A question regarding roadbound equipment and MPs
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A question regarding roadbound equipment and MPs
I know that it costs 2 MPs for roadbound equipment such as trucks to move through open hexes in TOAW but armoured cars and vehicles like Sdkfz 251 spends only 1 MP moving through them. I know they have off-road capacity but their on-road speed is faster. Shouldn't this be simulated in the game? For example, in SPWW2 off-road movement for any vehicles(including tanks) costs 2 MPs even though in they move through clear/open hexes. Sorry for my english btw.
RE: A question regarding roadbound equipment and MPs
Well, I think this is to simulate that off-road vehicules are moving with more ease than trucks.
You will find also that trucks are carrying much more than they could in really.
The equipment editor may help you to change these values but, for scenario balance, I won't change them personally.
But clearly, clear/Open hexes are an avenue of approach for off-road vehicules.
Cheers
You will find also that trucks are carrying much more than they could in really.
The equipment editor may help you to change these values but, for scenario balance, I won't change them personally.
But clearly, clear/Open hexes are an avenue of approach for off-road vehicules.
Cheers
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
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RE: A question regarding roadbound equipment and MPs
Note that in TOAW IV, there is an editor option to decrease the MP cost for motorized units moving down improved roads - below 1.
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RE: A question regarding roadbound equipment and MPs
ORIGINAL: ncc1701e
Well, I think this is to simulate that off-road vehicules are moving with more ease than trucks.
You will find also that trucks are carrying much more than they could in really.
The equipment editor may help you to change these values but, for scenario balance, I won't change them personally.
But clearly, clear/Open hexes are an avenue of approach for off-road vehicules.
Cheers
I know they move much faster than a truck but for example, sdkfz 251 has an maximum speed of 52 km/h on road but it's 21 km/h off-road. On open terrain its speed may be more than 21 km/h but most likely it'll still be less than 52 km/h. So I think it should cost more than 1 MP for moving through clear hexes. Most photos of German armoured columns from WW2 shows the vehicles moving through roads even there is clear terrain around them. The same MP for road/clear terrain doesn't stress the importance of roads.
ORIGINAL: Curtis Lemay
Note that in TOAW IV, there is an editor option to decrease the MP cost for motorized units moving down improved roads - below 1.
That's great to hear. I think this should be set in by default, it would be more historical imo.
I also know that one hex of SPWW2 is equal to 50 metres, so most of the time an entire map equals to a single 5/10 km hex of a TOAW map. Is this scaling difference one of the reasons for this equality of MPs?
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RE: A question regarding roadbound equipment and MPs
Another example is Sdkfz 222, which is also modelled in the game. It has an on-road speed of 80 km/h, 40 km/h of off-road speed. At least vehicles like Sdkfz 222 should be roadbound. This would be more realistic.
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RE: A question regarding roadbound equipment and MPs
I know that I'm a bit obsessing but BTR 152 is also roadbound in the game while BA 20, an early Soviet armoured car is not roadbound. Is what I'm asking is pointless and stupid or is it just too much realism for a game?
RE: A question regarding roadbound equipment and MPs
There is nothing stupid to try to improve the game and to add more realism. The question is, at this level (operational), does it matter a lot in what the game is trying to simulate.
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
RE: A question regarding roadbound equipment and MPs
Am playing Turning Point (Stalingrad) by Troy Ritter and had a question. Unlike WitE and Decisive Campaigns series (both good games), you cannot move all your units in TOAW each turn. Far from it. This sets TOAW apart as tough decisions will need to be made on what to do each turn.
I understand the concept of hard-fought battles or long moves eating up time. My question is, in the scenario editor is there some specific setting that "controls" actions per turn. In Turning Point, there are many units and not much time per turn, which makes it a great scenario. Wondering if that could be duplicated by a setting(s) in the editor?
I understand the concept of hard-fought battles or long moves eating up time. My question is, in the scenario editor is there some specific setting that "controls" actions per turn. In Turning Point, there are many units and not much time per turn, which makes it a great scenario. Wondering if that could be duplicated by a setting(s) in the editor?
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RE: A question regarding roadbound equipment and MPs
ORIGINAL: rosseau
Unlike WitE and Decisive Campaigns series (both good games), you cannot move all your units in TOAW each turn. Far from it.
Huh?
RE: A question regarding roadbound equipment and MPs
To be clearer, what settings in the scenario editor (half-day turns, etc.?) affect how much the player will be able to do in one turn?
In the Turning Point scenario, you must make hard choices as to what divisions to move/attack. However, I remember another scenario depicting Soviet counterattack at Stalingrad, and I was able to move or attack with many units each turn. I prefer the former. Thanks!
In the Turning Point scenario, you must make hard choices as to what divisions to move/attack. However, I remember another scenario depicting Soviet counterattack at Stalingrad, and I was able to move or attack with many units each turn. I prefer the former. Thanks!
- Curtis Lemay
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RE: A question regarding roadbound equipment and MPs
ORIGINAL: rosseau
To be clearer, what settings in the scenario editor (half-day turns, etc.?) affect how much the player will be able to do in one turn?
In the Turning Point scenario, you must make hard choices as to what divisions to move/attack. However, I remember another scenario depicting Soviet counterattack at Stalingrad, and I was able to move or attack with many units each turn. I prefer the former. Thanks!
I've never heard of Turning Point. Are you saying that it is a TOAW scenario? If so, I can only assume the designer of that scenario used a set of Events that constrain the release of most/all formations via Theater Options. That is certainly doable, but would be a rare exception.
RE: A question regarding roadbound equipment and MPs
I fear I am complicating the issue. I am not referring to constraining the release of units.
Scenario A (Turning Point) limits the player's turn to a few attacks or movements, and the turn is used up quickly.
Scenario B allows the player the time for many attacks and movements per turn.
What parameters in the scenario editor are adjusted to allow these two different results between scenarios? From memory, Scenario A and B had similar map scale, unit size and count, etc.
Thanks for your patience.
Scenario A (Turning Point) limits the player's turn to a few attacks or movements, and the turn is used up quickly.
Scenario B allows the player the time for many attacks and movements per turn.
What parameters in the scenario editor are adjusted to allow these two different results between scenarios? From memory, Scenario A and B had similar map scale, unit size and count, etc.
Thanks for your patience.
- Curtis Lemay
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- Joined: Fri Sep 17, 2004 3:12 pm
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RE: A question regarding roadbound equipment and MPs
ORIGINAL: rosseau
I fear I am complicating the issue. I am not referring to constraining the release of units.
I think "confusing the issue" would be more accurate. Your original claim was:
"...you cannot move all your units in TOAW each turn."
So, I gather that's no longer the claim? Because only reserve/garrison mode prevents units from moving at all. If I understand you, it's now Movement Allowance that you want constrained?
Scenario A (Turning Point) limits the player's turn to a few attacks or movements, and the turn is used up quickly.
Scenario B allows the player the time for many attacks and movements per turn.
What parameters in the scenario editor are adjusted to allow these two different results between scenarios? From memory, Scenario A and B had similar map scale, unit size and count, etc.
Thanks for your patience.
I'm guessing they didn't have the same Time Scale. Turning Point must have a short Time Scale.
RE: A question regarding roadbound equipment and MPs
Turning Point is available for download from The Strategist. http://www.the-strategist.net/RD/scenar ... enario.php
2.5km, 1/2 day turns. It was made for TOAW Volume I and has not been updated since so I really don't know if it would function the same in TOAW3. I had Turning Point by SPI long ago.
2.5km, 1/2 day turns. It was made for TOAW Volume I and has not been updated since so I really don't know if it would function the same in TOAW3. I had Turning Point by SPI long ago.
ne nothi tere te deorsum (don't let the bastards grind you down)
If duct tape doesn't fix it then you are not using enough duct tape.
Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
If duct tape doesn't fix it then you are not using enough duct tape.
Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
RE: A question regarding roadbound equipment and MPs
It's 148 turns and ends Nov. 1942. Part of the TOAW3_LegacyPack_V01-42 (400 scenarios). It might be 17 years old, but amazing it runs. I will try games with short time scales to see. Thanks!
RE: A question regarding roadbound equipment and MPs
Hi Mike,
I went to The Strategist, downloaded Turning Point and had no joy in opening it in TOAW III or IV. Perhaps after TOAW IV is up and running you can see how it runs on IV and perhaps sharing.
Back to your original question, I too am rather confused by the limited movement/attacks. Maybe a limit to Movement Bias or some other parameter? Or as Bob Cross suggested, units have Formation Orders that do not allow the player to control them until a certain turn or event (i.e. Formation Order= "Static- Activate Turn 20", etc.)
Looking forward to your participation in TOAW IV.
Cheers,
Rob Kunz
I went to The Strategist, downloaded Turning Point and had no joy in opening it in TOAW III or IV. Perhaps after TOAW IV is up and running you can see how it runs on IV and perhaps sharing.
Back to your original question, I too am rather confused by the limited movement/attacks. Maybe a limit to Movement Bias or some other parameter? Or as Bob Cross suggested, units have Formation Orders that do not allow the player to control them until a certain turn or event (i.e. Formation Order= "Static- Activate Turn 20", etc.)
Looking forward to your participation in TOAW IV.
Cheers,
Rob Kunz
Avatar image was taken in hex 87,159 Vol 11 of
Vietnam Combat Operations by Stéphane MOUTIN LUYAT aka Boonierat.
Vietnam Combat Operations by Stéphane MOUTIN LUYAT aka Boonierat.
RE: A question regarding roadbound equipment and MPs
Hi Mike,
I was able to use Martin Goliath's TOAW Scenario Converter to convert Turning Point to TOAW III, and then opened and saved to TOAW IV.
Map Scale stated in Environment is 2.5 km/hex, but game scale stated on the game map = 400m. Half-day turns. I am running PO vs PO at the moment. All of the units on the map show movement allowance. Seems to be a workable scenario.
Cheers,
RAK
Turning Point
I was able to use Martin Goliath's TOAW Scenario Converter to convert Turning Point to TOAW III, and then opened and saved to TOAW IV.
Map Scale stated in Environment is 2.5 km/hex, but game scale stated on the game map = 400m. Half-day turns. I am running PO vs PO at the moment. All of the units on the map show movement allowance. Seems to be a workable scenario.
Cheers,
RAK
Turning Point
Avatar image was taken in hex 87,159 Vol 11 of
Vietnam Combat Operations by Stéphane MOUTIN LUYAT aka Boonierat.
Vietnam Combat Operations by Stéphane MOUTIN LUYAT aka Boonierat.
RE: A question regarding roadbound equipment and MPs
What I like (as Axis) is choices between moving your southern forces (and reinforcements) to the north; sweeping away weaker Soviets in center you are already in contact with; or, assaulting the tougher southern city hexes. You can't do it all, and that presents the challenge.
I have not played enough TOAW3 scenarios, but in some, it seems you can do a LOT in one turn. And the answer appears to lie in the time scale used. So I appreciate everyone's answers.
I have not played enough TOAW3 scenarios, but in some, it seems you can do a LOT in one turn. And the answer appears to lie in the time scale used. So I appreciate everyone's answers.
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RE: A question regarding roadbound equipment and MPs
Yeah, 1 MP for roads/improved roads in SPWW2 is related to scale of the maps I guess as most of the maps is equal to one or two hexes of a TOAW map. Sorry for the late reply btw.