Australian Design Group is pleased to announce our latest project, World in Flames - The Master Edition, the definitive boardgame of World War II.

 

Since 1999 Rüdiger Rinscheitd has been working on the Master Edition’s design and development. It is a complete conflict simulation about the Second Word War for 2-5 players on divisional scale. This boardgame does not replace World in Flames - The Final Edition but supplements it in fine detail for the aficionado of World War II history.

 

While based on Australian Design Group's award winning game World in Flames, The Master Edition has many new features including:

 

• monthly turns;

• divisional scale;

• reserve movement;

• crack units for every major power (like Guard Banner Armies);

• complete new land combat system including battle points (like surprise points within naval battles), simultaneous attack/defense dice rolls and reserve movement after combat (both attacker and defender);

• and much much more (see fuller description below).

 

The game contains 4800 counters, 6 standard maps, a CD with all the rules and charts (including 5 player sheets, two combat charts, one US Entry & Action chart, one rules/scenario booklet) and 2 dice.

 

The game comes in two versions, the standard game played using the 5 World in Flames maps (i.e. can be played within the same space as the current game) and the deluxe version which includes 6 maps providing far greater scope for sweeping operational maneuvers across the globe.

 

The rules are the same length as the current rule set and you can download the draft version here (Download).

 

The game will shortly be available on Australian Design Group’s official website (www.a-d-g.com.au) and the game will be released after 1000 advance orders have been registered.

 

You can get more information by reading the new WiF 2008 Annual!

 

Some new features of The Master Edition:

 

• new standard formations for all major powers (e.g. divisions for Germany, corps for Russia);

• all land units have an attack and a defense value;

• new stacking limits for land units in Europe and Pacific including a halved stacking limit for small islands like Malta or Truk (depends from the total number of formations in a hex);

• communications paths;

• some changes within the sequence of play (reorganisation is now after reinforcement);

• 12 turns per year with a shorter impulse track;

• new RES & MIL rules;

• smaller offensive chits (1 old OC = 5 new OC) and more ways to use them;

• the 4th sea section becomes the new convoy and escort section including new convoy rules;

• naval rebase missions;

• complete new land combat system including battle points (like surprise points within naval battles), simultaneous attack/defense dice rolls and reserve movement after combat (both attacker and defender);

• new types of headquarters (HQ-AIR & HQ-NAV) including new reorganisation rules (depend on the HQ type, not the impulse type);

• some changes for the US Entry system (less luck, more control);

• all units and markers are built like naval units (= two production cycles);

• easy dry dock system for repairing/constructing naval units;

• two new major powers (Com. China & Vichy France) to reduce special rules;

• finer air battle results (you can damage planes now);

• more restrictions for non-cooperating countries (supply);

• crack units like Russian GBA's for all major powers;

• only 28 options (including some new options);

• some new markers and units (sub pens, runways, milk cows, etc.);

• new oil rule (fuel points which are produced in your factories);

• plus much much more!

 

Counter descriptions:

 

The counters have some new details. All values are color coded for ease of use and to show a special ability.

 

You can also find the defense value of a land unit or the aircraft carrier class on the reverse of each counter. Each oil dependent unit has its fuel cost also on its reverse.

 

Headquarter (face-up) Headquarter (face-down)

5 (orange) = attack and defense value

6 (white) = reorganisation value

2 (white) = movement points (white = air transport)

XXXXX = unit size (army group)

Kesselring: unit’s historical name

5 (yellow) = defense value

9 (blue) = needed build points 1st production cycle

4 (green) = needed build points 2nd production cycle

4 (white) = production time per cycle

8 (barrel) = fuel costs for reorganisation

 

Selfpropelled AA gun (face-up) Selfpropelled AA gun (face-down)

3 (orange) = attack value

3 (red) = defense value (red = doubled if attacked by ARM or MECH)

5 (green) = movement points (circled = motorised)

1943 = year of force pool addition

3 (red) = defense value (red = doubled if attacked by ARM or MECH)

X = unit size (brigade)

 

GAR (face-up) GAR (face-down)

1 (orange) = attack value

4 (yellow) = defense value

0 (black) = movement value (black = only railway or naval transport)

133/A = unit’s military designation

5 (yellow) = defense value

1 (blue) = needed build points 1st production cycle

1 (green) = needed build points 2nd production cycle

2 (white) = production time per cycle

 

MTN (face-up) MTN (face-down)

2 (white) = attack value (white = winterized)

3 (white) = defense value (white = winterized)

3 (white) = movement points (square = non-motorized)

3 (white) = defense value (white = winterized)

0 (barrel) = fuel costs for reorganisation

 

Railway gun (face-up) Railway gun (face-down)

grey attack value = ground strike

grey defense value = ground support

1 (black) = movement value (black = only railway or naval transport)

 

 

Crack unit (face-up) Crack unit (face-down)

3 (green) = movement points (square = non-motorized)

XXX = units size (corps)

iron cross = crack unit (no first production cycle)

 

AT gun (face-up) AT gun (face-down)

4 (red) = attack value (red = doubled if attacking ARM or MECH)

4 (red) = defense value (red = doubled if attacked by ARM or MECH)

 

4 (red) = defense value (red = doubled if attacked by ARM or MECH)

1 (barrel) = fuel costs for reorganisation

 

MAR (face-up) MAR (face-down)

3 (blue) = movement points (MAR movement ability)

XX = unit size (division)

 

LND Ju-88P (face-up) LND Ju-88P (face-down)

5 (green) = air-to-air combat value

10 (yellow) = movement points

4 (red) = tactical factors (red = doubled against ARM & MECH)

2 (blue) = air-to-sea factors

* (orange) = strategic factors (* = mission not allowed)

6 (blue) = needed build points 1st production cycle

3 (green) = needed build points 2nd production cycle

3 (white) = production time per cycle

2 (barrel) = fuel costs for reorganisation

 

CV (face-up) CV (face-down)

2 (blue) = anti-air value

6 (yellow) = movement points

4 (orange) = range

1 (red) = attack value

6 (white) = defense value)

2 (square) = aircraft carrier class (white = CV)

5 (blue) = needed build points 1st production cycle

3 (green) = needed build points 2nd production cycle

10 (white) = production time per cycle

2 (barrel) = fuel costs for reorganisation

2 (square) = aircraft carrier class (white = CV)

 

SCS (face-up) SCS (face-down)
3 (grey) = shore bombardment factor 12.11.1944 = fate / date of sinking

 

SUB (face-up) SUB (face-down)
0 (grey) = shore bombardment factor 1940 = year of force pool addition

 

CONV (face-up) CONV (face-down)
1 (white star) = number of convoy points 1 (black star) = number of tanker points

 

ASW (face-up) ASW (face-down)

 (blue) = anti-air value

6 (yellow) = movement points

4 (orange) = range

3 (square) = ASW value

8 (white) = defense value

3 (square) = aircraft carrier class (black = ASW)

7 (blue) = needed build points 1st production cycle

3 (green) = needed build points 2nd production cycle

5 (white) = production time per cycle

2 (barrel) = fuel costs for reorganisation

3 (square) = aircraft carrier class (black = ASW)