Playthrough/AAR World in Flames Global War 1939-1945 Scenario Ep.

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  • Опубликовано: 12 янв 2025

Комментарии • 11

  • @todd636
    @todd636 4 года назад +3

    Hope I'm not stepping on any toes here, but ADG is having a winter sale on WiF products. The deluxe version was $218 INCLUDING shipping to the USA.

  • @rickchollett
    @rickchollett Год назад

    I'm watching these while my copy is on the way!

  • @craigcromwell1516
    @craigcromwell1516 2 года назад

    Hello, l have a learning question. why didnt the Japanese land unit debark into Truk this turn? Can units not embark & debark in the same turn? thx

    • @thetabletopsedge
      @thetabletopsedge  2 года назад +1

      The easiest answer is that it may have been a simple oversight on my part. it wouldn't be the first time something minor has slipped past me.
      It could also have to do with action limits. If Japan did a Naval Impulse, then there are no land moves allowed. Debarkation is considered a land move (but embarkation is not). If Japan did a Combined Impulse, then there may not have been enough Land Moves available for the unit to debark.
      There is nothing in the rules that prevents a unit from embarking at the beginning of the Naval Movement Step of a turn, and then debarking during the Debark Land Units Step later in that same impulse. However, to do so would require that a Combined Impulse type was chosen, since debarking is considered a land move. However, if the TRS sails from its origin port and ends its move in another port, the cargo is considered automatically debarked. This then means the TRS is turned face down, and thus cannot RTB in a later impulse or at the end of the turn because it is already in a port. However, if you really need the land or air unit in that new location NOW, then having the TTS "stuck" in the port may be worth it.

  • @frankbarlow6487
    @frankbarlow6487 2 года назад

    I am pretty sure that Garrison Divs may only be moved by a TRS or an AMPH. Only Infantry and Marine DIVS may be moved on cruisers and destroyers. I thought you were not using the optional to allow that type of transport (you used a Japanese TRS to pick up a marine div in south China.)

    • @thetabletopsedge
      @thetabletopsedge  2 года назад

      I'm definitely using the SCS Transport optional rule (that's one of my group's "standard" options). You are correct about the GAR. That was likely a Ghost of WiF Past (there's bound to be several of those in this AAR/Playthrough). It's a non-motorized infantry type unit, so my group always allowed their transport on SCS. However, rules 11.4.5 and 22.1 both state that they are an exception to the SCS transport of non-motorized infantry types. I think that was one of those little tweaks in WiFCE that takes some time to internalize. 30 years of playing habits can be hard to break sometimes.😁

  • @joshuabolt7800
    @joshuabolt7800 3 года назад

    Hey, quick question about zurprise (I just got the game via vassal till I can get the physical version), if the british did have planes in range to either do CAP or Interception to defend the Belgians, could they have done so? I feel I may be misreading the rules when I started a Vitw scenario and worried they may have actually been able to do that

    • @thetabletopsedge
      @thetabletopsedge  3 года назад

      Look at rule section 15.1 Surprise Effects under "Aircraft Units", specifically the paragraph right above the example, as well as the example itself, and the last paragraph before the "Land Units" section. The German air units ignore ALL CAP and cannot be intercepted if the mission they are flying is exclusively against surprised units. So even though the CW is already at war with Germany and is not surprised, because the German mission is flown against the Belgians only, who are surprised this impulse, the CW is unable to intervene. The example of the Italian DoW on France is a good one because it covers a rather complicated situation. The end of the section states that aircraft (from ANY major power) cannot fly ground support missions to a hex where the only land units are surprised units, nor any naval air interception mission to a sea area where the only friendly units there are either neutral or surprised.
      So your interpretation sounds correct and you did play it the right way. When a country (either minor or major) is surprised, it is on its own for that first impulse.

  • @pm71241
    @pm71241 4 года назад

    Belgium could set up one of the corp in 1334 where it can't be attacked on the surprise impulse.
    Of course... in this case that would have meant that all the Germans would end faceup after taking Brussels.

    • @thetabletopsedge
      @thetabletopsedge  4 года назад

      Yes, good point. As you will see, the decisions and strategies used in the playthrough are not claiming to be "optimal". Rather, I am hoping to show players (both new and old) how a typical game unfolds, with various mistakes made on both sides. It is hopefully providing some food for thought and sparking some ideas in the viewers for how they could have handled the situation differently (or better). The map and force pool changes in the Collector's Edition may seem subtle at first glance, but it's very clear that if one tries to play CE with the same strategies and tactics they used in FE, they will regret it.

    • @pm71241
      @pm71241 4 года назад

      @@thetabletopsedge At least with the same tactics - yes.
      Btw... beware of the small subtle communications lines in Africa :)