you desperately need to build Militia. Basically you trade pilots on the pilot track back and get 50% of their original build cost to use for production.
Edit again: When I refer to rules sections I mean Rules As Coded, not the Players Manuals.
Paul
RE: New to the game - Basic Questions
Very helpful. Thank you
- juntoalmar
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RE: New to the game - Basic Questions
Long ago I had some of the same issues.
FYI the "It's war" table I couldn't find on the manual, only in a WiF pdf that contains a summary of all the tables in the game (you can access it through the "Help" menu in the game).
FYI the "It's war" table I couldn't find on the manual, only in a WiF pdf that contains a summary of all the tables in the game (you can access it through the "Help" menu in the game).
(my humble blog about wargames, in spanish) http://cabezadepuente.blogspot.com.es/
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Shannon V. OKeets
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RE: New to the game - Basic Questions
It's on page 69 of the Players Manual volume I (section 3.10.2). Yes, that's an obscure place in the manuals.[:(]ORIGINAL: juntoalmar
Long ago I had some of the same issues.
FYI the "It's war" table I couldn't find on the manual, only in a WiF pdf that contains a summary of all the tables in the game (you can access it through the "Help" menu in the game).
However, section 3.10 has a really important analysis of US Entry that new players should read before starting the Global War scenario. It covers US Entry Options, US Entry Actions (by both sides), and the very unusual game device of Tension affecting US Entry.
I would recommend reading all of section 3 once you have played through Barbarossa and Guadalcanal. Indeed, rereading that section from time to time as you gain more experience playing MWIF will improve your understanding (and play?). Section 3 was created in response to suggestions from members of the World in Flames forum, 3 or 4 years before the game was released. It has a half dozen of so different authors and numerous editors - with myself having the final edit (arguments about the text were frequent and some differing viewpoints were fiercely held
). Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: New to the game - Basic Questions
Excellent I will definetely read this before continuing to play thanks a bunch.
RE: New to the game - Basic Questions
The majority of players allow the USSR claim to Bessarabia. The risk with denying the claim is huge. But, of course, this depends on how well prepared USSR is before the demand. If the Soviet forces are not ready for a war with Romania, then I would consider rejecting the claim. And if a war with Romania would guarantee that US can never declare war on Germany or Italy (not enough US entry chits to handle a USSR dow on Romania), then I am likely to go with war as well.3, Pros / Cons of allowing or denying ussr claim to Bessarabia I have asked before (looking for any more thoughts regarding this) and am currently playing it both ways allow and deny, to see how it goes.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
- paulderynck
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RE: New to the game - Basic Questions
Another consideration is if you are playing with the oil option because rejecting the claim - even if the USSR doesn't look all that ready to attack - can lead to devastating strategic bomber raids on Ploesti and the at-start Russian strategic bombers are pretty good.
Paul
RE: New to the game - Basic Questions
ORIGINAL: paulderynck
Another consideration is if you are playing with the oil option because rejecting the claim - even if the USSR doesn't look all that ready to attack - can lead to devastating strategic bomber raids on Ploesti and the at-start Russian strategic bombers are pretty good.
15 factors at least is what the Soviets have available to bomb the oil fields to oblivian. And guess what: if they use their HQ to reorganise one bomber, next impulse that one will finish the job...
Peter



