Player 1 vs player 2...

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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grosbil
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Player 1 vs player 2...

Post by grosbil »

Hi,
I want to know if the problem between the 1st and 2nd player is still in the game.
Remember TOAW I, the game look for supply at the begining of the turn. When player 1 isolated units of player 2, units won't be unsupplied if player 2 succeded in retreating his units before the end of the turn. If player 2 isolated units from player 1 they will be unsupplied at the begining of the next turn).
Second, when player 2 attack units from player 1 who used all of their movement, these units was evaporated... Bad trip!
Sorry for my english... and thanks for your help.
Be careful with a sleeping bear ;-)
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LLv34_Snefens
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RE: Player 1 vs player 2...

Post by LLv34_Snefens »

The supply check routine hasn't changed and so still causes an advantage for player 2 in that regard (while other issues give advantages to player 1 as well).

I don't think that having spent all your movement ever caused your units to automatic evaporate when retreated. Only units that might act like that are fixed bunkers that haven't got any movement points to begin with. Rest could retreat as long as they'd like, assuming they make their cohesion check.
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golden delicious
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RE: Player 1 vs player 2...

Post by golden delicious »

ORIGINAL: LLv34_Snefens

I don't think that having spent all your movement ever caused your units to automatic evaporate when retreated.

It did in Volume I. It doesn't in COW or TOAW III.
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a white rabbit
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RE: Player 1 vs player 2...

Post by a white rabbit »

..one thing i've only just noticed viz P1/P2 advantages is with dug-in artillery on tac reserve at 1 hex. P1 artillery behave, shoot but stay where they are in P2 attacks, however, P2 artillery regain their move capacity during the following P1 move so react as tactical reserve with the subsequent disastrous advance-into-combat results

..this isn't a toaw3 problem, it happens with toaw-acow too, it seems an enormous defence advantage for P1, i wonder if it could be rectified..

..toodA, irmAb moAs'lyB 'exper'mentin'..,..beàn'tus all..?,
JAMiAM
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RE: Player 1 vs player 2...

Post by JAMiAM »

Within the next couple of months, we are going to start working on a major revision to TOAW III that will address P1/P2 asymmetries. It will be backwardly compatible with scenarios, but will likely not be, with games in progress. It will take several months of coding and testing, so don't be afraid to play the big scenarios. Before we get to that though, we have some various enhancements and patchwork that will keep us occupied.

As Ben noted, the particular P1/P2 issue noted by grosbil is NOT relevant to TOAW III, or even to CoW. It was addressed by Talonsoft, some seven years ago, or so...
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grosbil
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RE: Player 1 vs player 2...

Post by grosbil »

ORIGINAL: JAMiAM


As Ben noted, the particular P1/P2 issue noted by grosbil is NOT relevant to TOAW III, or even to CoW. It was addressed by Talonsoft, some seven years ago, or so...

Let's go to the download section! [:)]
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a white rabbit
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RE: Player 1 vs player 2...

Post by a white rabbit »

ORIGINAL: JAMiAM

Within the next couple of months, we are going to start working on a major revision to TOAW III that will address P1/P2 asymmetries. ..

..good,

..any chance of getting rid of the SR-moats at the same time ?
..toodA, irmAb moAs'lyB 'exper'mentin'..,..beàn'tus all..?,
JAMiAM
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RE: Player 1 vs player 2...

Post by JAMiAM »

Care to rephrase that? I'm not sure what you are talking about.
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a white rabbit
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RE: Player 1 vs player 2...

Post by a white rabbit »

ORIGINAL: JAMiAM

Care to rephrase that? I'm not sure what you are talking about.

..urban with bridge on super river is only accessible thru a road crossed hexside, no access thru other hexsides, conclusion super river moat around the city walls , i assume the same holds true for river as well

..i'm still pissed about Imphal
..toodA, irmAb moAs'lyB 'exper'mentin'..,..beàn'tus all..?,
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jimwinsor
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RE: Player 1 vs player 2...

Post by jimwinsor »

Yeah you would normally assume any kind of urban hex would roads in it by nature, going in all six directions.
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ralphtricky
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RE: Player 1 vs player 2...

Post by ralphtricky »

ORIGINAL: a white rabbit
..i'm still pissed about Imphal
Try it again after a couple of years of improvements...
Ralph Trickey
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Blog: http://operationalwarfare.com
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a white rabbit
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RE: Player 1 vs player 2...

Post by a white rabbit »

ORIGINAL: ralphtrick
ORIGINAL: a white rabbit
..i'm still pissed about Imphal
Try it again after a couple of years of improvements...

..this'l be after the court case for compensation for Post Traumatic Stress Disorder following Elmer's Russian T1 of Operation Bagration right ?

..damn scen needs a health warning
..toodA, irmAb moAs'lyB 'exper'mentin'..,..beàn'tus all..?,
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