ORIGINAL: ullern
ORIGINAL: Orm
ORIGINAL: bo
If this was answered before than I apoligize, will there be a FOG in MWIF, you can only see units next to you or by scout planes that kind of thing. How did you board gamers handle an invasion say of France. Your opponet is not blind and he sees you putting infantry units onto transports and amphibus units [lsts] so he knows an invasion is coming and I realize he [axis player] does not know where the allied player will strike or land and dice have a lot to say about the outcome, or does it just play as well without FOW.
Bo
With some planning you can often make good, fast, invasions during a combined action. If you compare with the historical d-day invasion ,one could argue, that recreating the d-day in WIF would be a combined action.
And if you play with the optional rule "Offensive Chits" you can make enormous invasions in one impulse with one offensive chit played during a combined action.
Cut from:
16. Offensive chits (option 61)
....
16.4 Combined action
If you play an offensive chit at the start of a combined action, you can perform the maximum number of activities that would be allowed if you had chosen a naval, an air and a land action.
Yes, we had a long discussion way back, and the gist of what I got out of it is what Orm was onto here: The fog of war already exists in WIF because freedom of movement is exaggerated (both naval and on land). And the length of the impulse combined with the exaggerated movement, means that you have an appropriately foggy idea about what your opponent will do next impulse.
Although this sounds more like 'forecasting' or 'predicting' what your opponent "can' and eventually 'will' do than it does 'Fog of War', it does play a part in recreating some of the aspects of Fog of War in WIF.
"... Simulations and games
Abstract and military board games sometimes try to capture the effect of the fog of war by hiding the identity of playing pieces, by keeping them face down or turned away from the opposing player (as in Stratego) or covered (as in Squad Leader).
Other games, such as the Kriegspiel chess-variant, playing pieces are hidden from the opponent by tracking them on paper or by using a duplicate, hidden game board..."
This is part of the intent of having a Task Force chart (that was referred to above) so you never really know the actual composition of a certain Task Force until it has been engaged or scouted.
"... The term "fog of war" has become jargon in military and adventure video and computer games, in the more limited sense of enemy units or characters being hidden from the player.
http://upload.wikimedia.org/wikipedia/c ... 1_hexa.jpg
Often this is done by obscuring sections of the map already explored by the player with a grey fog whenever they do not have a unit in that area to report on what is there.
http://upload.wikimedia.org/wikipedia/c ... Of_War.png
The player can still view the terrain but not any enemy units on it... "
While this can be okay in discovery-style games such as the Civ series, it makes less sense in the context of a WIF-style game.
WIF is first and foremost a "board game". As such, players have to be able to make sure that everyone is playing correctly and "above board".
Hiding parts of the map is impractical, and hiding or covering up units on the map is cumbersome and makes it difficult to check things if one player "challenges" another over switching units or unit placement, not to mention the nightmare of verifying movement rates while taking into account weather and terrain for units that you aren't supposed to be able to see. Such a system would be so burdensome and require so much time and manpower in the physical game as to make it both unplayable and no fun.
"... One early use of fog of war was the 1978 game Tanktics designed by Chris Crawford, which was criticized for its fog of war system detracting from the fun of the game. Crawford later noted that "...when the games get too realistic, they lose their appeal."
http://en.wikipedia.org/wiki/Fog_of_war
So, you see, since WIF the board game basically does not use these types of physical "Fog of War" for its major playing surface (for the reasons stated above in this thread), and even though MWIF could implement "unit hiding", "blacking out" or "graying out" large parts of the map and what is on it, if you did do this, you would, in effect, be creating an entirely different game that would:
1 - completely alter the game's dynamics and the way it is played,
2 - probably create the need for a completely new part of the game involving scouting, spying, and espionage on a grand scale,
3 - be un-reproducible in WIF the board game, thus damaging the link between the two.
Now, when Ullern refers to,
"... The fog of war already exists in WIF because freedom of movement is exaggerated (both naval and on land). And the length of the impulse combined with the exaggerated movement, means that you have an appropriately foggy idea about what your opponent will do next impulse. "
this could be inferred to include what might be called,
"(Strategic) Operational Fog of War
Within the operational theatre the commander undertakes tasks as directed by the Military Strategic level, ambiguity continues to relate to adversary capability and intent but is coupled with own directive ambiguity, the commander not having the full sight of the strategic imperative. As operational tempo increases at this level the ambiguity experienced by the commander is susceptible to delays in communication of the tactical situation and the ebb and flow of own force, and adversary force interaction.... "
This means that, let's say, you only expect a turn to last 4 'rounds', for any number of reasons or factors. So, you estimate that your opponents can only move x number of spaces, and do y number of things during this turn. Consequently, you feel your harbors, borders, etc. are safe as long as you do z number and types of things.
Now, let's say, the turn ends up lasting 8 'rounds', and you suddenly find your harbors, borders, etc. being overrun by the enemy since you were unprepared because you counted on the turn being shorter.
This means that your forecasts were wrong and your predictions unfounded. Could you have known the turn was going to last 8 'rounds' instead of 4? No. Could you have planned for that possibility? Yes. Does that mean you could have planned and prepared for every possible eventuality? More than likely, no.
This is what makes WIF and MWIF so interesting and such a challenge. It is also what makes this part of the game also a part of rendering the "Fog of War".
