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Subject: Dif 2.0 rss

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Henning Afzelius
Denmark
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Full Wif game with me as the USSR player.

Some of the houserules:

No gearing (all powers can build freely in any given turn)

No random pick of build units (Yes this means ALL units are taken by the building power from the forcepool, NO chance in unit draw)

No build points about 3 BP can be saved from turn to turn

USSR/Ge war can start any turn from 1943 J/F if just one of the USSR/Ge makes a Dow.

No pilots.

New subs, making the old super subs units enter the game in 1942-1943 instead of in 1939-1941

Finnish units can not enter any hex more that 2 hexes away from Finlands start border.

THE GAME BEGINS

S/O fine weather
Axis impuls
GE Dow Po (1 US chit).Strong Ge army and air forces face Poland and Lodz falls to a 7-1 roll 1 .
Japan moves agains China and attacks both in the north and south. The northern attack on the city in front of Si-An roll 6 on 3-1 getting 1S taking the city (no US chit) cry and the southern attack 4-1 roll 2 getting 2/1 killing a Ja mar corps devil .

Allied impuls
Allied Dow Ge (-1 chit)
Fr land reflip reserves and move into position. USSR moves forces to the far east. Cw sail around the world.

Axis impuls weather roll 2
Warsaw falls to a 5-1 roll 7 cry and all polish ships are sunk. It sail forces to Africa but no Dow.
Ge air and land units redeploy to the west. Ja reflip and move into position.

Allied impuls
Minor forces are moved into position but general the allied powers await the Ge move in the west.
USSR takes east Poland (-1 chit)

Axis impuls weather roll 2 (again!)
Ge bombe Fr production but no attack or Dow. Ja attacks Si-An on 3-2 roll 8, killing a Ch unit .
It moves a few forces but remain silent.

Allied impuls
USSR moves all forces to the far east but no Dow on Japan is made.
Cw and Fr awaits the Axis move.

Axis impuls. Weather roll 2 (the 3th time !!!) gulp yuk
Neatherland is Dow(no US chit shake ) and Amsradam is taken ALL Ne ship escape to join the Cw .
Axis dosent end the turn (need 1) (no US chit)

Allied impuls.
All passes but the CW who lands in Rotterdam making the city a fortress laugh .
Turn ends on a roll of 1 (need 3)

Ge build subs and nav surprise , It saves the BP surprise , Japan builds land units only .
Cw build land units and a amph, USSR build landunits, France mil and a div.

1939 N/D Axis init. Weather roll 5

Axis impuls
With the rain in Neatherlands the Ge attack on Rotterdam is a little tricky but the lack of a strong Cw support in the Northsea make the attack a reality. The Ge attack however roll badly giving the Ge forces 2 losses and the city is still Cw .
It still not in the war moves a little but no subs is sailed.
Japan moves in China and start to move tropps north to counter the USSR forces but they are still not at war.

Allied impuls
USSR moves the last forces to the far east but no Dow on Japan is made.
France sails the fleet to western med. and raid the Baltic sinking a old Ge ship and 2 conv .
Cw reinforces the fleet in Northsea and sail tropps around.

Axis impuls Weather roll 5 (again)
Axis impuls
It Dow France (no US chit gulp shake ) and sail out to combat the frence fleet in westerne med. They find and sinks2 BB and 1 CA for the loss of 1 CA, It div land in Algier between Oran and Algier.
Japan makes an attack in the south of china killing a Ch gar. More Ja forces moves north to the USSR.

Allied impuls.
Allied sail around and some forces is move to better positions but not much happen. A Cw corps is sailed into Algier to protect the city from axis units .
The Allied end the turn on a roll of 1 (need 1) surprise

Fr fleet returns to Oran with the Senegal mil to block axis moves towards Marocco.
Ge builds sub and airunits , It build nav, Ja landunits.

1940 Axis impuls weather roll 3

Ge inf and It HQ land in algier. It mech unit takes Tunis . Ge attacks the Cw forces in Rotterdam on a 2-1 attack that is made to 1-2 after a lucky CW aircombat, rolling 2/1 result killing the Ge eng div devil .
Japan rails HQ to the North no attacks.

Allied impuls.
The French fleet sail into west med to combat the Italy ships and transporters, a strong Cw fleet is combining with it to prevent Ge airunits from helping the It but poor search rolls and aircombat see the Fr CV sunk blush cry and some other Fr ships aborted from the combat, however some BB remain to support the mil in Oran after the smoke clears . Fr sub fail to find the It conv in Italy coast and Fr CA fail to find the Ge conv in the Baltic cry .

Axis impuls weather roll 9
With snow in the world the axis powers dosent do much . The It search for the rest of the Fr fleet in west med. But dosent find. Ge Dow Denmark (1 US chit ) taking the contry and 1 old BB, the rest of the danish fleet joins CW
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Wendell
United States
Yellow Springs
Ohio
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Si non potes reperire Berolini in tabula, ludens essetis non WIF.
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Hey, get your stinking cursor off my face! I got nukes, you know.
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Henninga wrote:

Some of the houserules:

No gearing (all powers can build freely in any given turn)

No random pick of build units (Yes this means ALL units are taken by the building power from the forcepool, NO chance in unit draw)

No build points about 3 BP can be saved from turn to turn

USSR/Ge war can start any turn from 1943 J/F if just one of the USSR/Ge makes a Dow.

No pilots.

New subs, making the old super subs units enter the game in 1942-1943 instead of in 1939-1941

Finnish units can not enter any hex more that 2 hexes away from Finlands start border.



I don't understand the bit about "no build points", can you explain?

Being able to pick whatever you want during production is pretty powerful.

I like the Finnish rule, I think WIF lets the Axis use the Finns far too much.
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Henning Afzelius
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No build points about 3 BP can be saved from turn to turn

If a power dosent build units or off points, the normal rule is that BP can be saved from turn to turn. Mostly used in N/D turns to get a large pool of BP to the J/F turn where new units are added to the forcepool.
With this rule you can save at most 3 BP, if you have more BP than 3 you dosent build, for they are LOST. You can save 1,2 or 3 BP as normal.

The US could build a few ships but save a lot of BP i 1939-1941, having massive BP to CV build and landunits build in late 1941 start 1942, now the US has to use the BP in 1939-1941 (I know US build the CV but apart for that, it is an option not to build units in 1939-1940 where US units are bad)

The rule about picking units IS powerfull but it saves a lot of time in the build fase and scrapping is not needed.

It is the first game with the finnish rule, most of our games sees the finnish beeing move far away, creating very strange situations. This rule is now tryed. We will see what happen.

Hope this clear things up
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