Search found 1299 matches

by cathar1244
Fri Mar 13, 2026 10:05 pm
Forum: The Operational Art of War IV
Topic: Dick move or fair play?
Replies: 22
Views: 822

Re: Dick move or fair play?

Probably unrealistic. What a scenario won't depict is a bunch of rear echelon units that would have opportunities to run off small enemy units like a platoon.

The image here reminds me of scenarios in which a partisan unit creates huge supply problems by blocking a rail line and doesn't have to ...
by cathar1244
Thu Mar 12, 2026 4:52 pm
Forum: The Operational Art of War IV
Topic: True Foot Infantry
Replies: 24
Views: 1522

Re: True Foot Infantry

'Design for effect' is a good idea.

Not sure, however, that TOAW allows a designer to do that with precision.

I recall one instance in which a percentage value was dialed down to zero, but had little noticeable effect. The setting should have forced almost constant reorganizations, but didn't ...
by cathar1244
Wed Mar 11, 2026 6:25 am
Forum: The Operational Art of War IV
Topic: True Foot Infantry
Replies: 24
Views: 1522

Re: True Foot Infantry

Lobster wrote: Tue Mar 10, 2026 10:31 pm You'll have to speak to the manual authors about that example. It isn't mine. ;)
I know, I was just blowing steam. That verbiage goes all the way back to the manual for the first version of the game IIRC.

:D
by cathar1244
Tue Mar 10, 2026 7:08 pm
Forum: The Operational Art of War IV
Topic: True Foot Infantry
Replies: 24
Views: 1522

Re: True Foot Infantry




THE PROBLEM
18.11.3. Transport Asset Sharing

U.S. forces, in particular, are well-known for their
practice of temporarily stripping Transport assets
from units that don’t need them and forming adhoc
“Redball Express” units to aid in rapid resupply.


I find that description exaggerated ...
by cathar1244
Tue Mar 10, 2026 6:24 am
Forum: The Operational Art of War IV
Topic: True Foot Infantry
Replies: 24
Views: 1522

Re: True Foot Infantry


An infantry unit moves as fast as it's slowest combat component. That would be the foot soldier. But if you throw in cavalry, motorcycles, jeeps, trucks, halftracks and the movement exceeds that of the foot soldier. If you look at other games and they don't even have trucks in the TOE.


Agree ...
by cathar1244
Tue Mar 10, 2026 6:19 am
Forum: The Operational Art of War IV
Topic: True Foot Infantry
Replies: 24
Views: 1522

Re: True Foot Infantry



Meanwhile, another SPI game of similar unit scale, "Breakout and Pursuit", show both the German and the US divisions with "5" while UK infantry divisions are "16" !

Yow. I guess scenario designers could use a measure like the German Motorisierungsgrad to get an idea of relative mobility and ...
by cathar1244
Mon Mar 09, 2026 12:32 pm
Forum: The Operational Art of War IV
Topic: True Foot Infantry
Replies: 24
Views: 1522

Re: True Foot Infantry


You could just adjust the number of trucks down until the movement rate is right.


The question then is what is "right".

I note that even the famous designers of old paper wargames had widely varying views about movement rates. Take War in Europe. Soviet rifle divisions moved with "4", German ...
by cathar1244
Fri Mar 06, 2026 5:51 am
Forum: Mods and Scenarios
Topic: Campaign Barbarossa v1.032 download patched, tips
Replies: 79
Views: 14520

Re: Campaign Barbarossa v1.032 download patched, tips

Germans have it marked as under construction in this 1941 map.

http://maps.mapywig.org/m/German_maps/s ... 2.1941.jpg

:D
by cathar1244
Fri Feb 27, 2026 10:42 am
Forum: The Operational Art of War IV
Topic: The Zombie Trilogy
Replies: 2
Views: 195

Re: The Zombie Trilogy

:lol:

Weren't the Russian version of these called "berserkers" back in the storied days of wargaming?

:D
by cathar1244
Sat Feb 21, 2026 6:34 am
Forum: Mods
Topic: Ask for ODD software
Replies: 7
Views: 1688

Re: Ask for ODD software




Hello, I am trying to build a map from a Google Earth as base (The map is large in South America, ) and I read in some posts on this forum about the Curt Chambers, ODD (OPART Design & Debug Utility) software, that had a utility that allowed me to start the job to place the hexagon grid more ...
by cathar1244
Sun Feb 15, 2026 9:26 am
Forum: The Operational Art of War IV
Topic: True Foot Infantry
Replies: 24
Views: 1522

Re: True Foot Infantry

This crossed my mind the other day.

Perhaps part of the issue is the names given the equipment. "Truck", in the game, actually represents a nonspecific quantity of "motor transport assets". Ditto with porters, horse drawn wagons etc.

The fuzziness of this is not altogether harmless. IIRC ...
by cathar1244
Sun Feb 15, 2026 9:20 am
Forum: Mods and Scenarios
Topic: End of The Reich Half Week Turns
Replies: 25
Views: 4965

Re: End of The Reich Half Week Turns

sPzAbt653 wrote: Sun Feb 15, 2026 3:35 am The revised scenario has been posted here:

https://forums.matrixgames.com/viewtopic.php?t=415620
Be sure to check this out! sPzAbt653 put an amazing amount of work and talent into the TOAW IV update for this scenario.

:D
by cathar1244
Sun Feb 08, 2026 1:03 pm
Forum: The Operational Art of War IV
Topic: AI Scenario Help
Replies: 21
Views: 838

Re: AI Scenario Help

I guess the key to AI utility in these cases is the amount of information available online. Looking for the order of battle for obscure campaigns could yield meager results. IIRC, the orders of battle and other information for Barbarossa are online, at Wikipedia and other sites.

:D
by cathar1244
Fri Feb 06, 2026 7:14 pm
Forum: The Operational Art of War IV
Topic: AI Scenario Help
Replies: 21
Views: 838

Re: AI Scenario Help

and things like the Western Front in July should only get 1,200-1,500 Artillery pieces from the border stragglers and those were almost all; 50mm mortars, 45mm AT and 76mm Art - the easiest to move

Didn't mention 37mm "spade mortars" ?

Don't know. The logic of the suggestions sounds good, but I ...
by cathar1244
Sun Jan 25, 2026 11:10 am
Forum: The Operational Art of War IV
Topic: Hungarian oil fields postwar
Replies: 0
Views: 221

Hungarian oil fields postwar

One of the joys of scenario design is digging into an aspect of the scenario to learn more.

I recently encountered this while representing the oil fields at Nagykanizsa, Hungary. They were a treasured resource for Germany, even prompting the "Spring Awakening" offensive of 1945 in a failed attempt ...
by cathar1244
Thu Jan 22, 2026 10:53 am
Forum: Mods
Topic: thinner "light woods" hex mod ?
Replies: 8
Views: 442

Re: thinner "light woods" hex mod ?

Attached is an alternate version of "swamp" tiles. The .zip file includes a file called h_tiles_light_woods.png, this is the m_forest tile but with less trees.
swamp2.jpg
swamp2.jpg (277.08 KiB) Viewed 300 times
:D
by cathar1244
Thu Jan 22, 2026 8:49 am
Forum: Mods and Scenarios
Topic: Hong Kong 1941
Replies: 14
Views: 1381

Re: Hong Kong 1941

Wondering. In a recently posted Leningrad scenario, the designer used invisible terrain tiles for certain game effects.

Could an invisible road or other terrain tile be used to connect the island to the mainland along routes a landing force would take? Terrain would look like water but be crossable ...
by cathar1244
Tue Jan 20, 2026 1:13 pm
Forum: Mods
Topic: thinner "light woods" hex mod ?
Replies: 8
Views: 442

Re: thinner "light woods" hex mod ?

I merged two tiles to make this "swamp tile".

Bob Cross graciously allowed me to use a tile he had employed in his original "Soviet Union 1941" scenario. The other tile was the m_forest tile (but edited to remove many of the trees.)
swamp tiles jpg.jpg
swamp tiles jpg.jpg (322.04 KiB) Viewed 330 times
:D
by cathar1244
Mon Jan 19, 2026 12:06 pm
Forum: Mods
Topic: thinner "light woods" hex mod ?
Replies: 8
Views: 442

Re: thinner "light woods" hex mod ?


The guy that made the D21 map made a tile labeled 'Wilderness' to represent the boreal forest that Wiki reports covers most of Finland. I think he used the dune tile overlayed with the jungle graphic but colored darker. Or maybe it was dense forest colored jungle. This has nothing to do with swamp ...

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