Short, Easy Intro to WIR
Posted: Sun Nov 20, 2016 5:48 pm
I re-read my posts on Learning WIR and felt they may too long so I shortened it.
First you need a map printed out and the download link is on page 6 under the thread WiR V3.3 MAP.
photo_view.asp?file=0;1829360
War in Russia V3.3 Matrix version
http://www.matrixgames.com/products/236/downloads/
The game runs under windows, however I found Dosbox was easier to use with less ghosting of the mouse on my win xp. It wasn't hard to install dosbox and learn how to use it.
*******
Start War in Russia and follow this setup. You will be watching the computer play itself on a smaller map with the Typhoon scenario. You just have to watch.
SETUP MENU
SCENARIO ____PLAYER _________BALANCE
____________ Axis Computer _____
____________ Soviet Computer ___
____________ Both Human _____
TYPHOON__ Both Computer _____ EVEN <----- select
For the DISPLAY/DELAY options use HIGH/HIGH until you feel that you are familiar the turn and combat sequences.
Later switch to MED/MED or LOW/LOW.
The turn sequence is basis of game play and it necessary to understand this to follow the flow of the game. When it reaches victory conditions the sequence loops back.
TURN SEQUENCE
Each game turn consists of the following
sequence of phases:
· Axis Player Phase:
Events
Partisan
Supply
HQ Control
Replacements
Readiness Recovery
Orders <----- Axis only. Here, the Axis player inputs moves. In this scenario the AI will be flying air missions here and moving korps.
Combat <----- see Combat Sequence below....
· Soviet Player Phase:
Supply
HQ Control
Replacements
Readiness Recovery
Orders <----- Soviet only. Here, the Soviet player inputs moves. In this scenario the AI will be flying air missions here and moving korps.
Combat <----- see Combat Sequence below....
Victory Conditions
**********
Combat Sequence
The sequence of events for each battle
is as follows:
1. Bombard/Artillery Fire/ Combat Air Support (see note below)
Attacker Bombardment
Defender Bombardment
2. Anti-Tank Fire
Defender Anti-Tank Fire
Attacker Anti-Tank Fire
3. Assault Fire
Defender Combat Fire
Attacker Combat Fire
******
Combat Air Support
During combat an HQ may reinforce
ground troops with air support. The
aircraft’s firepower is added into the
friendly unit’s artillery strength.
First you need a map printed out and the download link is on page 6 under the thread WiR V3.3 MAP.
photo_view.asp?file=0;1829360
War in Russia V3.3 Matrix version
http://www.matrixgames.com/products/236/downloads/
The game runs under windows, however I found Dosbox was easier to use with less ghosting of the mouse on my win xp. It wasn't hard to install dosbox and learn how to use it.
*******
Start War in Russia and follow this setup. You will be watching the computer play itself on a smaller map with the Typhoon scenario. You just have to watch.
SETUP MENU
SCENARIO ____PLAYER _________BALANCE
____________ Axis Computer _____
____________ Soviet Computer ___
____________ Both Human _____
TYPHOON__ Both Computer _____ EVEN <----- select
For the DISPLAY/DELAY options use HIGH/HIGH until you feel that you are familiar the turn and combat sequences.
Later switch to MED/MED or LOW/LOW.
The turn sequence is basis of game play and it necessary to understand this to follow the flow of the game. When it reaches victory conditions the sequence loops back.
TURN SEQUENCE
Each game turn consists of the following
sequence of phases:
· Axis Player Phase:
Events
Partisan
Supply
HQ Control
Replacements
Readiness Recovery
Orders <----- Axis only. Here, the Axis player inputs moves. In this scenario the AI will be flying air missions here and moving korps.
Combat <----- see Combat Sequence below....
· Soviet Player Phase:
Supply
HQ Control
Replacements
Readiness Recovery
Orders <----- Soviet only. Here, the Soviet player inputs moves. In this scenario the AI will be flying air missions here and moving korps.
Combat <----- see Combat Sequence below....
Victory Conditions
**********
Combat Sequence
The sequence of events for each battle
is as follows:
1. Bombard/Artillery Fire/ Combat Air Support (see note below)
Attacker Bombardment
Defender Bombardment
2. Anti-Tank Fire
Defender Anti-Tank Fire
Attacker Anti-Tank Fire
3. Assault Fire
Defender Combat Fire
Attacker Combat Fire
******
Combat Air Support
During combat an HQ may reinforce
ground troops with air support. The
aircraft’s firepower is added into the
friendly unit’s artillery strength.