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Activity Limits
Posted: Wed Dec 13, 2006 11:17 am
by iamspamus
Hey all,
By introduction, I started in WIF 5 I think in the early 90's. I played quite a few games. I am a BIG fan of Days of Decision (DoD) also...maybe a future mod? However, after upgrading to WiFFE and playing a few games, I've moved and not been able find other players for a few years. Thus, I have been away from WIF for a while and ,of course, I am greatly looking forward to this game being finished.
So, this may or may not be pertinent to MWIF, but with the addition of PIF, SIF, ASA, AFA, many extra divisions, AmerIF, POLIF, LIF, then COIF, CLIF (Did I miss any?), I was under the impression that the activity limits needed to be increased. Is this a common thought or am I out to lunch? From several years ago, that is what I thought.
So, as I said I'm not a grognard at this game and it might be more of a discussion on the WIF yahoo group, but I'd thought that I'd throw it out here.
Jason
RE: Activity Limits
Posted: Wed Dec 13, 2006 2:30 pm
by Mziln
Increased in what way? Major Powers still have to ability to select a Air, Land, or Naval activity. Which, of course, allows unlimited actions dependent on the type of activity chosen.
RE: Activity Limits
Posted: Thu Dec 14, 2006 2:03 am
by trees
that's commonly discussed on the Yahoo group. I don't think anything will be changed though. Nowadays the best play is to use O-Chits for SuperCombineds or to re-org HQ's or ... your choice. Personally I like an air impulse, using all HQs to re-org as many planes as possible, and then an O-Chit to flip up the HQ's and finish out the turn with land impulses.
RE: Activity Limits
Posted: Thu Dec 14, 2006 11:05 am
by iamspamus
ORIGINAL: Mziln
Increased in what way? Major Powers still have to ability to select a Air, Land, or Naval activity. Which, of course, allows unlimited actions dependent on the type of activity chosen.
Once again, a bit rusty...
It would probably be the combined that needed a "boost". It was designed for the limited number of units from WIF5, if I remember correctly. So with the increased number of other units, it seems to me that these limits should be increased too.
Also, there was some discussion at SOME TIME about giving 1 naval move in a land (FREX: for GE) or perhaps an air move for land. Something along those lines. I don't know if I agree or not, just something to think about.
Thanks,
Jason
RE: Activity Limits
Posted: Thu Dec 14, 2006 11:11 am
by Froonp
It would probably be the combined that needed a "boost". It was designed for the limited number of units from WIF5, if I remember correctly. So with the increased number of other units, it seems to me that these limits should be increased too.
With the Final Edition, the action limits were re-designed.
RE: Activity Limits
Posted: Wed Dec 27, 2006 6:45 pm
by Shannon V. OKeets
He is what the Activity Limits look like when you are selecting the Action for the Impulse.
Obviously these are for Germany and the numbers change slightly depending on the major power.
Because this is the start of Barbarossa, none of the German HQs are disorganized so the option to use an Offensive Chit to reorganize all the HQs is disabled (there's none to reorganize). Germany does have 1 Offensive Chit as indicated by the '(1)'.
The top half of these 2 screen shots shows the Activity limits for Combined without using the Offensive Chit, while the bottom half shows the change when it is used.
The program checks to see if there are viable HQs for using the offensive chit. For example, there has to be an organized (not disorganized) HQ in a port to use an OC during a Naval Action. If there is none, and a Naval Action is selected, then the use of the OC for the Action is disabled.
Finally, the specific HQ for the OC (if one is needed) is selected only after you have clicked OK.
Oh, and I fixed the Pass column so it says None in every cell.
