Simple Question

Norm Koger's The Operational Art of War III is the next game in the award-winning Operational Art of War game series. TOAW3 is updated and enhanced version of the TOAW: Century of Warfare game series. TOAW3 is a turn based game covering operational warfare from 1850-2015. Game scale is from 2.5km to 50km and half day to full week turns. TOAW3 scenarios have been designed by over 70 designers and included over 130 scenarios. TOAW3 comes complete with a full game editor.

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CSL
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Simple Question

Post by CSL »

Image

The colored dots next to my German units....I assume that denotes an overstacking penalty?
~CSL
JAMiAM
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RE: Simple Question

Post by JAMiAM »

Yes. It means that you'd better be prepared to suffer HEAVY casualties from density penalties. You'll also suffer MP cost penalties for other units moving into the hexes, unless you have some form of traffic control in the hex.
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nemo69
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RE: Simple Question

Post by nemo69 »

You're right, these dots go from absent to red through green, yellow and orange. Overstacking induces penalties for units in the stack. From the manual:
13.7 target density (advanced rules)
Normal Combat Loss calculations assume target densities
below a certain value based on the physical scale of the
Scenario. In many cases you can exceed this target density by
piling units into a location. This may be the only way to effectively
concentrate for an attack in some Scenarios, but there is a
cost. If you present the other Force with a dense concentration
of equipment, so that he can’t help but hit something with every
shot, you may take excessive losses. Locations with excessive target
densities are indicated on the map by a small colored light in
the west corner of the location. These indicator lights range from
yellow-green to red.
As a rule of thumb, you should avoid piling units into a location
if you see a colored light, as follows:
- No indicator means the target density is at or below the limit
for the Scenario.
- A yellow-green indicator is a caution; the target density limits
have been exceeded, and combat losses are multiplied by 1.0 to
1.4.
- A yellow indicator is a warning; the excessive target density will
result in combat losses being multiplied by 1.4 to 1.7.
- An orange indicator is a strong warning; the excessive target
density will result in combat losses being multiplied by 1.7 to
2.0.
- A red indicator is a very strong warning; the excessive target
density will result in a combat losses being multiplied by at least
2.0.
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CSL
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RE: Simple Question

Post by CSL »

unless you have some form of traffic control in the hex.

Which units act as traffic control?
~CSL
JAMiAM
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RE: Simple Question

Post by JAMiAM »

ORIGINAL: CSL

unless you have some form of traffic control in the hex.

Which units act as traffic control?
Any units that have Military Police Squads, or Civil Police Squads, as part of their assigned equipment.
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Terminus
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RE: Simple Question

Post by Terminus »

Military Police squads. Doesn't have to be a dedicated MP unit, just has to have some MP squads.
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JAMiAM
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RE: Simple Question

Post by JAMiAM »

ORIGINAL: Terminus

Military Police squads. Doesn't have to be a dedicated MP unit, just has to have some MP squads.
Correct. Or Civil Police Squads.
wolflars
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RE: Simple Question

Post by wolflars »

quick question on density and the PO.  In the older versions of TOAW the PO never seemed to be too concerned with density and would just stack as much as possible into one hex.  At what point does the PO say this is worth the risk or this is not.  Has this changed?  I understand 'elmer' now understands when he is being flanked so presumably this causes him to spread out more.  Also one thing that used to drive me batty was when the PO disregards formation integrity--I just cant have 4 or 5 differest formations all attacking from one hex when it could have been done otherwise.  Does the PO still do this so blatantly? 
JAMiAM
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RE: Simple Question

Post by JAMiAM »

ORIGINAL: wolflars

quick question on density and the PO.  In the older versions of TOAW the PO never seemed to be too concerned with density and would just stack as much as possible into one hex.  At what point does the PO say this is worth the risk or this is not.  Has this changed?  I understand 'elmer' now understands when he is being flanked so presumably this causes him to spread out more.  Also one thing that used to drive me batty was when the PO disregards formation integrity--I just cant have 4 or 5 differest formations all attacking from one hex when it could have been done otherwise.  Does the PO still do this so blatantly? 
The PO is much better at avoiding "overstacking" in TOAW III.

A quick word on formation integrity, from a player's standpoint, is that, in most cases, it is not really the bugaboo that many assume it to be.
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Chuck2
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RE: Simple Question

Post by Chuck2 »

ORIGINAL: JAMiAM

ORIGINAL: wolflars

quick question on density and the PO. In the older versions of TOAW the PO never seemed to be too concerned with density and would just stack as much as possible into one hex. At what point does the PO say this is worth the risk or this is not. Has this changed? I understand 'elmer' now understands when he is being flanked so presumably this causes him to spread out more. Also one thing that used to drive me batty was when the PO disregards formation integrity--I just cant have 4 or 5 differest formations all attacking from one hex when it could have been done otherwise. Does the PO still do this so blatantly?
The PO is much better at avoiding "overstacking" in TOAW III.

A quick word on formation integrity, from a player's standpoint, is that, in most cases, it is not really the bugaboo that many assume it to be.

That's a problem. Though this can be allayed somewhat by setting formations on internal support.
Temple
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RE: Simple Question

Post by Temple »

Just played a quick scenario of Nomonhan 39 as the Japanese, one I had recently played on TOAW-COW. Holy smokes, the PO certainly knows how to kick butt! I did wear him down, but boy it was surprising how well he attacked.
dennisb55
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RE: Simple Question

Post by dennisb55 »

ORIGINAL: JAMiAM
A quick word on formation integrity, from a player's standpoint, is that, in most cases, it is not really the bugaboo that many assume it to be.

WHAT??? For years and years a tremendous amount of manualspace has been devoted to instilling this aspect into computer wargaming. Now you say it isn't so!!!! It's back to the beginning. Or are you saying the penalities may be worth taking in many cases?
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golden delicious
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RE: Simple Question

Post by golden delicious »

ORIGINAL: dennisb55

WHAT??? For years and years a tremendous amount of manualspace has been devoted to instilling this aspect into computer wargaming. Now you say it isn't so!!!! It's back to the beginning. Or are you saying the penalities may be worth taking in many cases?

It's all about co-operation levels. If all the units from the different formations have full co-operation then there is no penalty whatsoever to mixing them up. Increasingly, designers are assigning different icon colours to HQs and artillery so that co-operation with these key units is not so easy.
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Terminus
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RE: Simple Question

Post by Terminus »

I'm really impressed with the TOAW III PO. Having gotten used to the very overburdened AI in WitP, this certainly makes a change...
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dennisb55
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RE: Simple Question

Post by dennisb55 »

ORIGINAL: golden delicious
It's all about co-operation levels. If all the units from the different formations have full co-operation then there is no penalty whatsoever to mixing them up. Increasingly, designers are assigning different icon colours to HQs and artillery so that co-operation with these key units is not so easy.

I understand the coop, but I don't think this is what Jamiam was referring to. If so, then I withdraw my message.
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