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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