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RE: optional rules

Posted: Wed Aug 16, 2006 6:45 pm
by Shannon V. OKeets
I have examined the interaction between the optional rules for saving oil and build points, factory destruction and construction, and synthetic oil plants. This was a messy area in the RAW for WIF FE. Here are my conclusions.

1 - oil depots (known as oil markers in WIF FE) add little to the game and present the opportunity for players to use rule interpretation to twist their creation into an artificial source of oil. I propose to eliminate the sentences concerning oil depots entirely. Poof, they’re gone.

2 - the capacity constraints for saving oil and build points in a hex seem reasonable and not too restrictive. I propose to keep them as is, and more specifically, to never permit them to be increased to infinity. This removes the sentence in RAW that they become infinite when the optional rule for factory destruction and construction is being used.

3 - the limit on the amount of oil points a neutral major power can save is normally 1, but it is increased to infinite when the optional rule for synthetic oil plants is in use. The reasoning behind this is hard to fathom. If it is an attempt to provide play balance, it seems excessive. For example, the number and years of synthetic oil plants available to each side is precisely the same: 6 for the Axis and 6 for the Allies. They are spread out over ante bellum (before 1939), 1939, 1940, and 1941 in perfect balance. On the other hand, the only neutral major powers are the USA, USSR, and Italy. Italy has desperate need for it resources, even when neutral, and doesn’t have extra oil to save anyway. Both the USA and USSR have a lot of oil and could readily divert some of it into long term storage if they wanted to. So this change can only be of benefit to the Allies. Storing more than 1 oil point per turn during peacetime though, appears to offer players the opportunity to take advantage of this rule - treating it as a loophole in effect. Why this loophole (in my opinion) is tied to synthetic oil plants being used escapes my understanding. Therefore, I propose to set the limit to 1 saved oil point per turn for neutral major powers - regardless of which other optional rules are in effect.

4 - strategic bombing modifiers are changed when both of the optional rules for (1) factory destruction and construction and (2) saving oil and build points are being used. I think this is reasonable and will leave it as is.

In summary I propose to eliminate some of the special rules in RAW that deal with interactions between optional rules. I do not propose changing any of the optional rules in and of themselves, only when they are used in combinations. The changes to the interactions I propose are eliminations/simplifications:
(1) no oil depots,
(2) capacity constraints for saving oil and build points are always in effect, and
(3) limits on saving oil points for neutral major powers are always 1 per turn.

RE: optional rules

Posted: Wed Aug 16, 2006 6:56 pm
by Shannon V. OKeets
Here is the rewrite for saving oil and build points, plus a few other new optional rule writeups for you to critique.
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[28][Saving Oil Resources and Build Points][RAW 31 s. 13.5.1]
This optional rule lets a player save build points and oil resources (i.e., oil points). It should probably be used whenever the optional rule for oil is being used. With this rule in effect, a player does not have to depend on fresh oil every turn for reorganizing his troops. Instead, he can use the old stuff from previous turns. It also lets the player save oil resources and build points for production in later turns, essentially retaining excess production as inventory against a future date when it might be more useful.

A player can save oil resources and build points from turn to turn. To save an oil resource it must have neither been used in production nor for reorganizing units. The process is fairly easy, you transport an oil resource to a city or a port that you control and simply indicate that you are saving it. There is a limit on how much oil can be held in one hex: 4 for a city, 4 for a port, and double if it’s a major power’s capital. For example, London can store 16 oil points = (4 for the city + 4 for the port) * 2 for being a major power’s capital. You can't save non-oil resources. Neutral major powers can only save one oil per turn (in addition to their previously saved oil).

You save build points the same way as saving oil resources with the same constraints on number per hex. You can save both oil points and build points in the same hex (e.g., 16 of each in London).

Once you have saved oil resources you can use them exactly like any other oil resource: either to reorganize units or as resources for production. You can also transport saved build and oil points like any other resource, with the additional flexibility that they may be transported to cities and ports that are not factories. Of course, an oil resource still has to get to a factory to be used for production.

In a later production step, you can remove saved build points from the map and add them to your build point total. You may spend any number saved at your capital but no more than 1 saved build point may be consumed per turn from each other city, useable factory and port. For example, you can spend 4 saved build points in Hamburg (1 for the city + 1 for the port + 2 for the factories), and an unlimited number in Berlin each turn.

If one of your land units enters a hex containing saved enemy oil resources (or saved enemy build points), they become your oil resources (or build points). Saved build points and saved oil resources can also be destroyed by strategic bombardment .

When you are using the optional rule for Factory Destruction and Construction, the strategic bombardment bonus for bombers that fly to their target uncontested (no enemy fighters) changes. Normally the bonus is a flat +1. When the optional rules for Factory Destruction and Construction and Saving Oil Resources are both in effect, the addition is 0.1 times the number of factories, oil resources, synthetic oil plants (if that optional rule is being used), saved oil, and saved build points in the hex. Any fraction is converted to the next whole number. For example, 3 factories + 3 saved oil + 5 saved build points gives a +2 bonus to the strategic bombers (1.1 –> 2).
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[31][Motorized Movement Rates][RAW 34 s. 11.11.2]
This optional rule changes the movement point cost for motorized units. It adds some more realism at the cost of some more complexity. At times this makes movement easier and at other times it makes it more expensive.

The following unit types use the motorized movement cost for land movement: (1) self propelled and motorized artillery units, (2) motorized engineers, (3) supply units, (4) HQ-A units, (5) armor units, (6) mechanized units, and (7) motorized infantry.
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[32][Bomber ATR][RAW 35 s. 11.12]
This optional rule lets some bombers function as air transports.

Specifically, any aircraft with a white range circle (even those that are not air transports) can: (1) fly an air transport mission, (2) fly a paradrop mission (provided it does not have a No Paradrop symbol), and (3) fly an air supply mission.
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[33][Large ATR][RAW 36 s. 11.12]
This optional rule differentiates between the cargo capacity of different air transport units. Those marked with an infantry symbol have double the capacity of regular air transports. In reality, the large air transports could carry heavier equipment.

Air transports marked with a white infantry symbol can: (1) transport a unit in the same way as any other air transport, (2) transport any 2 infantry class divisions (except Marines or Motorized), (3) 1 other infantry class corps or army (except HQ, Marines, Motorized or Partisans), (4) 1 supply unit, or (5) provide 2 reorganization points (instead of 1 that normal air transports provide).

When carrying the heavier load, a large air transport pays 2 movement points per hex when flying. Effectively, its range is cut in half.

During an air action, a large air transport requires 2 reorganization points to be reorganized. It requires 4 reorganization points in any other type of action. Note, when this optional rule is being used, the penalty (double the reorganization points required) for reorganizing air transports that take more than 3 turns to build, does not affect large air transports. Instead, the first 2 sentences of this paragraph apply.
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[34][Railway Movement][RAW 37 s. 11.11.2]
This optional rule reduces the movement cost for land units when they move along a railway. A land unit pays 1 less movement point (with a minimum of 1 movement point) to enter a hex when it moves, or advances after combat, along a railway (but not a road). This reduction occurs after the application of any weather effects.

RE: optional rules

Posted: Thu Aug 17, 2006 3:14 am
by lomyrin
I agree with your intentions about the oil related options.
 
I did some thinking on the depot issue and think that it would be very pro axis and let the Japanese, and possibly Germans as well, not be lamed by the lack of oil resources arriving into their areas. That could change the game balance quite a bit.
 
I am happy to see it disappear as an issue.
 
Lars

RE: optional rules

Posted: Thu Aug 17, 2006 5:59 pm
by Shannon V. OKeets
Here is today's serving of optional rules.
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[29][Carpet Bombing][RAW 32 s. 11.8]
This optional rule simulates the use of heavy bombers in the role of close air support for front line troops. It is famous for being used to help the Allies break out from the Normandy bridgehead. In WIF, carpet bombing means using your strategic bombing factors to attack land and air units, with the prospect of eliminating them entirely.

Carpet bombing lets your strategic bombers attempt to destroy enemy land and aircraft units, not just make them passive as in successful ground strikes. A carpet bombing mission is like most bombing missions with CAP (combat air patrol), escorting fighters, intercepting fighters, air-to-air combat, and anti-aircraft fire. The carpet bombing phase occurs immediately following the strategic bombing phase.

To carpet bomb:
1. Your opponent flies combat air patrol to potential target hexes;
2. You fly all your selected attacking bombers and escorting fighters to the target hexes;
3. Your opponent flies intercepting fighters to the target hexes;
4. You fly intercepting fighters to the target hexes;
5. Fight any air-to-air combats;
6. Surviving bombers suffer anti-aircraft fire from AA units;
7. Surviving bombers attack the target hexes;
8. All remaining aircraft return to base and become passive.

The effect of carpet bombing is determined by adding up the strategic factors of the surviving bombers modified by terrain (halved in forest, jungle, and swamp). This total is used to determine the column on the strategic bombardment table and a die is rolled. 1 is added to the die roll if the bombers did not fight any air-to-air combat as part of the mission. For each asterisk result, 1 land or aircraft unit in the target hex is destroyed (including the pilot if that optional rule is in effect). Which unit is destroyed is chosen randomly and the number result is ignored.

You can carpet bomb with carrier air units and other air units with strategic bombing factors and also with V-weapons, atomic bombs, and missile submarines (if those optional rules are in effect).
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[30][Tank Busters][RAW 33 s. 11.9]
This optional rule simulates the special effectiveness of some bombers against armored units. It is a nice rule that adds realism with a very little increase in complexity while playing.

Tank busters are air units have their tactical factor printed in a red circle. When a tank buster attacks a target unit that is a mechanized, armor, or HQ-A, and extra die is rolled. This is cumulative with surprise and using offensive chits during air actions. For example, during a surprise impulse (+1 die), a tank buster (+1 die) ground striking a mechanized unit with the benefit of an offensive chit (+1 die) during an air action would roll 4 dice.

The tactical factor of an aircraft flying a ground support mission is doubled if it is a tank buster and any of the enemy units in the combat is a mechanized, armor or HQ-A unit.
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[35][Defensive Shore Bombardment][RAW 38 s. 11.16.2]
This optional rule enables naval units to provide support to land units who are defending in a coastal hex. The normal rules only permit this when attacking, for example, to support an invasion.

The defending side can also use shore bombardment in support of land combat. The same rules as normal/offensive shore bombardment are used to determine the maximum factors that can be brought to bear (i.e., only as many as the total modified combat factors of the defending units).

For example, a Soviet unit is defending in a mountain hex on the Black Sea during fine weather. It is passive and out of supply, so it has a strength of 1 combat factor, which is doubled to 2 for being in a mountain hex. The Soviet fleet in the 2 section of the Black Sea provides defensive shore bombardment worth 3, 3, and 2 points for a total of 8 factors. However, only 2 points of this can be used (because there are only 2 defending factors). It would be better for the Soviets to only use the naval unit with the 2 bombardment factors and save the others (i.e., keep them active).

Surprised naval units can't provide defensive shore bombardment nor can naval units provide defensive shore bombardment to a hex containing only surprised units. The defender must allocate shore bombardment before the attacker does. After providing shore bombardment, naval unit(s) become passive.

The land combat sequence is:
1. Declare all attacks, (the defender then announces whether any notional units are to be ignored);
2. Add Defensive shore bombardment;
3. Add offensive shore bombardment;
4. Announce defensive HQ support;
5. Announce offensive HQ support;
6. Fly and resolve ground support missions;
7. Resolve HQ support;
8. The combats are then resolved one by one (attacker choosing the order of combat resolution).
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[36][Blitz Bonus][RAW 39 s. 11.16.1]
This optional rule magnifies some of the effects of blitzkrieg warfare. Armor does better in the open but all units do worse when attacking cities containing factories. Paratroops get an added bonus.

There are 4 changes:
∙ 1 is subtracted for attacking a 2 or 3 factory stack.
∙ 1 is added to the die roll for each two attacking armor, mechanized, and HQ-A units conducting a blitzkrieg attack against a non-city clear or desert hex in fine weather.
∙ 1 is subtracted from the die roll per defending armor, mechanized, and HQ-A in a non-city clear or desert hex in fine weather.
∙ 1 is added to the die roll for each unit that paradrops (after air to air combat and anti aircraft fire, if any).
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[37][Chinese Attack Weakness][RAW 40 s. 11.16.5]
This optional rule simulates the reluctance of the Nationalist Chinese to expend all of their military might fighting the Japanese. They wanted to retain as much strength as possible for fighting the Communist Chinese after the Japanese had been expelled.

The combat factors of Nationalist Chinese land units that are attack are halved.
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[38][Fractional Odds][RAW 41 s. 11.16.5]
This optional rule helps dissuade players from calculating every attack down to the last decimal point, seeking a perfect combat strength ratio for the combat results table (CRT). It does this by giving players some benefit when the ratio is between the odds columns on the CRT.

The odds are rounded to a whole number in favor of the defender, then a calculation is done to determine how many more factors the attacker would need to reach the next odds ratio. The amount of factors in excess of what he needs for the current odds ratio is prorated for reaching the next odds ratio on the CRT. Against this percentage a random number is drawn to decide which of the lower or higher odds ratio on the CRT is used for the combat. A couple of examples should clarify this. The computer handles all these calculations so they are included here just in case you are interested.

Example # 1. 12:7 rounds to 3:2. The attacker has an extra 1.5 factors, since he only needs 10.5 factors to achieve a perfect 3:2 odds (10.5:7 = 3:2). The next odds ratio on the CRT is 2:1 and to reach that the attacker would need 14 factors, or 3.5 more than he needs for 3:2. So, the extra 1.5 factors he has are 42.9% of the way to a 2:1 (i.e. 1.5/3.5). This gives the attacker a 42.9% chance of having 2:1 odds on the CRT instead of 3:2.

Example # 2. 35:6 is 5.83:1 which rounds down to 5:1 but with an 83% chance of resolving the combat at 6:1.
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[39][Allied Combat Friction][RAW 42 s. 11.16.5]
This optional rule simulates the difficulties the major powers had coordinating their forces when attacking. It mainly affects the Allies, since there are more major powers on the Allied side than the Axis side.

1 is subtracted from the die roll for each attacking major power providing combat factors to the attack except the first (e.g. if Commonwealth land units are attacking with French shore bombardment and US ground support, 2 is subtracted from the die-roll).

RE: optional rules

Posted: Thu Aug 17, 2006 6:14 pm
by wfzimmerman
Three quick comments:

I agree with your statement that tank busters is a "nice rule", but are you sure that you want to make any explicit value judgments like that? i think this is one of the few places where i've seen you explicitly pass "moral" judgment on a rule. ;-)

Do you want to say something about some people believing that defensive shore bombardment is unbalancing?

in the discussion of DSB, you refer to a "passive" non-arty unit defending. Is "passive" now equivalent to "flipped" throughout? Is it wise /feasible to use the terms interchangeably? Will cardboard counter players draw a blank when they see "passive" instead of "flipped"?

Fred

RE: optional rules

Posted: Thu Aug 17, 2006 6:28 pm
by Shannon V. OKeets
ORIGINAL: wfzimmerman
Three quick comments:

I agree with your statement that tank busters is a "nice rule", but are you sure that you want to make any explicit value judgments like that? i think this is one of the few places where i've seen you explicitly pass "moral" judgment on a rule. ;-)

Do you want to say something about some people believing that defensive shore bombardment is unbalancing?

in the discussion of DSB, you refer to a "passive" non-arty unit defending. Is "passive" now equivalent to "flipped" throughout? Is it wise /feasible to use the terms interchangeably? Will cardboard counter players draw a blank when they see "passive" instead of "flipped"?

Fred

Yeah, I very rarely let my personal preferences shine through in the text. On occasion I throw them in for flavoring. It is not beneath me to add humor now and then too, though I am even more careful about doing that - jokes just don't seem funny after you have read them a couple dozen of times while going over the rules.

I am trying to avoid the play balance discussion about the various optional rules. I know I haven't been 100% true to that intent - I said something somewhere recently, but I can't recall where. Again I'll throw it in if I think it is important enough and I am pretty sure it is non-controversial. When you see something that sticks out inappropriately, please let me know.

My intent is to remove all uses of flipped and up-side down from MWIF documentation/RAC (Rules as Coded). In the introduction for experienced WIF players, where I'll talk about differences between WIF FE and MWIF, I'll make a big deal about this. If I couch the description in terms of a "rules clarification", the WIffers should feel right at home. The terms are anacronisms from board game play and are confusing for a person who has never played any board war game.

RE: optional rules

Posted: Thu Aug 17, 2006 7:26 pm
by lomyrin

Blitz option: Advance an extra hex after combat is not mentioned or detailed.
The 2D10 tables change the modifiers in Blitz.
Minus for attacking a 2 or 3 factory stack hex is for both 1D10 and 2D10 but not because of Blitz. Suich hexes would be City hexes anyway with the defender's choice of tables.

Fractional odds with the 2D10 tables is somewhat different.

Lars


RE: optional rules

Posted: Thu Aug 17, 2006 7:58 pm
by Shannon V. OKeets
ORIGINAL: lomyrin
Blitz option: Advance an extra hex after combat is not mentioned or detailed.
The 2D10 tables change the modifiers in Blitz.
Minus for attacking a 2 or 3 factory stack hex is for both 1D10 and 2D10 but not because of Blitz. Suich hexes would be City hexes anyway with the defender's choice of tables.

Fractional odds with the 2D10 tables is somewhat different.

Lars

The optional rule for "Blitz Bonus" is from RAW Option #39 and is separate from using Blitzkrieg versus Assault in land combat. RAW Option #43 for the 2D10 confuses this because that table contains the word Blitz as one of the column headings. They are different things. The Blitz Bonus modifications affect the die rolls and can be applied as described above when using either table (since there is no mention of treating the 1D10 and 2D10 CRTs differently). The references to RAW Option #39 are in 11.16.1 and 11.16.4.

I'll add something to this effect to the writeup so it is clear.

Personally, I think the Blitz Bonus option should not be used in combination with the 2D10 option. It seems to be more of a half way measure between 1D10 and 2D10.

------
I'll add a note that the changes for fractional odds are for the 1D10 CRT and reference players to the 2D10 writeup for how the 2 optional rules interact.

RE: optional rules

Posted: Thu Aug 17, 2006 9:44 pm
by lomyrin
In sequence of things being included in RAW, the 2D10 tables option predated the 1D10 option 39 blitz bonus. I think the 1D10 bonus was included in the rules after the success of the 2D10 tables had been noticed. The standard RAW option 39 Blitz bonus is not applicable when using the 2D10 since the 2D10 tables has it's own list of bonuses and penalties.

The 2D10 Blitz Bonus is in my opinion a very important part of the 2D10 tables. I also believe that most, perhaps as many as 90% of the experienced players use the 2D10 tables with fractional odds and all bonuses and penalties available in that table.

As an aside, I have a table form detailing the odds of any result using the 2D10 tables. I can email it to you if so desired. I developed the form, it is not owned by anyone. It may have been posted in the Wiflist as well.

Lars





RE: optional rules

Posted: Thu Aug 17, 2006 10:22 pm
by Shannon V. OKeets
ORIGINAL: lomyrin
In sequence of things being included in RAW, the 2D10 tables option predated the 1D10 option 39 blitz bonus. I think the 1D10 bonus was included in the rules after the success of the 2D10 tables had been noticed. The standard RAW option 39 Blitz bonus is not applicable when using the 2D10 since the 2D10 tables has it's own list of bonuses and penalties.
The 2D10 Blitz Bonus is in my opinion a very important part of the 2D10 tables. I also believe that most, perhaps as many as 90% of the experienced players use the 2D10 tables with fractional odds and all bonuses and penalties available in that table.

As an aside, I have a table form detailing the odds of any result using the 2D10 tables. I can email it to you if so desired. I developed the form, it is not owned by anyone. It may have been posted in the Wiflist as well.

Lars

Ok, I'll make thos two optional rules mutually exclusive. There is code already in place for mutually exclusive optional rules, and for those that have prerequisites too.

Yes, please. I have some of my own anaylses (of course) but would like to see your summary of the 2D10 CRT too.


RE: optional rules

Posted: Fri Aug 18, 2006 2:40 pm
by mlees
My intent is to remove all uses of flipped and up-side down from MWIF documentation/RAC (Rules as Coded).

Great. Sigh.

I have been trained by boardgame rules to understand that "passive" means Non-phasing, not upsidedown.

Now I have to teach myself (an old dog) new tricks.

RE: optional rules

Posted: Fri Aug 18, 2006 5:16 pm
by Shannon V. OKeets
ORIGINAL: mlees
My intent is to remove all uses of flipped and up-side down from MWIF documentation/RAC (Rules as Coded).

Great. Sigh.

I have been trained by boardgame rules to understand that "passive" means Non-phasing, not upsidedown.

Now I have to teach myself (an old dog) new tricks.

The active and passive adjectives I am using exclusively for units.

For describing players, WIF poses a series of challenges. There is the phasing versus non-phasing dichotomy and also the attacker versus defender. Sadly those don't always match - the non-phasing player can be the attacker in naval combat, for instance. And then during air-to-air combat both players take on the role of attacker and defender. It makes it hard to write the text describing the sequence of play.

RE: optional rules

Posted: Fri Aug 18, 2006 5:20 pm
by Shannon V. OKeets
Here is the revision for the Blitz Bons and a couple of new optional rule writeups for you to critique.
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[36][Blitz Bonus][RAW 39 s. 11.16.1]
This optional rule magnifies some of the effects of blitzkrieg warfare. Armor does better in the open but all units do worse when attacking cities containing factories. Paratroops get an added bonus. This optional rule cannot be used in combination with the 2D10 CRT optional rule; they are mutually exclusive.

Note that this optional rule for Blitz Bonus is completely separate from choosing between the Blitzkrieg and Assault tables. The standard rules discuss the effects of choosing the Blitzkrieg table (sometimes referring to it as the Blitz table) and the optional rule for using the 2D10 land combat results table has a column labeled Blitz. Despite the similarity in words, the Blitz Bonus is separate and distinct.

There are 4 changes to the combat calculations when the Blitz Bonus is in effect:
∙ 1 is subtracted for attacking a 2 or 3 factory stack.
∙ 1 is added to the die roll for each two attacking armor, mechanized, and HQ-A units conducting a blitzkrieg attack against a non-city clear or desert hex in fine weather.
∙ 1 is subtracted from the die roll per defending armor, mechanized, and HQ-A in a non-city clear or desert hex in fine weather.
∙ 1 is added to the die roll for each unit that paradrops (after air to air combat and anti aircraft fire, if any).
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[40][TwoD10LandCRT][RAW 43 s. 11.16.6]
This optional rule replaces the 1D10 (1 ten-sided die) land combat results table with the 2D10 (2 ten-side dice) land combat results table. The 2D10 is a more complex table in that it provides for more modifiers to the dice roll and takes into account more variations in the combat situation (e.g., terrain and units engaged effects). Besides using 2 dice and summing them to determine the combat result, the 2D10 also converts the odds ratio into a dice roll modifier for reading a column, rather than using the odds and the die roll as 2 indices into the CRT like the 1D10 CRT does.

The procedure for determining the modifiers, rolling the dice, etcetera, is not really relevant to players of MWIF, since the program takes care of that for you. However, the players should be aware of the effects of terrain, weather, unit types, odds ratio, and combat type, so they can reasonably predict the outcome of an attack. Therefore, they are described below.

When using 2D10 optional rule, 2 dice are rolled and their values are added up. To that sum are applied the modifiers, and the modified total is used to look up the combat result, either on the Assault or the Blitz column of the 2D10 CRT.

The 2D10 table includes 2 new results: (1) the half disrupted, and (2) the extra loss to the attacker in bad weather or terrain. The half disrupted result means that after the combat results have been applied, with units retreated and/or advanced, half (rounding up) of the surviving active attackers remain active, owner's choice. The other half become passive.

The extra loss in bad terrain and/or bad weather means the attacker takes more losses and makes bad terrain even better for defense. However, the table is also slightly bloodier for the defender too, so the net effect is heavier casualties all around.

Die Roll Modifications for the 2D10 CRT
∙ +1, when using the Blitzkrieg column, for each armor or mechanized unit, but only if the weather is fine, the attack is into a non-city, clear or desert hex, and the unit is not attacking across a fortification.
∙ -2 for each defending armor or mechanized corps/army (including HQ-A) in a non-city, clear or desert terrain, but only during fine weather.
∙ -1 for each defending armor or mechanized division in a non-city, clear or desert terrain, but only during fine weather.
∙ -1 for each defending Anti-Tank and Anti-Air unit that has its combat factors in a pink or red circle (some of the latter do not), but only if attacked by at least one armor or mechanized unit (including HQ-A).
∙ +2 for each passive defending corps/army unit.
∙ +1 for each passive defending notional or division sized unit.
∙ Plus or minus half the reorganization value of supporting HQs (plus for the attacking HQ and minus for the defending HQ). No die roll is required for HQ support. When using the 2D10 CRT, HQ’s always provide support if the player commits them to do so.
∙ -1 for each co-operating major power attacking (after the first).
∙ -4 for attacking in jungle. But +1 for each white print Japanese, Australian, or US marine attacking a jungle hex.
∙ +1 for each paradropping unit that actually lands in the hex.
∙ +2 for non-territorials attacking territorials.
∙ -2 for territorials attacking non-territorials.
∙ -2 for rain.
∙ -4 for storm.
∙ -4 for snow. But +1 for each attacking and -2 for each defending winterized unit. Winterized units are Ski, Mountain, Swedish, Finnish, Norwegian, and Russian white print units.
∙ -6 for blizzard. But +1 for each attacking and -2 for each defending winterized unit.
∙ -1 for city and -1 for each preexisting factory in a city. But +1 for an HQ attacking a city, +1 for each engineer combat factor attacking a city, and -1 for each engineer combat factor defending in a city. Furthermore, the city modifiers can never be greater than 0.
∙ Attacking bonuses are halved (except for HQ support) when the combat factors of the attacking units are halved (e.g., when attacking across a river).
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[41][Extended Aircraft Rebasing][RAW 44 s. 11.17]
This optional rule permits aircraft to have a rebase range of triple their printed range, instead of double, when flying over friendly territory.

An aircraft can rebase up to triple its printed range (or 6 times its printed range if it has extended range), if it only flies over friendly controlled hexes, and sea-dots in sea areas that don't contain an enemy aircraft, undamaged carrier unit carrying a carrier plane, or SCS unit.

RE: optional rules

Posted: Fri Aug 18, 2006 5:59 pm
by lomyrin
The 2D10 explanations look very good and clear.
 
There has been a lot of arguments posed in the WiF discussion list about  the bonuses for Arm and Mech Divisions attacking. When defending those Divs make for a -1 to the attacker versus a -2 for a defending corps, but when attacking there is no corresponding +1/2, the rules still say +1.
 
Certainly Divs have less power than corps and they ought to only get +1/2 when attacking.
 
Lars
 
 
 
 

RE: optional rules

Posted: Fri Aug 18, 2006 7:52 pm
by Shannon V. OKeets
ORIGINAL: lomyrin
The 2D10 explanations look very good and clear.

There has been a lot of arguments posed in the WiF discussion list about  the bonuses for Arm and Mech Divisions attacking. When defending those Divs make for a -1 to the attacker versus a -2 for a defending corps, but when attacking there is no corresponding +1/2, the rules still say +1.

Certainly Divs have less power than corps and they ought to only get +1/2 when attacking.

Lars

Changing any of the CRTs is strictly off-limits.

In a previous game I did, the designer kept playing around with the armor versus AT rules. It was a royal pain because we were writing all the code in assembler with extremely tight constraints on memory. That alone delayed the release date 3 or 4 months.

Code is easier to change now, but the repercussions from the WIF world would be loud and argumentative. I do not need any more enemies than I have already accumulated.

RE: optional rules

Posted: Sat Aug 19, 2006 1:00 pm
by Neilster
Just a quick thing...
A enemy player may also destroy a blue factory if one of his land units...

Should be "An enemy...

I noticed another similar little error in one of the later write-ups but I can't remember where now. Sorry [&:]

Cheers, Neilster

RE: optional rules

Posted: Sun Aug 20, 2006 6:17 pm
by Froonp
[78][Unlimited Breakdown][MWIF addition]
(...)
Everyone agrees on this, right?
I like it the way it is written.
lomyrin query of post #58 will have to be solved though.

RE: optional rules

Posted: Sun Aug 20, 2006 7:04 pm
by Froonp
[25][Pilots][RAW 28 s. 14.6]
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When using the optional rule for Internment, a minor country air unit can rebase into a neutral minor country. An air unit that does that is destroyed, but the pilot survives and the number of available pilots increases by 1.
You should say :
"and the number of available pilots of the Major Power who control that Minor Country increases by 1."

RE: optional rules

Posted: Sun Aug 20, 2006 7:06 pm
by Froonp
[26][Food In Flames][RAW 29 s. 13.6.1]
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You have this one totaly wrong.
Here is it how it is written in RAW7 August 04 :
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13.6.2. Factories
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Option 29: (Food in Flames) For each of Australia, India and South Africa where one or more resources are transported to a factory in Great Britain this turn, add 1 production point to the Commonwealth total.
Example: It is Jul/Aug 1942, and the Commonwealth player managed to ship 2 resources from South Africa to a factory in Great Britain this turn. Alas the convoy line from India is cut and Australia is Japanese controlled so the Commonwealth only receives 1 additional production point this turn.
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RE: optional rules

Posted: Sun Aug 20, 2006 7:10 pm
by Froonp
ORIGINAL: Mziln
Build points and Production points mean the same thing and are used interchangably in WiF Final Edition.
Great.....

I hope it confused no one, because the truth is that this is totaly wrong as lomyrin hopefuly stated in post #66.