Sequence of Play Tutorial - #10

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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RE: Sequence of Play Tutorial - #10

Post by Shannon V. OKeets »

2nd and last in this series. This is a new page. There is a ton of stuff to cover and I have had to spread it out over several pages. My main goal was to show the complete air mission sequence on one page. To do that I had to put the air-to-air combat sequence on another page. Even so, to even begin to discuss what happens in each box needs more words than can be squeezed onto one page. Therefore, I had to reference future pages (9, 10, and 11) for more text descriptions.

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RE: Sequence of Play Tutorial - #10

Post by Shannon V. OKeets »

Here are 4 new pages for this tutorial. I need to clean up the graphics a bit - use more dashed lines to show conditional branches.

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RE: Sequence of Play Tutorial - #10

Post by Shannon V. OKeets »

I called this half of the naval combat sequence Preparation, but I doubt I will use the name anywhere else.

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RE: Sequence of Play Tutorial - #10

Post by Shannon V. OKeets »

Similarly, this one is called Execution.

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RE: Sequence of Play Tutorial - #10

Post by Shannon V. OKeets »

4th and last in the series.

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RE: Sequence of Play Tutorial - #10

Post by Neilster »

A thread about board wargames in the General Discussion forum has reminded me about a point I made earlier about the mode of play terminology. "Solitaire" in wargaming means to play oneself but in MWiF it will mean "vs AI". To actually play solitaire a player will have to select "Hot Seat (Head to Head)"

This doesn't make any sense IMHO. Why are we trying to redefine wargaming terminology? Why not rename "Solitaire" as "vs computer" or "vs AI". It's much clearer.

Cheers, Neilster
Cheers, Neilster
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RE: Sequence of Play Tutorial - #10

Post by Mziln »

ORIGINAL: Neilster

A thread about board wargames in the General Discussion forum has reminded me about a point I made earlier about the mode of play terminology. "Solitaire" in wargaming means to play oneself but in MWiF it will mean "vs AI". To actually play solitaire a player will have to select "Hot Seat (Head to Head)"

This doesn't make any sense IMHO. Why are we trying to redefine wargaming terminology? Why not rename "Solitaire" as "vs computer" or "vs AI". It's much clearer.

Cheers, Neilster

I base my opinion on multi-player empire building games (which I have played to death) like:

Birthright (I have the patch that allows you to: play the Gorgon or the Dark Elf and edit the map)
Empires (an oldie but a goodie)
Emperor of the Fading Suns (I just might dust this one off again)
Reach for the Stars (old version) (We nicknamed this "Grope for the Stars")
Space Empires (IV and IV Gold)

I have seen "Single Player" mode but do not recall ever seeing a "Solitaire" mode being offered on any multi-player game. Therefore I would prefer to drop the term "Solitaire" completely since it could be handled under "Hot Seat". "Play vs. a Computer Player" is usualy an option not a mode.

If I'm not wrong the standard accepted mode descriptions for turn-based empire building games are:

"Hot Seat" = Single or multiple players taking turns on the same computer with optional AI players.
"Internet" = Multiple players taking turns using the Internet with optional AI players.
"Play by Email or PBEM" = Multiple players taking turns using Email with optional AI players.


[:D] But this is just my opinion. [:D]

Steve can and will develop the game as he sees fit.
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RE: Sequence of Play Tutorial - #10

Post by Shannon V. OKeets »

ORIGINAL: Neilster

A thread about board wargames in the General Discussion forum has reminded me about a point I made earlier about the mode of play terminology. "Solitaire" in wargaming means to play oneself but in MWiF it will mean "vs AI". To actually play solitaire a player will have to select "Hot Seat (Head to Head)"

This doesn't make any sense IMHO. Why are we trying to redefine wargaming terminology? Why not rename "Solitaire" as "vs computer" or "vs AI". It's much clearer.

Cheers, Neilster
I have no emotional attachment to this stuff.

If the label AI Opponent is preferred, then so be it.

I could also add another mode separating Head to Head into: Hot Seat and Solitaire.

And I can relabel "Mode of Play" to something else too. Though nothing better comes to mind at this moment.
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RE: Sequence of Play Tutorial - #10

Post by Froonp »

Page 8:

Last paragraph, you say :
The second place in the sequence of play where naval units move occurs when they return to base following an unsuccessful naval combat.

I would say :
The second place in the sequence of play where naval units move occurs when they return to base withdrawing from a naval combat where they took damage.


Page 9:
3rd paragraph, you say :
Both sides, phasing side first, move air units into the sea area.

I would say :
Both sides, phasing side first, react air units into the sea area.

I thought I had found a spelling error yesterday, but I can't find it anymore now [:D].
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RE: Sequence of Play Tutorial - #10

Post by Shannon V. OKeets »

ORIGINAL: Froonp

Page 8:

Last paragraph, you say :
The second place in the sequence of play where naval units move occurs when they return to base following an unsuccessful naval combat.

I would say :
The second place in the sequence of play where naval units move occurs when they return to base withdrawing from a naval combat where they took damage.


Page 9:
3rd paragraph, you say :
Both sides, phasing side first, move air units into the sea area.

I would say :
Both sides, phasing side first, react air units into the sea area.

I thought I had found a spelling error yesterday, but I can't find it anymore now [:D].
Naval units can withdraw from a combat even if none of them was damaged. I could take out the word 'unsuccessful'(?).

React is not quite correct English here for what is happening. Move (or fly) is ok. To make the statement more precise would get into a lot of details, and those are being glossed over everywhere in these writeups about the sequence of play.
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RE: Sequence of Play Tutorial - #10

Post by Froonp »

ORIGINAL: Shannon V. OKeets
Naval units can withdraw from a combat even if none of them was damaged. I could take out the word 'unsuccessful'(?).
I was assuming that you talked about the units quitting combat after havin suffered damage or abort results, not those aborting the sea area after the combat after the decision of their side to completely flee the sea area.
React is not quite correct English here for what is happening. Move (or fly) is ok. To make the statement more precise would get into a lot of details, and those are being glossed over everywhere in these writeups about the sequence of play.
It is not quite correct English, but it is fully correct WiF FE vocabulary, that is often seen in game reports. It convey better the emergency feeling of air units rushing to help their side (half range) when patrol becomes action.
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RE: Sequence of Play Tutorial - #10

Post by Shannon V. OKeets »

ORIGINAL: Froonp
ORIGINAL: Shannon V. OKeets
Naval units can withdraw from a combat even if none of them was damaged. I could take out the word 'unsuccessful'(?).
I was assuming that you talked about the units quitting combat after havin suffered damage or abort results, not those aborting the sea area after the combat after the decision of their side to completely flee the sea area.
React is not quite correct English here for what is happening. Move (or fly) is ok. To make the statement more precise would get into a lot of details, and those are being glossed over everywhere in these writeups about the sequence of play.
It is not quite correct English, but it is fully correct WiF FE vocabulary, that is often seen in game reports. It convey better the emergency feeling of air units rushing to help their side (half range) when patrol becomes action.
Well, what is happening is that the players are hurrying air units to a sea area under attack to support/reinforce units that are already there. To say that would take a lot of room (very little available) and raise even more questions.
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RE: Sequence of Play Tutorial - #10

Post by Froonp »

Yes, and I thought that "reacted" carried this meaning more than "moved".
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RE: Sequence of Play Tutorial - #10

Post by Shannon V. OKeets »

A couple new pages for this, the longest tutorial.

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RE: Sequence of Play Tutorial - #10

Post by Shannon V. OKeets »

2nd and last in series.

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RE: Sequence of Play Tutorial - #10

Post by lomyrin »

On the claims of E Poland and the Baltic States CWiF makes the claims during the DoW phase of an impulse, before the units can move into the area.
 
There are also alignment actions that are taken before a unit can enter the area in question.
 
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RE: Sequence of Play Tutorial - #10

Post by Froonp »

ORIGINAL: Shannon V. OKeets
A couple new pages for this, the longest tutorial.
About page 12, last paragraph.
You say that :
"Overun naval units either do a forced rebase, are destroyed or are captured. It dosen't matter whether they are organized or not".

Wereas RAW is :

*********************************************
11.11.6 Overruns
Overrunning naval units
"If a land unit from the other side moves into a port containing any of your naval units, they must rebase. Before they do, roll for each face-down or surprised naval unit there."
*********************************************

So being organized or not matter, because if the naval unit is organized and not surprised, it only risks a forced rebase. It does not risks destruction or capture. Only surprised or face down (dizorganized) naval units risk this.
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RE: Sequence of Play Tutorial - #10

Post by Shannon V. OKeets »

ORIGINAL: Froonp
ORIGINAL: Shannon V. OKeets
A couple new pages for this, the longest tutorial.
About page 12, last paragraph.
You say that :
"Overun naval units either do a forced rebase, are destroyed or are captured. It dosen't matter whether they are organized or not".

Wereas RAW is :

*********************************************
11.11.6 Overruns
Overrunning naval units
"If a land unit from the other side moves into a port containing any of your naval units, they must rebase. Before they do, roll for each face-down or surprised naval unit there."
*********************************************

So being organized or not matter, because if the naval unit is organized and not surprised, it only risks a forced rebase. It does not risks destruction or capture. Only surprised or face down (dizorganized) naval units risk this.
I'll correct this.
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RE: Sequence of Play Tutorial - #10

Post by Mziln »

ORIGINAL: lomyrin

On the claims of E Poland and the Baltic States CWiF makes the claims during the DoW phase of an impulse, before the units can move into the area.

There are also alignment actions that are taken before a unit can enter the area in question.

Lars 

But CWiF was in beta and not finished or the following rules would work as follows:
17. Vichy France

The Axis may be in a position to install a Vichy French government before France is conquered.

17.1 Creation

An Axis major power can choose to install a Vichy Government if one of its in-supply land units occupies Paris in a peace step and France is not conquered. If more than one Axis major power occupies Paris, then Germany has first choice as to whether it wishes to establish a Vichy government.
19.5.1 Eastern Poland

The USSR can exercise its Nazi-Soviet Pact rights to occupy eastern Poland during any Allied land movement step. However, it can onlyexercise those rights if Poland has not been conquered.

You exercise those rights by moving a land unit into any hex of eastern Poland.
19.5.2 Baltic States

The USSR can exercise its Nazi-Soviet Pact rights to occupy the Baltic states (Latvia, Lithuania and Estonia) during any Allied land movement step after it has exercised its rights to eastern Poland. You can only exercise your rights over those states that are neutral.

You exercise those rights by moving a land unit into any hex of the Baltic States.
Once you exercise those rights, the Baltic States are considered immediately conquered by the Soviet Union (without the Baltic States being aligned or its units set up).
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RE: Sequence of Play Tutorial - #10

Post by Shannon V. OKeets »

ORIGINAL: Mziln
ORIGINAL: lomyrin

On the claims of E Poland and the Baltic States CWiF makes the claims during the DoW phase of an impulse, before the units can move into the area.

There are also alignment actions that are taken before a unit can enter the area in question.

Lars 

But CWiF was in beta and not finished or the following rules would work as follows:
17. Vichy France

The Axis may be in a position to install a Vichy French government before France is conquered.

17.1 Creation

An Axis major power can choose to install a Vichy Government if one of its in-supply land units occupies Paris in a peace step and France is not conquered. If more than one Axis major power occupies Paris, then Germany has first choice as to whether it wishes to establish a Vichy government.
19.5.1 Eastern Poland

The USSR can exercise its Nazi-Soviet Pact rights to occupy eastern Poland during any Allied land movement step. However, it can onlyexercise those rights if Poland has not been conquered.

You exercise those rights by moving a land unit into any hex of eastern Poland.
19.5.2 Baltic States

The USSR can exercise its Nazi-Soviet Pact rights to occupy the Baltic states (Latvia, Lithuania and Estonia) during any Allied land movement step after it has exercised its rights to eastern Poland. You can only exercise your rights over those states that are neutral.

You exercise those rights by moving a land unit into any hex of the Baltic States.
Once you exercise those rights, the Baltic States are considered immediately conquered by the Soviet Union (without the Baltic States being aligned or its units set up).
Yes, exactly.
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