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Absolute Maximum

Posted: Thu Jan 23, 2014 5:18 pm
by WarHunter
Absolute Maximum Options

You knew it was coming. We are heading into the swamp of options. Everything. The whole tamale. Nothing off the table.

A way to tackle this is to ask a simple question.

What options are the most useless to you?

Terrible to play with. Unforgiving in implementation. Just plain don't want, don't like, don't work hack jobs. Your group just doesn't talk about these options cause they don't exist to any of you. If you could travel back in time and edit the rules. What options would never see print.

Don't expect complete agreement. But, maybe we can come up with a set of options that scratches that itch worthy of a monster game. Something to sink your teeth into and chew on for a couple years. A topic for some friendly chit chat.

I'll start with one i've seen talked about.

Engineers - Construction: Lets just admit this one is toast. Ask Steve to accidentally on purpose delete any mention of this worm. Its not gonna get to fish. Why its still an option is beyond me.

RE: Absolute Maximum

Posted: Thu Jan 23, 2014 5:32 pm
by paulderynck
Japanese Command Conflict - buh, bye

RE: Absolute Maximum

Posted: Thu Jan 23, 2014 5:44 pm
by Ur_Vile_WEdge
Seconding Japanese Command Conflict, and I'll toss in:

Intelligence (Let's enormously complicate the game AND make it more random and less balanced!)
Recruitment limits (I don't even remember what this one does, to be honest)
Food in Flames (Unbalancing, annoying to implement)
Hitler's War (another option I don't remember how it works; aside from something about added options if LL to the USSR is chosen while they're still neutral. Infleunces a stuffing strategy, I suppose, but since I don't like to stuff, it rarely actually comes into play. )
Limited Aircraft interception (Totally not worth the added headache to work through every time a mission flies)

And I'll toss in Ski units because I can't remember ever building one and wouldn't remember the rule about moving through ZOCs in snow or blizzard if I did. This one isn't "bad" like the others, it's just kind of pointless IMO.

RE: Absolute Maximum

Posted: Thu Jan 23, 2014 6:01 pm
by paulderynck
ORIGINAL: Ur_Vile_WEdge

Intelligence (Let's enormously complicate the game AND make it more random and less balanced!)
Recruitment limits (I don't even remember what this one does, to be honest)
Food in Flames (Unbalancing, annoying to implement)
Hitler's War (another option I don't remember how it works; aside from something about added options if LL to the USSR is chosen while they're still neutral. Infleunces a stuffing strategy, I suppose, but since I don't like to stuff, it rarely actually comes into play. )
Limited Aircraft interception (Totally not worth the added headache to work through every time a mission flies)

And I'll toss in Ski units because I can't remember ever building one and wouldn't remember the rule about moving through ZOCs in snow or blizzard if I did. This one isn't "bad" like the others, it's just kind of pointless IMO.
Seconding all those. I've used Ski troops and like the rule and remember it, but it's not necessary nor would be missed on a "minimum" list.

RE: Absolute Maximum

Posted: Thu Jan 23, 2014 6:24 pm
by Centuur
ORIGINAL: paulderynck

ORIGINAL: Ur_Vile_WEdge

Intelligence (Let's enormously complicate the game AND make it more random and less balanced!)
Recruitment limits (I don't even remember what this one does, to be honest)
Food in Flames (Unbalancing, annoying to implement)
Hitler's War (another option I don't remember how it works; aside from something about added options if LL to the USSR is chosen while they're still neutral. Infleunces a stuffing strategy, I suppose, but since I don't like to stuff, it rarely actually comes into play. )
Limited Aircraft interception (Totally not worth the added headache to work through every time a mission flies)

And I'll toss in Ski units because I can't remember ever building one and wouldn't remember the rule about moving through ZOCs in snow or blizzard if I did. This one isn't "bad" like the others, it's just kind of pointless IMO.
Seconding all those. I've used Ski troops and like the rule and remember it, but it's not necessary nor would be missed on a "minimum" list.

I would like to add Limited overseas supply to that list.

The ski troops, well they don't bother me, so I would keep them in...

RE: Absolute Maximum

Posted: Thu Jan 23, 2014 9:08 pm
by Dabrion
List of options have been unanimously downvoted the last couple of games:
Recruitment Limits
HQ movement
Surprised ZOCs
CV Search
Defensive Shore Bombardment
Allied Combat Friction
Variable Organisation
AfA Oil
Hitler's War (which should be called "Hitler wins", because that was the dramatic effect it had in the one game we tried it)
Intelligence
Japanese Command Conflict
~~~~other stuff not in MWiF
Leaders
Chinese Friction
Randomised Losses
Enhanced Combat
Lend Leasing Unit
Manpower
FiF

Close calls, would sometimes be played due to bargaining:
ITPOTE
LOS
Global Economy/Food in Flames
Railway movement
Heavies/Air CAV/PatiF+AiF AC
CLiF
PoliF
Trade Agreements
3D10 (really funny! we got back to 2D10 after trying it, since it was a time sink)

Above is more observation than opinion.

Worth noting is that some of these option are actually ok in modern WiF, but not in MWiF (which is roughly comparable to WiF 2000+CLiF).
I think Intelligence and DSB would catch my veto all the time in MWiF, closely followed by CLiF (w/o CL damage). For the remainder, everything is negotiable..

There are several weird MWiF oddities, some not even optional, that I have to look into. Unlimited breakdown .. Unlimited Partisans .. Unlimited USE chits ..
Unlimited breakdown in particular seems to be problematic.

RE: Absolute Maximum

Posted: Fri Jan 24, 2014 12:06 am
by Courtenay
Some people's lists of bad options have options I like.

The worst option is, I think, construction engineers. This option is designed to aggravate everyone. It is probably balanced against the Axis, but that doesn't matter, as it is capable of driving any player nuts. Some options make it more likely that the Axis loses; some make it more likely that the Allies lose. This option make it more likely that everybody loses.

Food in Flames, is in my opinion, a balancing mechanism if you do not use oil. It should not be used in any game you do use oil. Conversely, I would use it in any game without oil. Both oil and FiF favor the Allies, so use one or the other, but not both.

Hitler's War strikes me as just plain strange. I have never played with it, and have no desire to.

Surprised ZOCs is horribly unbalancing. I would not play with it.

RE: Absolute Maximum

Posted: Sat Jan 25, 2014 8:41 am
by Extraneous
All options are negotiable.

But I agree "Hitler's War" is probably only usable when you have a novice Axis players.


RE: Absolute Maximum

Posted: Sat Jan 25, 2014 9:28 pm
by WarHunter
Finding a Maximum mix of options for a game is subject to negotiable. There are just some options not worth the trouble to discuss. I hope over time as players figure out the mix they are comfortable with. They will visit this thread and post options they would rather not add to a multiplay game. Once a common ground is agreed on. The real negotiations can begin.

RE: Absolute Maximum

Posted: Sun Jan 26, 2014 7:03 am
by warspite1
ORIGINAL: Dabrion

List of options have been unanimously downvoted the last couple of games:
Recruitment Limits
HQ movement
Surprised ZOCs
CV Search
Defensive Shore Bombardment
Allied Combat Friction
Variable Organisation
AfA Oil
Hitler's War (which should be called "Hitler wins", because that was the dramatic effect it had in the one game we tried it)
Intelligence
Japanese Command Conflict
~~~~other stuff not in MWiF
Leaders
Chinese Friction
Randomised Losses
Enhanced Combat
Lend Leasing Unit
Manpower
FiF

Close calls, would sometimes be played due to bargaining:
ITPOTE
LOS
Global Economy/Food in Flames
Railway movement
Heavies/Air CAV/PatiF+AiF AC
CLiF
PoliF
Trade Agreements
3D10 (really funny! we got back to 2D10 after trying it, since it was a time sink)

Above is more observation than opinion.

Worth noting is that some of these option are actually ok in modern WiF, but not in MWiF (which is roughly comparable to WiF 2000+CLiF).
I think Intelligence and DSB would catch my veto all the time in MWiF, closely followed by CLiF (w/o CL damage). For the remainder, everything is negotiable..

There are several weird MWiF oddities, some not even optional, that I have to look into. Unlimited breakdown .. Unlimited Partisans .. Unlimited USE chits ..
Unlimited breakdown in particular seems to be problematic.
warspite1

Apologies if I've missed it but what are peoples objections please to:

- defensive shore bombardment?
- variable re-organisation?


RE: Absolute Maximum

Posted: Sun Jan 26, 2014 8:33 am
by Centuur
Defensive shore bombardment is something I like to play with too.
However, I have a strange feeling when there is both offensive and defensive shore bombardment happening in the same combat hex... There should be a compulsory naval combat done (search rolls only to give surprise points, consider both sides to be found automatically) too determine which fleet may bombard, since if this would occur, wouldn't the BB's start killing eachother before bombarding the enemy troops? So there should be naval combat, until a side declines to use shore bombardment and aborts instead...
Only if there is a land mass between the two fleets (a combat hex bordering on two sea area's with other land hexes on both sides of the hex) than this combat shouldn't be done since the bombarding fleets than cannot engage one another (you can't sail through land, can you).

RE: Absolute Maximum

Posted: Sun Jan 26, 2014 8:51 am
by Dabrion
ORIGINAL: warspite1

Apologies if I've missed it but what are peoples objections please to:

- defensive shore bombardment?
- variable re-organisation?


DSB: this is a major balancing factor (pro allies). it is ridiculously powerful in RAW7.
variable reorg, cv search: tend to forget/too lazy, no good reason

RE: Absolute Maximum

Posted: Sun Jan 26, 2014 9:57 am
by warspite1
ORIGINAL: Centuur

Defensive shore bombardment is something I like to play with too.
However, I have a strange feeling when there is both offensive and defensive shore bombardment happening in the same combat hex... There should be a compulsory naval combat done (search rolls only to give surprise points, consider both sides to be found automatically) too determine which fleet may bombard, since if this would occur, wouldn't the BB's start killing eachother before bombarding the enemy troops? So there should be naval combat, until a side declines to use shore bombardment and aborts instead...
Only if there is a land mass between the two fleets (a combat hex bordering on two sea area's with other land hexes on both sides of the hex) than this combat shouldn't be done since the bombarding fleets than cannot engage one another (you can't sail through land, can you).
warspite1

Mmmm, what you say makes sense and I would agree here except for one thing. Because turns are two months and a battle for a hex is potentially taking place during all of that time, you could have a Guadalcanal type situation whereby:

- a land battle - or series of battles take place over a period of time, ebbing and flowing.
- who has control of the sea changes either overtime OR during the battle e.g. Japanese have control at night and the Allies by day.

RE: Absolute Maximum

Posted: Sun Jan 26, 2014 10:23 am
by Dabrion
The other "realism" point to make against DSB is that naval guns did not fire ~200km inland for fire support missions. Fire support was mostly conducted by 5" pieces and not the main batteries, afaik. So it applies to amphibious operations in support of landing beaches, rather than week long sustained defensive fire missions.

What you can do with RAW7 DSB is (w.l.o.g.), bunker 16 force factors in Amsterdam, give them some air support and the Home fleet on a regular basis. This is effectively a "pocket" OChit. I find that a bad reflection of what shore bombardment was in WW2. In RAW7 it is just an ace up the allies' sleeves.

A realatively new rule change limit you to one ship per unit, and has the SB ships go to the zero box after the SB. Havent played with it yet, but it sounds like a much better model on paper.

RE: Absolute Maximum

Posted: Sun Jan 26, 2014 2:31 pm
by WarHunter
ORIGINAL: warspite1

ORIGINAL: Centuur

Defensive shore bombardment is something I like to play with too.
However, I have a strange feeling when there is both offensive and defensive shore bombardment happening in the same combat hex... There should be a compulsory naval combat done (search rolls only to give surprise points, consider both sides to be found automatically) too determine which fleet may bombard, since if this would occur, wouldn't the BB's start killing eachother before bombarding the enemy troops? So there should be naval combat, until a side declines to use shore bombardment and aborts instead...
Only if there is a land mass between the two fleets (a combat hex bordering on two sea area's with other land hexes on both sides of the hex) than this combat shouldn't be done since the bombarding fleets than cannot engage one another (you can't sail through land, can you).
warspite1
Mmmm, what you say makes sense and I would agree here except for one thing. Because turns are two months and a battle for a hex is potentially taking place during all of that time, you could have a Guadalcanal type situation whereby:

- a land battle - or series of battles take place over a period of time, ebbing and flowing.
- who has control of the sea changes either overtime OR during the battle e.g. Japanese have control at night and the Allies by day.
warspite1, How did you get inside my head?
Can anyone think of a battle where 2 fleets attempted to support land forces on the same day? Cannot recall any.

RE: Absolute Maximum

Posted: Sun Jan 26, 2014 3:47 pm
by warspite1
ORIGINAL: Dabrion

The other "realism" point to make against DSB is that naval guns did not fire ~200km inland for fire support missions. Fire support was mostly conducted by 5" pieces and not the main batteries, afaik. So it applies to amphibious operations in support of landing beaches, rather than week long sustained defensive fire missions.

What you can do with RAW7 DSB is (w.l.o.g.), bunker 16 force factors in Amsterdam, give them some air support and the Home fleet on a regular basis. This is effectively a "pocket" OChit. I find that a bad reflection of what shore bombardment was in WW2. In RAW7 it is just an ace up the allies' sleeves.

A realatively new rule change limit you to one ship per unit, and has the SB ships go to the zero box after the SB. Havent played with it yet, but it sounds like a much better model on paper.
warspite1

There were episodes of naval gunfire support though - not just in support of an amphibious landing - but for some time after such as at Anzio, and the British and French shelling Italian positions in North Africa where no amphibious landing was involved for example.

RE: Absolute Maximum

Posted: Sun Jan 26, 2014 3:49 pm
by warspite1
ORIGINAL: WarHunter

ORIGINAL: warspite1

ORIGINAL: Centuur

Defensive shore bombardment is something I like to play with too.
However, I have a strange feeling when there is both offensive and defensive shore bombardment happening in the same combat hex... There should be a compulsory naval combat done (search rolls only to give surprise points, consider both sides to be found automatically) too determine which fleet may bombard, since if this would occur, wouldn't the BB's start killing eachother before bombarding the enemy troops? So there should be naval combat, until a side declines to use shore bombardment and aborts instead...
Only if there is a land mass between the two fleets (a combat hex bordering on two sea area's with other land hexes on both sides of the hex) than this combat shouldn't be done since the bombarding fleets than cannot engage one another (you can't sail through land, can you).
warspite1
Mmmm, what you say makes sense and I would agree here except for one thing. Because turns are two months and a battle for a hex is potentially taking place during all of that time, you could have a Guadalcanal type situation whereby:

- a land battle - or series of battles take place over a period of time, ebbing and flowing.
- who has control of the sea changes either overtime OR during the battle e.g. Japanese have control at night and the Allies by day.
warspite1, How did you get inside my head?
Can anyone think of a battle where 2 fleets attempted to support land forces on the same day? Cannot recall any.
warspite1

I would be surprised for the simple reason that Centuur outlined - the navies would be more interested in defeating each other first, before shelling the enemy ashore.

RE: Absolute Maximum

Posted: Sun Jan 26, 2014 4:53 pm
by paulderynck
I've always played with DSB and have no issues with it. It encourages more naval combat to try and get rid of the ground supporters of both sides.

I've played with and without variable re-org and would now recommend against using it. Needing HQA to re-org armor at normal cost and needing two ATR for an armor/mech are both quite silly for corps size units and probably don't reflect any particular lack of skill with armor/mech for all the HQIs' eponymous personnel.

Also variable re-org pretty much puts the nail in the coffin for any kind of a sustained Strat Bombing campaign. I'd say that option definitely falls in the "balancing" category. But bottom line it promotes stasis and that's less fun for playing the game.


RE: Absolute Maximum

Posted: Sun Jan 26, 2014 6:55 pm
by Dabrion
ORIGINAL: warspite1

ORIGINAL: Dabrion

The other "realism" point to make against DSB is that naval guns did not fire ~200km inland for fire support missions. Fire support was mostly conducted by 5" pieces and not the main batteries, afaik. So it applies to amphibious operations in support of landing beaches, rather than week long sustained defensive fire missions.

What you can do with RAW7 DSB is (w.l.o.g.), bunker 16 force factors in Amsterdam, give them some air support and the Home fleet on a regular basis. This is effectively a "pocket" OChit. I find that a bad reflection of what shore bombardment was in WW2. In RAW7 it is just an ace up the allies' sleeves.

A realatively new rule change limit you to one ship per unit, and has the SB ships go to the zero box after the SB. Havent played with it yet, but it sounds like a much better model on paper.
warspite1

There were episodes of naval gunfire support though - not just in support of an amphibious landing - but for some time after such as at Anzio, and the British and French shelling Italian positions in North Africa where no amphibious landing was involved for example.

DSB is a boundless debate, and comes dont to a matter of taste. It has been argued back and forth on wifdiscussion ;) Check it out.

RE: Absolute Maximum

Posted: Tue Jan 28, 2014 5:10 am
by paulderynck
I'm inspired by the other thread today to mention that the Ukraine option is among those most useless to me.