Changing alliances

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William the Silent
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Changing alliances

Post by William the Silent »

Is there an option in IV for units to change sides.
Or are there possibilities to make more then 2 sides on a conflict: like an additional faction that can decide what other faction to support during the game?
Or ability to change alliances?
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Curtis Lemay
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Re: Changing alliances

Post by Curtis Lemay »

William the Silent wrote: Tue Jan 07, 2025 12:26 pm Is there an option in IV for units to change sides.
Or are there possibilities to make more then 2 sides on a conflict: like an additional faction that can decide what other faction to support during the game?
Or ability to change alliances?
Exclusion zones can model neutrals that can't participate till the exclusion zone is removed (by event). But upon activation, those forces will only join the side predetermined for them by the designer.

So...the Soviet Union can be neutral until some Theater Option activates them. But they will only join the Allied side upon activation.

However, for the future there is this in item 1.f:

https://www.matrixgames.com/forums/view ... 2#p5201782
My TOAW web site:

Bob Cross's TOAW Site
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sPzAbt653
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Re: Changing alliances

Post by sPzAbt653 »

William the Silent wrote: Tue Jan 07, 2025 12:26 pm Is there an option in IV for units to change sides.
Or are there possibilities to make more then 2 sides on a conflict: like an additional faction that can decide what other faction to support during the game?
Or ability to change alliances?
There are only two sides. A scenario can be designed to have the same faction available to either side [but hopefully not for both sides at the same time ;) ]
William the Silent
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Re: Changing alliances

Post by William the Silent »

sPzAbt653 wrote: Wed Jan 08, 2025 9:28 am
William the Silent wrote: Tue Jan 07, 2025 12:26 pm Is there an option in IV for units to change sides.
Or are there possibilities to make more then 2 sides on a conflict: like an additional faction that can decide what other faction to support during the game?
Or ability to change alliances?
There are only two sides. A scenario can be designed to have the same faction available to either side [but hopefully not for both sides at the same time ;) ]
During the Napoleonic wars factions changed sides all the time.
There have been occasions in history of Allies changing sides on the battlefield: expl. Saxons at Leipzig.
So how solid are allies?
But maybe we are more talking about politics then and not pure warfare.
So it depends on the kind of game you want to create.
I'm trying to create a kind of Empires in Arms game.

What about proxy-wars in TOAW?
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Curtis Lemay
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Re: Changing alliances

Post by Curtis Lemay »

William the Silent wrote: Wed Jan 08, 2025 12:51 pm There have been occasions in history of Allies changing sides on the battlefield: expl. Saxons at Leipzig.
And see how I handled that in my Leipzig 1813 scenario.
My TOAW web site:

Bob Cross's TOAW Site
William the Silent
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Re: Changing alliances

Post by William the Silent »

Curtis Lemay wrote: Wed Jan 08, 2025 3:48 pm
William the Silent wrote: Wed Jan 08, 2025 12:51 pm There have been occasions in history of Allies changing sides on the battlefield: expl. Saxons at Leipzig.
And see how I handled that in my Leipzig 1813 scenario.
I thought probably Saxon units in OOB of both sides, but I cannot find it.
There are too many (loss)events to find what happens to the Saxons after their treachery.
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Curtis Lemay
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Re: Changing alliances

Post by Curtis Lemay »

William the Silent wrote: Thu Jan 09, 2025 12:31 am
Curtis Lemay wrote: Wed Jan 08, 2025 3:48 pm
William the Silent wrote: Wed Jan 08, 2025 12:51 pm There have been occasions in history of Allies changing sides on the battlefield: expl. Saxons at Leipzig.
And see how I handled that in my Leipzig 1813 scenario.
I thought probably Saxon units in OOB of both sides, but I cannot find it.
There are too many (loss)events to find what happens to the Saxons after their treachery.
From the briefing:

If the Allies approach to within 5 hexes of location [32,18] (marked with the yellow diamond), then the Saxon units in VII Corps defect to the Allies. In game terms, they are withdrawn. Some Saxon squads are then dumped into the Allies pools, for distribution to a few Allied units.
My TOAW web site:

Bob Cross's TOAW Site
William the Silent
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Re: Changing alliances

Post by William the Silent »

Curtis Lemay wrote: Thu Jan 09, 2025 3:48 am
William the Silent wrote: Thu Jan 09, 2025 12:31 am
Curtis Lemay wrote: Wed Jan 08, 2025 3:48 pm

And see how I handled that in my Leipzig 1813 scenario.
I thought probably Saxon units in OOB of both sides, but I cannot find it.
There are too many (loss)events to find what happens to the Saxons after their treachery.
From the briefing:

If the Allies approach to within 5 hexes of location [32,18] (marked with the yellow diamond), then the Saxon units in VII Corps defect to the Allies. In game terms, they are withdrawn. Some Saxon squads are then dumped into the Allies pools, for distribution to a few Allied units.
Its nice if you know how to use all the abilities of the game engine to create games. I still struggle to understand and implement things. And I do not have that much time to figure it all out, so I keep my games pretty basic.

I gave my leaders defensive and offensive value. Like Napoleon was worth 10.000 men :lol: .
But the game is great to create all kinds of battles, wars, campaigns. Especially the 0.25 km/hex opened up some new opportunities.

Looking forward to the updates. Really looks exiting. Hierarchy and Leaders. It will almost be a whole new game.
Great great work.

Btw. Don't forget: Units/formations (WITH THEIR LEADERS) should be able to go to the other side.
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Curtis Lemay
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Re: Changing alliances

Post by Curtis Lemay »

William the Silent wrote: Thu Jan 09, 2025 12:15 pm Btw. Don't forget: Units/formations (WITH THEIR LEADERS) should be able to go to the other side.
Someday. But that is not in the upcoming update.
My TOAW web site:

Bob Cross's TOAW Site
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