Units that don't withdraw

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.

Moderators: JAMiAM, ralphtricky

Post Reply
User avatar
*Lava*
Posts: 1530
Joined: Mon Feb 09, 2004 7:44 pm
Location: On the Beach

Units that don't withdraw

Post by *Lava* »

Hi!

Dunno why this happens to me, but in the scenario I'm working on, not all units withdrawn when they are suppose to.

Normally the units that don't withdraw are small units that were forced to divide during battle.

With COW there were a lot more of these and I had hoped that TOAW3 would put an end to this, but it seems it still lingers somewhat.

Yes, the withdrawal event is written correctly and the unit counters are all the same.

Ray (alias Lava)
User avatar
golden delicious
Posts: 4166
Joined: Tue Sep 05, 2000 8:00 am
Location: London, Surrey, United Kingdom

RE: Units that don't withdraw

Post by golden delicious »

I take it this is a "withdraw army" event you're using? Units which are eliminated will not always be withdrawn properly by this event.

What I suggest, if you have the events, is to have a second event running of a two or so turn delay from the first which withdraws the army again. Obviously there is always a chance that something will sneak through the net, but you should account for the vast majority of problem units by this method.

Two other possibilities are banning reconstitution of such units (which obviously has drawbacks) and the use of a house rule, which of course is not ideal.
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
User avatar
*Lava*
Posts: 1530
Joined: Mon Feb 09, 2004 7:44 pm
Location: On the Beach

RE: Units that don't withdraw

Post by *Lava* »

Hi!

Ah.. so these are "reconstructed" units which slip through the "withdrawn army" net. Makes sense.

If that is so, wouldn't a 5 or 6 turn delay on a second event be better to clear them all out?

Ray (alias Lava)
User avatar
golden delicious
Posts: 4166
Joined: Tue Sep 05, 2000 8:00 am
Location: London, Surrey, United Kingdom

RE: Units that don't withdraw

Post by golden delicious »

ORIGINAL: Lava

Hi!

Ah.. so these are "reconstructed" units which slip through the "withdrawn army" net. Makes sense.

If that is so, wouldn't a 5 or 6 turn delay on a second event be better to clear them all out?

It would depend on the circumstances. Use whatever range you want.
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
Raindem
Posts: 697
Joined: Sat Jul 15, 2000 8:00 am
Location: Arizona

RE: Units that don't withdraw

Post by Raindem »

ORIGINAL: Lava
...Normally the units that don't withdraw are small units that were forced to divide during battle...
I know for a fact that Withdraw Army works on divided units (with the limitations Ben mentioned) so I think we're talking about the Withdraw Unit event. I've never tried it on a divided unit but I can see how it would cause problems.

Another good reason to allow designers to control unit breakdowns.
Grab them by the balls. Their hearts and minds will follow.
User avatar
ralphtricky
Posts: 6675
Joined: Sun Jul 27, 2003 4:05 am
Location: Colorado Springs
Contact:

RE: Units that don't withdraw

Post by ralphtricky »

ORIGINAL: golden delicious

I take it this is a "withdraw army" event you're using? Units which are eliminated will not always be withdrawn properly by this event.

What I suggest, if you have the events, is to have a second event running of a two or so turn delay from the first which withdraws the army again. Obviously there is always a chance that something will sneak through the net, but you should account for the vast majority of problem units by this method.

Two other possibilities are banning reconstitution of such units (which obviously has drawbacks) and the use of a house rule, which of course is not ideal.
It's a known bug that we're working on for a future patch.
Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.
User avatar
golden delicious
Posts: 4166
Joined: Tue Sep 05, 2000 8:00 am
Location: London, Surrey, United Kingdom

RE: Units that don't withdraw

Post by golden delicious »

ORIGINAL: Raindem

I know for a fact that Withdraw Army works on divided units (with the limitations Ben mentioned) so I think we're talking about the Withdraw Unit event. I've never tried it on a divided unit but I can see how it would cause problems.

I'm pretty sure Lava means the withdraw army event. The fact that the units tend to be fragments is a coincidence, since units which evaporate are often fragments. This has happened to me repeatedly in certain scenarios.
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
Post Reply

Return to “Norm Koger's The Operational Art Of War III”