Sorry for the delay in the last reply Stanley. I’m new at this site and to post replies i have to do so as a customer and I forgot to approve my own comment (whoopsie!).
We are looking at getting an app to allow a much better method of forum discussion and will hopefully implement that soon. I will also pop the current World in Flames FAQ on the downloads section of our website which should answer many questions.
I’m Harry Rowland and I approve this message.
yep thats right, you can reship saved oil and build points in future production turns as if fresh produced.
I think we are doing this right, but a new player wants confirmation(sorry about the length of backstory):
Germany and Italy are at war with the USSR and Commonweath, Italy controls Egypt, Palestine, Jordan and has aligned Iraq. Germany has conquered Saudi Arabia and Greece and occupies the Persian oil fields. USSR has conquered Persia but only retains control of Teheran and the rail north. Syria is Vichy, Turkey is neutral. Italy has 5 tankers and 2 convoy points in the eastern Med, and 3 Tankers in the Persian Gulf. The Arabian sea is CW controlled.
The 3 oil connected to the rail net can go to Tel Aviv and by sea to Greece. The other oil resources are the point of the question:
One resource can be shipped to Iraq and by rail through Turkey to Germany. The other 2 are shipped to Tel Aviv and stocked on the map because they cannot be moved by sea again in the same impulse. On a future production phase, can the on-map oil resources:
be shipped to Germany by tanker.
only be moved by transport (air or naval) as they have already moved once by sea.
Thank You in advance for the clarification!
In answer to your questions, all cities are based on city size and Tobruk is the only city on the map with less than 100,000 people due to its unique status as a desert fortress that held out for months. Brest-Litovsk held out a week, cost 8000 casualties and didn’t hold up the German advance by a single day.
Nope the maps haven’t shrunk, the number of hexes have increased dramatically. Currently World in Flames has a total of around 6000+ hexes. the collector’s edition adds another 500, an 8% increase in battleable area. The reason the maps look smaller is because we have added 1 or two columns of hexes to every map as well as an additional row to the north of the asia map and a whole bunch of new off-map hexes that allows a much more interesting campaign in Africa, Scanidinavia and Siberia.
the biggest beneficiary is the East African campaign which can now be fought completely on map (which is the raison d’etre of the African map) and Russia where the old 20 hex wide front from Leningrad to Rostov is all of a sudden 22 hexes, a 10% increase in front that you need to cover with the same troops. This leads to a much more porous and fluid front and the player who can manouver best will win Barbarossa.
The resource hasn’t gone from the Phillipines its peeping out from behind thePacific map. the maps I scanned haven’t been cropped at the printers yet so the resource is still in its usual place.
tThere are 3 beer mugs, one for each of the wifcons, Lansing Michigan for US wifcon (on now), Hofgeismar for Eurowifcon (starting 7 October) and Mollymook NSW for Ozwifcon. Each of these cons this year have printed out the maps for their conventions and at least at Ozwifcon, the winner of each table got to keep their maps. These are a VERY strictly limited set of maps, and the beer mugs will be removed in the published version of the game.
Now I’d better get back to it so I too can play at Eurowifcon this year and win those beer mugs.
What happened to Brest-Litovsk? That was a key roadblock against the Axis onslaught.
The map seems to have shrunk, are we returning to a map size closer to the pre-final edition WIF maps?
This is particularly evident in Belgium where it is really difficult to get through without also taking on the Netherlands
Besserabia has grown, adding another Hero city but Kiev is closer to Romania. The crossing arrows into Crimea make forting up there really questionable. Persia has shrunk, making an end run around an occupied Teheran much more doable than before. Dnepropetrovsk has opened up to 3 non-river hexes, but one of them is a city with the 3 Ukrainian resources in it.
The Phillipines have lost their resource, that will hurt Japan.
And what is with the beer mugs in Canberra and southern Germany?
thanks for this. The Collector’s edition update is probably the best location but I’ll answer the questions as best i can.
Guderian and all other standard corps from all kits are now included in the WiF8 Classic game. That’s the main reason we have increased the counters from 1400 to 1600. Check out the Collector’s edition update about Divisions and all other units in all other kits.
I’ll pass on your comments about the baltic states to the playtest group for their input.
In my version of the rules Railway integration is only mentioned in 13.6.1. I agree its a gross simplification but check out the sequence of play. it happens after partisans so they can seriously disrupt your railway integration (we don’t actually call it conversion because it applies across the board, not just those times when you have to change the rails. If you wanted to be stricter you could house rule that on the East Europe map you only convert half the distance to represent the greater effort in changing guage. We considered it but in an already complex game this was a rule too far. .
As to Cadres we don’t want to make it too easy to get them when you are outside your home country as its already a hugely attacker oriented option when you play it at all. I don’t agree about the HQs having the equivalent of no factors as HQs only have to be adjacent not actually stacked in the hex. And if you do commit the army’s reserve corps then it should be an all or nothing banzai charge. I think you’re proposed change would be very pro Axis as they are the ones attacking early and I fear that in a game like WiF, too many pro attacker can lead into a cycle of defeat for the Allies.
As to Soviet units in the claimed borders the rules (13.6.3) say
“If claimed, East Poland and the Baltic States also count as USSR home country for this purpose but only if, at the start of this combat, the USSR controls at least one city in the region where the unit is destroyed.”
so no, you still get the bonus build point if the last city falls this combat, but no more after that.
The USSR 0.25 PM bonus is an either or, you get it whichever comes first, but you only get it once.
As to Vichy: there is a thing called vichy LoC that is unofficial and I’ve not played but it covers things like ship losses I believe. Again its a complex game and the vichy rules are the rules i hate most because its the biggest amount of rules on the most smallest amount of game, the peace conditions of one major power in certain circumstances. I want to make the Vichy rules smaller, not bigger.
CLiF: there were no CL to remove from any other kit. Was this just a typo? Dunno, maybe wait till Collector’s SiF and we’ll find out:)
If you have oil or build points on the map, can you pick them up and move them during play using ships, air transports or rail movement? yep they move like any others that are built.
Partisan Garrison value should be -1? No, they have a garrison value of 0, but they reduce the partisan roll by 1, see 13.1.1
Hope that helps, now back to the counters.
Having played WiF since the early ’90s, I have watched the evolution of the game with a lot of interest. The local gaming group, Metro Seattle Gamers has been running games and I am asking some of the questions that have come up with the review of the Collector rules as well as items we would like dealt with in the revamp.
I have not seen any mention of the Gudarian HQ in the new setups, is he again going to be MIA like he was in the Final Edition? This also applies to the misc. units from KiF, FiF, Commandos, or POLiF.
All of the border rectifications are well explained with what happens if the Soviets do not take the action except the Baltic states. It has become standard for the Soviet to ignore them as there is no down side to not choosing to take them. Particularly as Germany faces up to 3 DoW to move through them if they are left neutral. My old gaming group at Penn State allowed Germany to align them if Germany declared war.
Rail conversion in the USSR is way overdue, but the rules are scattered and hard to find. We also disagree with the instant conversion between turns as there were sections of rail that were never converted by the Germans.
Cadre being dependent on a face up HQ just makes for another reason HQs might as well have no combat factors as you cannot use them without suffering exceptional penalties on a failure. Could we have Cadre being allowed to your HQ in range, face up or down?
Soviet units in the claimed borders, are the bonus build points(call them cadres?) lost if the last city falls during that combat phase? We wondered as Vilna is a Polish city that becomes a supply source for the Soviets until the German takes all three cities in Eastern Poland. (Brest-Litovsk, Lvov, & Vilna)
USSR .25 bonus from 1942 on. This bonus vanishes when Germany goes to war and is replaced by the ".25 when at war with Germany" bonus, correct?
Vichy: currently there is no penalty for losing capital ships in combat toward Vichy control of territories. Ditto with the internment of the Bearn. Shouldn’t there be some penalty for combat losses?
CLiF: there were no CL to remove from any other kit. Was this just a typo?
If you have oil or build points on the map, can you pick them up and move them during play using ships, air transports or rail movement?
Partisan Garrison value should be -1?
Sorry about the pent up questions…
Seattle WA, USA
First off apologiess in the long delay in approving these comments I thought that comments would come to my email but they don’t, I have to look at a particular page on the shoppify site. this site is almost as new to me as you but I’m gradually getting the hang of it and so will be more vigilant in future.
As to questions
Paolo – In FiF when you rush you only pay 1 (2 for HQs) extra point to speed it up. So if you are building Mansteina year ahead, he costs 16 rather than 8 as his total cost. You must pay 13 bps immediately (16 total -4 turns to build1) and put Manstein on the 4 box of the city he is being built. Each turn you can spend another build point to move Manstein down a box or 4 (2+2) to move him down 2 boxes.
Carsten – yes indeed that will be the case for all WiF and SiF ships, there will be a setup on every counter to tell you where it sets up in 1939. Furthermore we are including late war and post war ships in SiF so that America in Flames and Patton in Flames can be played with SiF (new scenarios for both these games will be included in the Collector’s edition scenarios book).
Finally thanks James, which is code for me getting back to slaving over a hot countersheet.
Hi Harry, i was just about to order the WIF super deluxe package, to replace my worn out wif final kits. However I now understand, I will need to be patient and wait for the release of the full collecors Edition. Good luck in getting it finished by end of 2016 (i hope)
are the connter sheets in WIF colectors edition like the counters in KAKI with the starting plase of ships on the backside of the counter.
If using FiF amd wishing to build ahead say HQ-A Mainstain, you should have built all armor units (HQ-A, ARM, Mech and (maybe?) the relative divisions) or have them on the factory display with all of them with a FREE counter on. Then RAW 8 say that i can build ahead normal [13.6.5](twice the cost of my choice – only HQ Mainstain in the pool so i chose him). But twice the cost of HQ-A is 16BP (and take 5 turns – rushable…).
How can i put a 16bp HQ on the factory chart?
Did i miss something?
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