World in Flames: Collector's Edition Living Campaign & Players' Notes 4 Sep 2020
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Historical VP Objectives Chart ................................................... 94 World in Flames: Collector’s edition Terrain Effects Chart ................................................................... 95 Living Campaign & Players’ Notes 24. Campaign Information 4 Sep 2020 If you’ve read all the rules so far, congratulations. That’s a MAJOR achievement in anyone’s book. Well now you probably want to play World in Flames (“WiF”) and all its components and kits, in both its a game. This is the right place. Here we explain how to sort out the electronic and printed forms, is Copyright © 1985 ~ 2020, Australian counters, how to lay out the maps and how to set up your units to start Design Group. playing. Changes to the printed notes are highlighted in red. 24.1 Set up Permission is hereby granted to copy these rules electronically for your personal use only, provided that they are copied in their entirety 24.1.1 Which game? (including this message). Any deletion or alteration or on-selling, Your first step is to choose which of the 22 campaigns available you without the express written permission of Australian Design Group, would like to play. If this is your first game of World in Flames you is a violation of domestic and international copyright law. should try the short Victory in the West (see 24.2.1) or Barbarossa (see 24.2.2) campaigns. They will give you a good introduction to the game’s land and air systems. Barbarossa is also a good campaign for 24 Campaign Information ........................................... 2 competition play. Next, give Guadalcanal a go (see 24.2.3). This gets 24.1 Set up .............................................................................. 2 you right into the naval system. Most people think this is the hardest 24.1.1 Which game? ............................................................... 2 part of the game to master. 24.1.2 Which side? ................................................................. 2 After you’ve run through those campaigns you can pick any of the 24.1.3 Laying out the maps .................................................... 3 others for a full campaign. There are 2 longer campaigns that still only use 1 map (plus the USA mini-map), Fortress Europa (see 24.2.4) and 24.1.4 Cutting out the counters .............................................. 3 Battle of the Titans (see 24.2.5). There are also four 2 map campaigns 24.1.5 Sorting out the counters ............................................... 3 (see 24.3). All of these campaigns are great if you have only limited 24.1.6 Setting up .................................................................... 4 space available or if you want a quicker game with only a few players. 24.2 One map campaigns ....................................................... 6 Some players like them because they want to play just the Pacific war 24.2.1 Victory in the West: May/Jun 1940~Jan/Feb 1941 ...... 6 or just the war in Europe. 24.2.2 Barbarossa: May/Jun 1941~Jan/Feb 1942 .................. 7 The 7 full-map campaigns are when you are up for a top gaming 24.2.3 Guadalcanal: May/Jun 1942 ~ Jan/Feb 1943 .............. 9 session. They all have the same end point (July/August 1945) but 24.2.4 Fortress Europa: Nov/Dec 1940 ~ May/Jun 1945 .... 11 different starting points. Most likely you will end up playing the 24.2.5 Battle of The Titans: May/Jun 1941 ~ Mar/Apr 1945 12 1939~1945 Global War campaign game (see 24.4.7) most of the time. But please, don’t ignore the other campaigns. Each of them presents 24.3 Two map campaigns ..................................................... 14 an interesting situation that may not occur in your full-length games. 24.3.1 Fascist Tide: Sep/Oct 1939 ....................................... 14 Finally, if you have one of the other games in the World in Flames 24.3.2 Day of Infamy: Nov/Dec 1941 ................................... 15 series, we have included 6 more campaigns from Days of Decision, 24.3.3 Mare Nostrum: Jul/Aug 1940 ~ May/Jun 1944 ......... 15 America in Flames and Patton in Flames which includes the mega 24.3.4 Rising Sun: Jul/Aug 1937 ~ Jul/Aug 1945................. 15 campaign of all mega campaigns, the 66 turn Days of Decision 24.4 Four map campaigns .................................................... 21 campaign that takes you from 1936 to 1946, World in Flames with 24.4.1 Missed the Bus: Jul/Aug 1940 ................................... 22 the lot. 24.4.2 Lebensraum: May/Jun 1941 ...................................... 22 Next, you must decide what options to play. The Optional rules 24.4.3 Waking Giant: Nov/Dec 1941 ................................... 25 manifest on page 95 of the Rule Book includes check-boxes so that 24.4.4 Brute Force: May/Jun 1942 ...................................... 28 you can keep track of the options you have decided to play (you can 24.4.5 Darkness before the Dawn: Jul/Aug 1943 ................. 29 photocopy the manifest to keep track of your optional rules, game by game). 24.4.6 Decline and Fall: May/Jun 1944 ............................... 33 24.4.7 Global War: Sep/Oct 1939 ........................................ 35 24.1.2 Which side? 24.5 World in Flames series campaigns ............................... 46 Next, work out who’s on which side. 24.5.1 Days of Decision: Jan/Feb 1936 ~ Nov/Dec 1946 ..... 46 The 5 one-map campaigns and Mare Nostrum (see 24.3.3) are 24.5.2 Operation Star Spangled Banner (AiF): Jan/Feb 47 . 47 essentially 2 player games. For the other World in Flames 24.5.3 America in Flames: May/Jun 1945 ~ ? ...................... 47 campaigns, we recommend these major power groupings if you have 24.5.4 Patton in Flames (WW III in Europe): 1948~1953 ... 49 more than 2 players: 24.5.5 Eagle vs the Bear (PatiF World): 1945~1948 ........... 49 Recommended major power groups 24.5.6 Defcon 1 (PatiF World): 1948~1953 ........................ 51 4 Maps Fascist Tide Day of Infamy & 25 General Players’ and Designers’ Notes ................ 53 Rising Sun 25.1 Players’ notes ............................................................... 53 Three players 25.2 Designers’ notes ........................................................... 58 Germany, Italy & Japan Germany & Italy Japan 26 Bibliography........................................................... 61 China & USSR France & USSR China, CW & USSR 27 Credits .................................................................... 62 CW, France & USA CW & USA France & USA Four players 28 Unit costs and characteristics chart ..................... 64 Germany Germany Japan 29 World order of Battle ............................................ 65 Italy & Japan Italy France & USA 30 Set ups ..................................................................... 66 China & USSR France & USSR China & USSR Game VP Objectives Chart ......................................................... 93 CW, France & USA CW & USA CW This leaves me with Japan and Italy for a total of -2 (5+1-8). If I can Five players survive until the end of the game I have a shot at winning. Germany Germany Record your bid on the builds charts. Your modified bid will be subtracted from your objective total at the end of the game (see 13.9). Italy & Japan Italy Not Historically, each major power controlled the following objectives by China & USSR USSR Recommended the end of Jul/Aug 1945: France & USA France & USA European maps (33 in total): Commonwealth ~11, France~4, CW CW USA~3 & USSR~15; Six players Pacific & Asia maps (29): China ~ 2, Commonwealth ~ 8, France ~ Germany 1, Japan ~ 10, USA ~ 5 and USSR ~ 3; Italy America map (8): Commonwealth ~ 2 and the USA ~ 6; Japan Not Not Total (70): Commonwealth ~ 21, USA ~ 14, USSR ~ 18, Japan ~ 10, China & USSR Recommended Recommended France ~ 5, China ~ 2, and Germany & Italy ~ 0. France & USA Be aware that the Allies followed an anti-German strategy so Germany (at 0) is probably under-rated and Japan over-rated. CW The victory conditions for all other campaigns is specified in their For America in Flames and Patton in Flames please check those respective campaign notes. setups for the recommended number of players for each campaign. 24.1.3 Laying out the maps Bidding Next, lay out the maps left to right; West Europe, East Europe, Asia Bid for control of major power groups. Each bid represents the & the Pacific. Some campaigns only use 2 maps. The specific number of objectives more or less than your expected total you believe campaign information below tells you which maps you need. you will control at the end of the game. A bid must be a whole number of -20 or greater. <insert graphic of maps> Bidding is auction style ~ you can bid any number of times. The eventual highest bidder chooses any of the major power groups and takes no further part in the bidding. Lay the USA mini-map to either the left of the Western Europe map The remaining players go through another round of bidding, again or the right of the Pacific map. starting at -20. The new highest bidder chooses one of the remaining AiF option 1: Lay out the American maps instead of the US mini- major power groups. The bidding continues until there is only 1 player map anywhere space allows. left. That player gets the last group for 0 minus the total of the other AfA option 1: Lay out the Africa map in all campaigns that include players’ unmodified bids. the 2 European maps. It fits below the European maps but can go Each player’s modified bid is calculated at game end, and equals their anywhere if you haven’t got enough space on one table. bid plus their currently controlled major power’s (which may change AsA option 1: Lay out the Scandinavian map in all campaigns that during the game - see 13.7.5) expected total. This table shows the include the 2 European maps. It fits above the European maps, but expected totals of objectives for each major power at the end of the you can put it anywhere space allows. campaign: 24.1.4 Cutting out the counters Major Days of Other Fascist Day of Infamy Power Decision 4~Map Tide & Rising Sun Next, pop out the counters provided with the game.