A.M.S.
ASOCIACIÓN
MADRILEÑA DE SIMULACIÓN
Versión
en español
World in Flames is one of the most
popular games in our club. We've enjoyed it for many years and
several versions from 4.0 to Final (?) Edition, and always thought that
it was the best and the last one. A few months later we heard of the new
version release to our astonishment and rushed wildly to the nearest store
where we purchased it and found it bigger and better, although the new
set of rules was a real drawback. Right now we're using the latest (until
further notice) set of rules. And we´ve
got the rules and a list of units from the latest ADG WiF module "LEADERS
IN FLAMES". Download and try them ASAP. On the other side Harry Rowland,
the game designer, answers any question you have in mind if you post it
in the WIF list, and you can download every question
answered by Harry since January. Don't be shy!
I've read some bizarre questions and commentaries posted on the list and
yours will be well received. There are many excellent WiF players reading
the list and you'll get an answer or a lot of them maybe. Apart from the
list mail us and tell us your stories about WiF. Tell us about your 12-5
armour being crushed by that weak russian stack when you rolled a "1" on
that 3:1, or when you invaded Malta with your Mar Div and the CW
player started crying on your shoulder, or that amazing game where the
Axis sweeped all over the world and was about to invade the US. Anything
will go , and if we get enough of those stories we'll post it in
this very page of yours. For the time being all you can read here is:
AMS's 10 key points
about WiF
1. The Italian player plays a pivotal role.
Although despised by many, a skillful italian player can garrison Europe
for the germans, he can be a real nightmare for the CW in the desert and
above all he can torpedo allied convoys and morale. Wherever a german U
boote fails, there's an italian somergibile to clear the seas of allied
vessels. You can also use italian HQs to deliver spaghetti to any hungry
german soldier fighting the soviets.
2. Essex class CV's are unsinkable. No
matter who tries, this CV class evades all kinds of attack. Of course,
you can put two "X" on any ship sinking it for sure, but in any other case
they'll survive although damaged. On the contrary, any US ship is an easy
prey for the axis player, who will send it to explore the bottom of the
seas.
3. Any Japanese divison on a SCS means "clear
and present danger". Swift, cheap, deadly and above all facing virtually
no resistance. Any sea zone in the Pacific and Indian oceans is within
reach. Watch carefully for this dangerous units!
4.The BEF is almost untouchable. As long
as it stays by the sea with that powerful english fleet in support, the
BEF can sit and watch the inevitable fall of the french army. Actually
the german army is very busy trying to reach Paris to care for the coast,
but if it tries the BEF is a tough nut to crack.
5. US leaders are only interested in the fate
of european minors. Any Axis action can advance the US Entry Chart
in theory. In the real WiF world it's almost impossible that important
actions like Germany DoW on the USSR advance it. But any minor event can
be decisive for the US to enter the war. Maybe Goebbels controls US newspapers
and radios with news like "June 22, 1941, Berlin. It's holiday time for
the german army and every unit is marching to their summer camps in the
USSR. Stalin, delighted, sends to Germany several millions of unarmed soldiers
in exchange. Both countries exultant with joy"
6. The Berlin militia lives a charmed life.
OK, 7-2 and white print but, how does it manage to survive any attack lower
than 10:1 ( 7:1 blitz) odds? A pact with the devil? Is Sven Hassel involved?
Just incredibly lucky? Stay tuned.
7. Any fighter with an air to air rating lower
than 4 is flown by an ace. That I-16,
Cadillac of the russian skies ( 3 a2a), that CR-32, that Nimrod CVP (0
a2a), are the real skymasters. Even if they fight in +3/-3 or worse, those
aces manage to finish off the enemy although they are usually shot
in the process. Our record: the 0 a2a Nimrod who shot down two italian
5 a2a planes and came back to fight another day. We saw it coming down
in flames next day after finishing another Sparviero.
8. Para units are extremely short lived.
But live an intense one. By the way, have you tried to use the chinese
para? No? I did and they died among the laughs of the japanese.
9. Most attacks backed by an OC end in disaster.
You've kept it for the right moment. You used your best HQ. Your troops
were ready and the situation was decisive. But you rolled low on every
attack and your plans came tumbling down. The enemy counterattacked and
you get a bloody nose. You weep and ask why you, but get no answer
and the war goes on.
10. The "Comandante Andrés" factor.
Every time Andrés rolls the weather anything can happen, but as
a rule of thumb he makes "Minesottan" summer turns not longer than 3 impulses
and shiny winter ones. And if he can finish the turn with a 1 he does.
I hate him.
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