Transcription of WORLD IN FLAMES: Final Rules 1 - manlig.org
1 WORLD in Flames (WiF) Final Edition Rules v. 7m (Aug 2004) 9 januari 2005 WORLD IN FLAMES: Final Rules 1 WORLD in Flames (WiF) Final Edition Rules v. 7m 9 januari 2005 2 WORLD IN FLAMES: Final Rules WORLD in Flames ( WiF ) and all its components and kits, in both its electronic and printed forms, is Copyright 1985 ~ 2004, Australian Design Group. Permission is hereby granted to copy these Rules electronically for your personal use only, provided that they are copied in their entirety (including this message). Any deletion or alteration or on-selling, without the express written permission of Australian Design Group, is a violation of domestic and international copyright law. Dedicated to the memory of: Dr. Peter Browne Rowland 5 April 1929 ~ 25 June 1996 Loving father, partner and friend * * * * * * Dedicated also to the memory of: Harry Pinder 1901~1996 Barbara May Cambridge 1909~1996 Frances Amina Gleghorn 1905~1996 Rest in Peace Table of Contents 1.
2 Introduction 3 Rules 3 Scale 3 Markers 3 2. General concepts 3 Terrain 3 Zones of control 5 Stacking 5 Supply 6 Control 7 Fractions 8 Dice 8 Range 8 3. The Turn 9 Sequence of play 9 4. Reinforcement Stage 9 Force pool changes 9 Reinforcements 9 5. Lending Stage 10 Trade agreements 10 6. Initiative Stage 11 Determining initiative 11 Effect of Initiative 11 7.
3 The Action Stage 11 8. Weather 12 Weather zones 12 Weather effects 12 9. Declaring war 13 Neutral major powers 13 How to declare war 13 Compulsory declarations 13 US entry 13 Neutrality pacts 14 Calling out the reserves 15 Controlling new minors 15 Aligning minors 15 Multiple states of war 15 Japanese occupation 16 10. Choosing Actions 16 Action types 16 Activity limits 16 11. Implementing actions 16 Passing 16 Port attack 16 Naval air missions 17 Naval movement 17 Naval combat 20 Opponent s naval combat 24 Strategic bombardment 24 Carpet bombing (option 32)25 Ground strike 25 Rail movement 26 Land movement 26 Air transport 28 Debarking land units 28 Invasions 28 Paradrops 29 Land combat 30 Aircraft rebases 33 Reorganisation 33 12.
4 Last impulse test 34 13. End of Turn Stage 34 Partisans (option 46) 34 Entry markers 35 US entry 35 Return to base 38 Final reorganisation step 39 Production 39 Peace 43 Victory check 45 14. Aircraft 46 Aircraft movement 46 Aircraft missions 46 Air-to-air combat 47 CV units 49 Terrain 50 Pilots (PiF option 28) 50 Flying bombs (PiF option 59) 51 Kamikazes (option 60) 51 15. Surprise 51 Surprise effects 51 16. Offensive chits (option 61) 52 Air action 52 Naval action 52 Land action 52 Combined action 52 Reorganise HQs 52 17.
5 Vichy France 52 Creation 52 Determine control 53 Units 53 Running Vichy France 53 Combat with Vichy 54 Running Free France 54 18. Co-operation 54 Who can co-operate 54 Not co-operating 55 Co-operating 55 19. Minor countries 55 Neutral minor countries 55 Entering the war 55 Who can enter the minor 56 Minor country units 56 The Nazi-Soviet pact 56 Soviet border rectification 57 Axis minor countries 58 Allied minor countries 58 Netherlands East Indies 58 Austria & East Prussia 58 French African minors 59 The Ukraine (option 62) 59 MIL units 59 20.
6 Chinese communists 59 21. Stilwell 59 22. Optional Rules 59 Intelligence (option 63) 59 Factory destruction & construction (option 30) 60 Japanese command conflict (option 64) 61 Optional units 61 23. Index & Glossary 68 2die 10 table N/A WORLD in Flames (WiF) Final Edition Rules v. 7m (Aug 2004) 9 januari 2005 WORLD IN FLAMES: Final Rules 3 We may be destroyed but, if we are, we shall drag a WORLD with us - A WORLD in Flames Adolf Hitler, 1932 1. Introduction WORLD in Flames ( WiF ) is Australian Design Group s strategic level game of the Second WORLD War. Up to six players will manage the economies and conduct the military operations of the major nations involved in that conflict, either as a member of the Axis (Germany, Italy and Japan) or as one of the Allies (China, the Commonwealth, France, the USSR and the USA).
7 We intend this edition of the game to be the Final edition. It comes as one of five products: WORLD in Flames Rules Set; WORLD in Flames Classic game; WORLD in Flames Starter Kit; WORLD in Flames Deluxe game; and WORLD in Flames Super Deluxe game set. The WORLD in Flames Rules Set consists of: this rule book (incl. 2 x A4 builds charts); WiF Scenario book; 1 production circle; and 1 x A3 (420 x 294mm) full-colour game chart. The WORLD in Flames Classic game consists of: The WORLD in Flames Rule Set; 1 additional A3 full-colour game chart; 4 large (574 x 820mm) full-colour maps covering most of the WORLD (West Europe & Africa, East Europe & the middle east, Asia and the Pacific); 1 x A3 full-colour minimap of America; 1400 counters representing all the armies, navies and air forces of WORLD War II (counter sheets 1-6 and 2 ten-sided dice.)
8 The WORLD in Flames Starter Kit consists of everything contained in the WORLD in Flames Classic game except the box and dice. The WORLD in Flames Deluxe game consists of: The WORLD in Flames Classic components; 1 additional A3 full-colour game chart; an Africa map & 200 counters ~ CS 14 (from Africa Aflame); a Scandinavian map & 200 counters ~ CS 15 (from Asia Aflame); 600 aircraft counters ~ CS 7-9 (from Planes in Flames); 1000 naval counters ~ CS 18-22 and a task force display (from Ships in Flames); and 200 land counters ~ CS 23 (from Mech in Flames); for a total of 7 maps and 3600 counters! The WORLD in Flames Super Deluxe game set consists of a: WORLD in Flames Deluxe game; America in Flames game; Days of Decision game; Patton in Flames game; Carrier Planes in Flames kit; Convoys in Flames kit; Cruisers in Flames kit; and 1 year s subscription to Lines of Communication Rules We have arranged these Rules in sequence-of-play order.
9 Optional Rules are generally in the same place as the standard rule they modify. They are separated from the standard Rules by being framed in grey. All optional Rules are exactly that and each option can be played in part or full provided all players agree. To play this game, you should decide on what Rules variants you want to play with (using the Optional Rules Manifest on the back of the Production Circle will make this easier) choose a scenario (see 24, scenario information), and follow the set-up instructions there. Scale Units A land unit represents an army or corps (optional division units represent smaller units, see and ). A naval unit represents a squadron of 4 to 6 destroyers attached to either 1 aircraft carrier, 2 battleships or battle cruisers, or 4 heavy or light cruisers.
10 If playing with the Ships in Flames counters, a naval unit represents only 1 aircraft carrier, battleship, or heavy cruiser in addition to the destroyers. If playing with the Cruisers in Flames counters, each light cruiser is also represented. An aircraft unit represents 250 aircraft in 1939 gradually increasing to 500 aircraft by 1945. Each counter consists of a variety of types, but with the predominant aircraft being that depicted on the counter. Not all of them would be flying in each mission. You are limited by the number of units included in the game except for convoy points which can be freely broken down or combined, as long as the total points remain the same. Time Each game turn is two months.