"The 4th Republic" scenario available to download!

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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*Lava*
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RE: "The 4th Republic" scenario inprogress

Post by *Lava* »

ORIGINAL: ceyan

Is there a trigger for the British Invasion force landing in Spain?

Yep, and you activated it.

It's a big hint actually.

Ray (alias Lava)
Karri
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RE: "The 4th Republic" scenario inprogress

Post by Karri »

Played a bit further and only Norway, Sweden, Britain, Turkey and USSR stand before me now, I doubt any of those can resist my armies now...the 'foreign legions' are a bit too big methinks. Anyways the tank divisions are quite powerful, but the main problem is that the AI leaves the capitals undefended and the garrisons that they have can be destroyed too easily. They are very weak units...

And btw. the Greeks didn't withdraw after I took their capital.
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RE: "The 4th Republic" scenario inprogress

Post by *Lava* »

ORIGINAL: Karri

Played a bit further and only Norway, Sweden, Britain, Turkey and USSR stand before me now, I doubt any of those can resist my armies now...the 'foreign legions' are a bit too big methinks.

The scenario was constructed for the player to have all the legions at his disposal for the attack on Russia. Good hunting!
ORIGINAL: Karri
And btw. the Greeks didn't withdraw after I took their capital.

Not surprising. The withdrawal army thing doesn't always work. However, there is a backup secondary trigger to withdraw all armies either 15 or 25 moves after the first should have done its job.
ORIGINAL: Karri

the main problem is that the AI leaves the capitals undefended and the garrisons that they have can be destroyed too easily.

Indeed, the AI has an awkward way of sometimes completely adandoning his primary objective.

Overall, I think the problem here is, even though I anticipated someone completely ignoring fronts and flooding a sector, I felt the eastern front (Belgium, Holland, Germany and the UK) could resist this tactic. You did what I thought, could not be done. So, essentially, you have found a big flaw in the scenario.. and thus, revealed a major shortcoming in the design.

I thought I had put together a pretty tough scenario, but it appears, in some respects, one needs to be almost brutal.

Ray (alias Lava)
ceyan
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RE: "The 4th Republic" scenario inprogress

Post by ceyan »

After catching a bad bug, I had some free time, so I decided to plunk down and play again. I'm just about to go to war with the Soviets. This time I more or less did what Kari did, I took every available guy northeast around the fortress line. I actually played two games, because the first game I played I found out that trying to hold the Italian line without one of the Infantry Corps (which I took away) just didn't work. Anyways, second time through everything was much better. I managed to hit Berlin somewhere around turn 40, although it was a severe pain the butt getting there. Can't even remember how many times I was cut off and nearly surrounded because I forced myself to be extra aggressive.

Ran into a problem right around that time, I'd banked on the German units bugging out, and they didn't, so I suffered some major defeats for a few turns up around Kiel (where I had pocketed just about everything but the German 5th Army, then held on with just enough strength to last me to Berlin). They still haven't left, although all the Germans have are fighters and bombers.

Managed to take over mainland Europe somewhere around turn 60, although it was pure luck. I dropped two of teh Colonial legions (over time) in Albania (I hadn't conquered Italy yet, just took out thier fleets and ran through Tarento. That distracted quite a few Bulgarian and Greek units while I pushed through Yugoslavia and Rumania. One oddity that almost killed me, sometime before I conquered Germany (I think it was around turn 20, but I dont' remember exactly) the Spanish units ont he border retreated a couple of hexes. I hadn't done anything, and it had the unfortunate side effect of gaining me some of their territory, which I'm assuming is what spawns the "vow to defend the Spanish Pennisula" event. Fortunately I had the Italians pushed back into the Genes chokepoint, so between a few piecemeal units from that group and one of the Guards Tank Corps, I was able to hold my ground until Germany and Denmark fell, so I could re-direct troops over there to actually defeat Spain/Portugal.

Also, the British Invasion force never showed up when I finally took out Italy, I'm assuming this is because I had already conquered Spain, but I'm not sure if its meant to be that way.

As of now, I've just got to figure out how to deploy myself with respect to the Soviets/Turks. I lost two whole Colonial legions (and a few units from the Spanish legion) taking out the British colonies, which I'm sure is going to come back to haunt me. So for now I've got the Spanish legion (which BTW, do the Portugese ever cough up a legion?), the remaining Colonial legion, and the French 4th Army to strike into the Middle-East area. I probably should just scratch that area entirely though, because its only recently conquered and I have hadn't any chance to build up the railroads (not that I can really afford to spare a RR troop, considering I'm still trying to rebuilt Eastern Europe).

As for Europe proper I've got a Legion/Army at each road leading into the exclusion zone (with the exception of Turkey, where I've got the Croats backing up the Bulgarians and Greeks), and I've got a few turns to distribute Guards units, although they'll probably go into the Odessa approach since the Soviets have a massive stack in one of the Cities down there. Really would like to put them all into a gun for Moscow though.

The Fins survived, so hopefully they can provide some hate and discontent to the Leningrade area. Hopefully I'll get some Norwegians or Swedes soon, but they only fell recently. Damn difficult to get anything sea-borne done with the low transport capacity.
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RE: "The 4th Republic" scenario inprogress

Post by *Lava* »

ORIGINAL: ceyan
I hadn't done anything, and it had the unfortunate side effect of gaining me some of their territory, which I'm assuming is what spawns the "vow to defend the Spanish Pennisula" event.

Kinda, are you sure you didn't push forward, the trigger was made to allow for a retreat by the Spanish, as long as the french didn't advance. One hex would make the difference depending on the position.
ORIGINAL: ceyan
Also, the British Invasion force never showed up when I finally took out Italy, I'm assuming this is because I had already conquered Spain, but I'm not sure if its meant to be that way.

[;)]
ORIGINAL: ceyan
do the Portugese ever cough up a legion

You normally get something 10 turns after conquering a country, but that is not true for all countries.
ORIGINAL: ceyan
Damn difficult to get anything sea-borne done with the low transport capacity.

Indeed, a situation which British naval superiority would never allow and abstracted in the game. There are of course paratroopers and HQ units which can move by air...

Sounds like you did a pretty good job of clubbing europe.

Good luck with the Russians.

Ray (alias Lava)
ceyan
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RE: "The 4th Republic" scenario inprogress

Post by ceyan »

Well, "Good Job" is subjective. I didn't outright lose anything for good, but I'm down to two fleet counters and one remaining battleship on hand. In terms of land forces, I'm probably short on something, in what I've actually kept track of, the 2nd Army has been evaporated at one point or another, as in every counter. The Dutch/Belgian legion has seen so much combat, they've gotten better proficiency than some of the Guards units. I did actually cheat once to save my two para-divisions, hated myself for it but I wasn't about two of the three (the other would be the MP Glider Tank group gained from Amsterdam) that actually allowed me to make any progress at all at some points in the game.

I have a feeling Europe would have been much more difficult if the PO hadn't dedicated so much force into blocking the two Colonial legions I dropped in Albania. Well, that and somehow, despite all odds, they actually held on long enough for my tank and motorized groups to sweep around to the capitols. All in all, with the losses I took, I wouldn't exactly call it a "win", nor worth congrats, but at least I did get that far. If I had taken a bit more care, I imagine I could have came out ahead. One problem I did so though, once you take out Germany the game becomes a matter of how long until Europe is conquered, rather than if it will happen at all (assuming you didn't take insane casualties getting the Germans out of the game). I kinda like it that way, but I thought I'd point it out in case you had planned on maintaining that feeling the entire time

On the other hand, I've only played through it twice, once I'm still in the middle of, and I'm by no means an expert on the game itself (let alone scenario). That and my current success is 99% luck.

P.S.
Speaking of fleets, I checked the Allies ship levels and OMG! Definitely weren't letting them run out of heavy fleets, huh?
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*Lava*
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RE: "The 4th Republic" scenario inprogress

Post by *Lava* »

Hi!

Indeed, Germany is the nut to crack.

There are, however, easier ways to do it than just slugging it out with them from the get go.

BTW, on those paratroopers, you're going to need them later to win the game. Make sure you push your fighters forward to give them plenty of air support and they should make it to where you need them.

Am interested in what selections you made on research.

Ray (alias Lava)
ceyan
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RE: "The 4th Republic" scenario inprogress

Post by ceyan »

Just cleaning out my old saves, and I found a text file from turn 80 (not sure from this game I'm currently running, or my last, since I just saved over the old names) with a listing of events that have errored out and says that Elmer tried to fix them. They're all Withdrawl events citing a specific Cadre unit. I can post it up, list the events, send the file to you, or if its meaningless and you've seen something similar before then I'll just junk it.
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RE: "The 4th Republic" scenario inprogress

Post by *Lava* »

Hi!

I wouldn't mind knowing the unit name and event number, especially if it repeats for other folks.

TOAW still has a problem with the withdraw army thing, and this game has a lot of withdraw army events. I can't tell you how many times I checked the events to make sure the correct unit was listed and even have.. somewhere.. (in a stack of notes piled up from creating the scenario) a listing of all withdraw unit events with their event number and unit name.

For some reason, for example, in about 1 out of 3 test plays, Belgium didn't withdraw, though the event was correctly written.

Overall, if it doesn't appear to unbalance the game, I'd say just keep going... remember during world war II, lots of folks escaped Nazi Germany and formed their own units to continue the fight, and that is kinda how I treat this situation, given it isn't a major country.

BTW, I am aware of the error file generation mechanism and while I was testing always checked to see if it occurred. To my best ability, you got the scenario as well as I could design it in that (withdraw army events) respect.

Ray (alias Lava)
ceyan
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RE: "The 4th Republic" scenario inprogress

Post by ceyan »

The events and unit names are:

Event #:Unit Name
17:1175th Cadre
125:540th Cadre
126:1121st Cadre
127:437th Cadre
128:640th Cadre
144:540th Cadre
146:1121st Cadre
147:437th Cadre

I didn't have a problem with the armies not withdrawing, just lived with it for the most part, but I'm going to have to scratch this game because I had several German units just pop up in eastern Russia at the start of turn 117. I turned off the PO and played the Allied turn to see why, and it turns out they pop up as reinforcements in that hex, I'm assuming they don't pop before then due to the exclusion zone. But, I don't mind restart, I picked the Fleet option for research and I haven't found a use for the new Fleets, although the extra gunships will help out here and then for coastal battles.

Also, I played for a few dozen turns just to see what popped up later on, and I noticed I didn't recieve anything for taking out Sweden. Norway gave me a supply boost if I remember correctly, but no troops, and absolutely nothing for Sweden. Greece was the same way, I'd thought I'd gotten a Legion from them, but it turns out I was looking at the Polish legion (which I put down in Greece to advance into Turkey because I needed some extra counters but didn't want a heavy force I'd need elsewhere). Never got anything for Portugal either.
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RE: "The 4th Republic" scenario inprogress

Post by *Lava* »

ORIGINAL: ceyan

The events and unit names are:

Event #:Unit Name
17:1175th Cadre
125:540th Cadre
126:1121st Cadre
127:437th Cadre
128:640th Cadre
144:540th Cadre
146:1121st Cadre
147:437th Cadre

WOW!

That's a major malfunction.

If you want, check the events by opening the scenario with the editor. The correct events/units are:

17 - BLOCKED
125 - GERMANY
126 - LUXEMBURG
127 - GIBRALTAR
128 - URSS
144 - GERMANY
146 - LUXEMBURG
147 - GIBRALTAR

BTW, I just played a bit and I also got a big error file, although the countries invovled had their armies withdrawn as it should have been. There was no effect on gameplay.

I also tried to take out Germany right from the start, and if you can do that without destroying your force.. well.. you're a better player than me.

Ray (alias Lava)
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