My first start collapsed in a comedy of errors; I had not played WIF in over a decade, and I was still learning the interface. I was particularly impressed with the British transports that sailed bravely into the North Sea. Those transports forgot one minor thing: The BEF was still in England. (Remember, people, you pick up units from the coast at the end of a transport's move, at the same time and the same screen you pick which sea area it is going into. It's that little button on the lower right of the pick sea area screen.) That was not my only major mistake, just the funniest.
I aborted the second game when I found the CLiF oil bug. I did not want to the Allied economy disappearing into the boilers of the Allied cruisers. Thank you, Shannon, for fixing that so quickly.
I stopped the third game because Shannon fixed the oil bug, and I wanted to use CLiF. Also, my Allied convoy setup was far too ambitious, and my Chinese defense was falling apart. (A long, fair S/O 39 where the average Japanese combat roll was about 15 did not help anything, except, of course, for the Japanese.)
So this is my fourth attempt. It hope it will last longer than the first three.
Here are my optional rules. I am also using the enforced USSR-Japanese peace rule as originally written (i.e _not_ the "clarification"), and also am imposing a house rule that the Japanese must have one pilot allocated to carrier air for each carrier. (What is a game of WiF without house rules? [:)] )






