Drang Nach Osten: the Initiative and Impulse Tracks



Initiative Track: Three-Sided Initiative

A three-sided WIF game requires a new way of marking initiative and resolving turn end. The initiative problem is easily solved. Each of the three sides will roll a die. Highest die has initiative and must decide whether to move first or last. Second highest die then has the option of going before or after the side with the lowest die. In case of tie die rolls, choice goes to the side which had lower initiative last turn.

Example: The die rolls (after any modifier) are: Axis is a 5, Allies an 8, and the Communists a 5. The Allies have initiative, but decide to move last. The Axis and Communist sides are tied, but last turn the Axis had better initiative than the Communists, so this turn the Communists will win the tie. The Communists decide to move first; the Axis will move second.

Use the usual initiative marker for the Axis only, and find or make a second marker for the Allies and a third marker for the Communists (DODII markers will do nicely.) Each will move along the track separately. Use all five boxes. From left to right the die roll bonus is +2, +1, 0, 0, and 0. As shown on the track, the +2, +1, and the leftmost 0 box will allow a reroll attempt. The rightmost two 0 boxes do not allow a reroll attempt. Move a side's initiative marker to the left by one box if that side had fewer impulses than either (or both) of the other sides. Move a side's marker to the right by one box if it had more impulses than either (or both) of the other sides, or if that side demands a reroll. As usual, if a reroll is demanded, shift over the box before counting any initiative die roll bonus. All three sides must reroll if a reroll is demanded, but only one reroll may occur, regardless of who demands it.

Impulse Track: Turn End Rules

The following is a method developed by Dean Lueke and adapted to a three-sided game. (It could work just as well with a 4, 5, or 15-sided game!) The typical turn length is almost identical to a WIF turn in terms of the numbers of impulses you normally expect to get on a given turn. An advantage here is that players have some sense of when the turn is getting close to ending, although nothing is ever certain.

After each impulse the moving side will roll a number of d10s equal to the circled number on the weather track for the current weather (anywhere from 1 to 4). Total this number, and add it to the previous total (called the "turn end number") after every new impulse is played. You can use the normal initiative track's numbers from 1 to 10 and put markers there for the turn end number (one marker for the tens digit, another for the ones). When the turn end number total reaches or exceeds 83, then the turn is probably over. When rolling more than one die, the player should specify which is the "last die". If the last die is 1, 2, or 3, then the turn continues even if the end of turn number equals or exceed 83. If the end of turn number equals or exceeds 83 and the last die is 4 or greater, then the turn ends immediately.

Effects of Passing

Any major power that chooses a "Pass" impulse will increase the likelihood of the turn ending (you no longer need to pass with all your MPs, or all but one of them in order to have some impact). Of course, the more MPs who Pass, the greater the effect on turn end. For each of the following major powers which pass, add +2 to each of this impulses turn end dice roll(s): Germany, Japan, USA, CW, USSR; for these, add +1: Italy, France, Nationalist China, Communist China. However, a major power which is neutral and passes adds nothing.

Example: It is March/April 1943 and everyone is at war. The first weather die roll is a "5". The circled impulse marker number is a "2", so each side will roll two dice at the end of their impulse. The Communists, move first and do not pass; their two die rolls are 8 and 4 for a total of 12. The Allies move second and do not pass; their rolls are 5 and 3, for a total addition of 8, and a running total of 20. The Axis move last; Italy, beleaguered, passes. Their die rolls are 7 and 6, and 1 is added to each for a total of 15, which accumulates to 35 for the turn end number. One set of impulses has been finished. The next weather number is an 8; the marker number is again "2". The Communist Chinese Pass but the Soviets do not; their rolls are 3 and 4, with +1 added to each, totalling 44. The Allies do not pass, and are delighted to roll a 1 and 5, totalling 50. The Axis all move this time, and roll a 5 and a 10, totalling 65 for the turn end number. The third weather roll is a "2", increasing the marker number to "3". Communists all move and then roll a 3, 6, and 7, totalling 81. The turn is almost over. The Allies all move; their end of turn rolls will automatically add up to 83 or more, so they only roll one die, their "last die". If it is 4 or higher, the turn will end. They roll a 6, ending the turn. Shift the impulse marker one box to the left for the Axis, who had one fewer impulse than the other two sides, and one to the right for the Communists and Allies, who had one more impulse than another side.

Explanation

The expected number of impulses in a WIF gaming using the standard impulse track, and the expected number of impulses using the above method in a two-sided game (where the end of turn number is 55, not 83) are nearly identical. Both analysis and playtest experience show that this new method actually reduces the probability of overly short (too "few" impulses) and overly long (too "many" impulses) turns. In brief, by rolling more dice and accumulating the results, the chance of turn end becomes less random than having the die roll be one critical either-or proposition. Extremely high and low rolls still occur, but are given the opportunity to average out over the course of a turn. Passing also no longer becomes a hit or miss proposition. If you really want to pass, doing so over several impulses can have a significant effect on the turn end situation. Occasionally passing can provide opportunities to manipulate the turn end situation along the way as well.

If you wished to play more than three-sided, adjust the turn end number as follows. For each "side" involved, simply multiply the turn end number needed to "end the turn" times 27.5. 27.5 is 5 (expected number of impulses on a turn where the marker move whole time) times 5.5 (average result of a d10 die roll). Simple, huh? Nice idea Dean. A full game playtest for a normal WiF game has been done with this, and it worked out beautifully.


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