A few random questions

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Perkalov
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Joined: Wed Mar 23, 2022 10:35 am

A few random questions

Post by Perkalov »

I assume this has been asked before, but couldn't find it... There is quite a lot of threads to search if you don't know what to look for :D
So I thought I'd make a thread of my own.

So...
What is the yellow banner (Supply: 0,0,0,0,0,0etcetcetc) on the main menu?

How do I repair a broken factory?

How do I build up more oil reserves?
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Joseignacio
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Location: Madrid, Spain

Re: A few random questions

Post by Joseignacio »

1 Dont know what those numbers are about

2 First, it is "broken" only if you selected the optional where you need to have engineers repair conquered factories (and major ports). You dont need to. You repair them leaving an ENG there any impulse and keep it there till next turn. It's free.
If you are referring to Strat Bombing, then I believe they are "destroyed" and you need to pay for the rebuild, I believe it may be haf the cost to build (4 bps?) but I never had to do it in MWIF so I dont know which way to do it.

3 You can save as much oil as you want, just you need to save it in cities (or ports?), if the city is in a port or a Capital, you can save more there. You assign resources to save in the production step. However if any country is neutral, cannot save more than one per turn while this state remains.
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Centuur
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Location: Hoorn (NED).

Re: A few random questions

Post by Centuur »

The yellow bar with the numbers were added to be able to log calculation times. When the game first was released, calculation times were too long. After this was fixed, they never have been removed. You can ignore them.
Peter
Perkalov
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Joined: Wed Mar 23, 2022 10:35 am

Re: A few random questions

Post by Perkalov »

An other question...
Does hexes have a Base defence?

To clarify, can i fail a para-drop into an empty hex?
If so, what is the defence of empty hexes?
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Centuur
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Re: A few random questions

Post by Centuur »

RAW

Each hex defends against an invasion with a notional land unit, in addition to any actual land unit in the hex. The notional unit is the same nationality as any major power or minor country with a real unit in the hex (owner’s choice if more than one). If there are no real units, it is the same nationality as the major power or minor country that controls the hex.
The notional unit has 1 combat factor, modified by:
• +1 if it is a city hex;
• +1 if the hex is in the home country of the major power that
controls the hex;
• +1 if it is not stacked with a land unit, but is in the ZOC of a
friendly corps or army;
• + the shore bombardment modifier for each invading unit;
• -1 if it cannot trace a basic supply path of any length; and
• -1 if surprised (see 15.).
The shore bombardment modifier applies to each unit that invades.
Use the modifier from the section of the sea-box the unit invades from (remembering the effect of weather ~ see 8.2.7).
These modifications are cumulative but the notional unit can never have less than 0 combat factors.
Add the notional unit’s combat factor to those of any land units in the hex. Then modify their total combat factors for terrain and weather.
The notional unit is treated like a normal unit for all purposes during combat except that they only have a ZoC into their own hex and are always face-down.
Resolve the combat normally. Any combat result (other than ‘-’) destroys the notional defending unit. It doesn’t count as a loss towards satisfying the combat result.


This rule also appies to paradrops.
Peter
Perkalov
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Joined: Wed Mar 23, 2022 10:35 am

Re: A few random questions

Post by Perkalov »

Centuur wrote: Tue Sep 02, 2025 3:55 pm RAW

Each hex defends against an invasion with a notional land unit, in addition to any actual land unit in the hex. The notional unit is the same nationality as any major power or minor country with a real unit in the hex (owner’s choice if more than one). If there are no real units, it is the same nationality as the major power or minor country that controls the hex.
The notional unit has 1 combat factor, modified by:
• +1 if it is a city hex;
• +1 if the hex is in the home country of the major power that
controls the hex;
• +1 if it is not stacked with a land unit, but is in the ZOC of a
friendly corps or army;
• + the shore bombardment modifier for each invading unit;
• -1 if it cannot trace a basic supply path of any length; and
• -1 if surprised (see 15.).
The shore bombardment modifier applies to each unit that invades.
Use the modifier from the section of the sea-box the unit invades from (remembering the effect of weather ~ see 8.2.7).
These modifications are cumulative but the notional unit can never have less than 0 combat factors.
Add the notional unit’s combat factor to those of any land units in the hex. Then modify their total combat factors for terrain and weather.
The notional unit is treated like a normal unit for all purposes during combat except that they only have a ZoC into their own hex and are always face-down.
Resolve the combat normally. Any combat result (other than ‘-’) destroys the notional defending unit. It doesn’t count as a loss towards satisfying the combat result.


This rule also appies to paradrops.
Okay... Annoyingly complicated...
For the sake of argument... Malta would have 1 in defence, assuming CW has put out convoys and I would have +2 on the dice?
No convoys or surprise would give that Malta has 0?
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Centuur
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Re: A few random questions

Post by Centuur »

You got it.
Peter
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Joseignacio
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Re: A few random questions

Post by Joseignacio »

Yes. You can also play without the optional that requires CONV (or TRS or AMPH) and then you would need only a surface ship of any kind or a plane with at least one sea combat factor, to keeep it in supply and worth 1, except in case of surprise.
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