TRaining Videos

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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Shannon V. OKeets
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TRaining Videos

Post by Shannon V. OKeets »

I thought for sure there was a thread on this, but I can't find it. So I have created a new one.

So far I have compelted the first 9 chapters, as described below. I just decided to split the naval information into two cahpters, one for naval review and movement and the other for naval combat. Covering all that material in one chapter would probably make it run over an hour, which is a threshold I do not want to cross.

As always, I am open to comments on the outline I present below.
===
Training Video
(as of November 8, 2009)


Chapter 1 Introduction (4 minutes :10 seconds)
1.1 Opening screen
1.1.1 Layout
1.1.2 Restoring a saved game
1.2 Tutorial 1 - Starting a game
1.2.1 General layout of a tutorial page (page 1)
1.2.2 WIF FE => MWIF
1.2.3 Unified world map

Chapter 2 Map Basics (20:27)
2.1 Tutorial 2 - Countries
2.1.1 Axis major powers (pages 1, 3, 5)
2.1.2 Allied major powers (pages 2, 4, 6, 8, 9, 7)
2.1.3 Minor countries & territories (pages 10, 11, 12, 13)
2.1.4 Subcountries & objective hexes (pages 14, 15)
2.2 Tutorial 3 - Map
2.2.1 Hex terrain (pages, 1, 2, 3, 11)
2.2.2 Hex icons (pages 6, 7, 13)
2.2.3 Hexside terrain (pages 4, 5, 8, 12)
2.2.4 Sea areas (pages 10, 9

Chapter 3 Unit Basics (28:27)
3.1 Tutorial 4 - Land Units
3.1.1 Unit review form (pages 1, 2)
3.1.2 Land unit types (pages 3, 4, 5, 6, 7, 10, 11, 12, 13, 14, 15)
3.1.3 High & medium resolution (pages 8, 9)
3.2 Tutorial 5 - Naval Units
3.2.1 Naval combat unit types (pages 1, 2, 3, 4, 5, 13, 14)
3.2.2 Naval transports (page 6)
3.2.3 Convoys (page 8)
3.2.4 Naval task forces (pages 9, 10, 11, 12)
3.3 Tutorial 6 - Air Units
3.3.1 Air unit types (pages 1, 2, 3, 4, 5, 11, 12, 13)
3.3.2 Annual improvements (pages 7, 8)
3.3.3 High & medium resolution (pages 9, 10)

Chapter 4 Sequence of Play (33:56)
4.1 Tutorial 10 - Sequence of Play
4.1.1 Turns, impulses, & starting a new game (pages 2, 3)
4.1.2 New turn & new impulse (pages 4, 5, 6)
4.1.3 Naval air assignments and air missions in general (page 7)
4.1.4 Naval movement & combat (pages 8, 9, 10)
4.1.5 Independent air missions (page 11)
4.1.6 Land movement & combat (pages 12, 13, 14, 15)
4.1.7 End of impulse and turn (pages 16, 17, 18, 19)

Chapter 5 Turns, Impulses, Weather, & Supply (25:28)
5.1 Tutorial 7 - Turns, Impulses, & Weather
5.1.1 Weather zones (page 1, 3, 4)
5.1.2 Weather on the detailed & global maps (pages 5, 6, 7)
5.1.3 Weather roll effect on impulses and turns (pages 10, 11)
5.2 Tutorial 9 - Supply
5.2.1 Basic supply path (pages 1, 2, 4, 5)
5.2.2 Overseas supply path (pages 6, 8)
5.2.3 Railway supply path (pages 11, 10, 12, 13)

Chapter 6 Main Form, Screen Layouts, & Map Views (46:31)

Chapter 7 Starting a New Game & Setting Up Units (55:40)

Chapter 8 Air Movement & Combat (23:43)

Chapter 9 Land Movement & Combat (43:46)

Chapter 10 Naval Review & Movement
10.1 Naval review
10.1.1 Units In Hex form
10.1.2 Flyouts form
10.1.3 Naval Review Details form
10.1.3.1 Plain display
10.1.3.2 Section display
10.1.3.3 Status display
10.1.3.4 Filters
10.1.3.5 Cycling through ports and sea areas
10.1.4 Double size global map
10.1.4.1 Sea area names
10.1.4.2 Working with the Units in Hex form
10.1.4.3 Working with the Flyouts form
10.1.4.4 Working with the Naval Review Details form
10.1.5 Naval Review Summary form
10.1.5.1 Filters
10.1.5.2 Working with the Naval Review Details form
10.1.5.3 Cycling through ports and sea areas
10.1.5.4 Saving and restoring displays
10.2 Selecting naval units for movement
10.2.1 Using the Select Units form
10.2.2 Using the Flyouts form
10.2.3 Using the Naval Review Details form
10.2.4 Using the Units In Hex form
10.3 Moving a group of naval units
10.3.1 To an adjacent sea area
10.3.2 To a distant sea area
10.3.3 Dropping off units: at sea & in port
10.3.4 Specifying a path of sea areas
10.4 Loading cargo
10.4.1 Starting in a port stacked with the cargo
10.4.2 Picking up cargo from a port when passing through
10.4.3 From a coastal hex upon arrival in a sea area
10.4.4 From a coastal hex prior to returning to port
10.5 Naval interception
10.5.1 Decision to try to intercept
10.5.2 Attempt to intercept
10.5.3 Decision to stop or fight through
10.5.4 Fighting through
10.5.5 Continuing movement after interception attempt and/or combat

Chapter 11 Naval Combat
11.1 Naval combat occurrences
11.1.1 Phasing side chooses
11.1.2 Non-phasing side chooses
11.1.3 Naval interception combat
11.1.4 Naval air support
11.2 Naval surface combat
11.2.1 Surprise points
11.2.2 Including units
11.2.3 Naval combat results
11.2.4 Multiple rounds
11.3 Naval air combat
11.3.1 Use of temporary carrier air units
11.3.2 Use of optional carrier air units
11.3.3 Air-to-air combat
11.3.4 Anti-aircraft fire
11.3.5 Air attack on surface ships
11.4 Naval submarine combat
11.4.1 Choosing combat type
11.4.2 Anti-submarine warfare (ASW) attack
11.4.3 Submarine attack on surface ships
11.5 Naval abort queue

Chapter 12 Production & Politics
Steve

Perfection is an elusive goal.
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Joseignacio
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RE: TRaining Videos

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Keep up the good work... [&o]
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Froonp
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RE: TRaining Videos

Post by Froonp »

ORIGINAL: Joseignacio

Keep up the good work... [&o]
Yes indeed !!!!! [&o] [&o]
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