New to TOAW =)

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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VZ
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New to TOAW =)

Post by VZ »

Purchased TOAWIII two days ago (download and boxed version).
Might be that I will come up with several noob questions [:D]

Atm I try to get the basics. What confuses me is that my turn is often over while their is plenty more stuff left to do (attacks, redeployements, movements etc).
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ralphtricky
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RE: New to TOAW =)

Post by ralphtricky »

Thanks for buying, and think you'll have a lot of fun!

That's a popular question, BTW.
Here's the most recent discussion.
http://www.matrixgames.com/forums/tm.asp?m=1409126

As an FYI, they're also trying to get together another new player workshop, you might check it out.
http://www.gamesquad.com/forums/forumdisplay.php?f=10

You should also apply the first patch, and check back regularly, another patch is in the works.

Ralph
Ralph Trickey
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Skeleton
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RE: New to TOAW =)

Post by Skeleton »

Fear not, after having played this game for two and half years, in multiple incarnations including Matrix's edition, to this day I still get the joy of a turn being over because of morale failure checks, etc. This forum, along with the WitP forum ,might be the most helpful, considerate, knowledgeable forum around. Watch your movement points and supply levels, watch your proficiency levels, do not over extend attacks and keep an eye on the stars on the interface. I am sure those of far more knowledge then I will give some good advice, but from one "beginner" to another, I hope that is of some use to you, cheers.
*Formerly known as Marcus the Leper, time has taken a toll and now I am simply a skeleton...*
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B/snafu
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RE: New to TOAW =)

Post by B/snafu »

ORIGINAL: VZ

Purchased TOAWIII two days ago (download and boxed version).
Might be that I will come up with several noob questions [:D]

Atm I try to get the basics. What confuses me is that my turn is often over while their is plenty more stuff left to do (attacks, redeployements, movements etc).

This has been especially tough for me since I have been use to systems where as long as an individual unit has movent points --that unit can attack--wheras I get (hope I'm correct) that the ability to attack for any given unit in toaw is determined by the movement points left for all the combined units on the map.

Some pointers from one noob learning this game's mechanics to another ----(I hope this isn't bad information and I do not lead you astray--hope also one of the more knowledgeable members here correct it if I am wrong).

Ex: playing "a bridge too far" right now-----In any given turn I start off by:

1. Moving the units that I need to move longer distance's (ie-XXX corps units up the highway). If you conduct major attacks before this step you will notice their movement allowence very much reduced.

2. I then set the deployment status of most of my units that I will not be attacking with (digging in, tac reserve,etc)

3. I then make some minor flank attacks across the map (one unit set at at minimal losses per individual attack) for places that I plan on attcking in force later in the turn. then hit resolve attacks.

4. I then do some final positioning for my attacks and then plan out all of my major attacks on the map and hit resolve

5. If I have some turn left, I might move some units I left alone intentionally for follow up breakthroughs, dig in the units I had previously attacked with, or conduct a last attack if I'm lucky and the conditions are right.


In most cases using this method I average two combat rounds per turn (sometimes three)--it works for me right now against elmer but I'm sure a human would hand it to me.

Also when resolving attacks---I've noticed if you have a lot of arty dug in -in range of your attack- that eats a lot of the movement percentage up (more units involved- more turn eaten up?? )

I attack mostly with limit losses set but I tend to use an abundance of units in a given attack --3 to 5 vs. 1 unit ratio (ex: 2 to 3 set at limit loss attack, 1 or 2 units set at limited losses limited attack, and always at least one HQ unit arty support and a lot of times with supporting arty units in support. This is what I believe really eats up my rounds percentage. (especially if I have any air units set on combat support during my attacks-- I get one combat round and the turn is over) Which reminds me---make sure you have your air units set on the missions you want them (air superiority, interdiction, rest, etc.) around the first or second step that I described above or you risk the turn ending before you have a chance.

As I said, I am a noob to this game also so take these pointers as such--I could be completly off with my method--but this way has helped me "get moving " in the game to enable me to learn as I go. The Toaw mechanics are still frustating to me sometimes but imho the breadth and scope of this system makes other games pale in comparison.
"How can you buy eggs in Malta for seven cents apiece and sell them at a profit in Pianosa for five cents?? "
VZ
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RE: New to TOAW =)

Post by VZ »

thx for the replies. Appreciated [:)]

I am playing around with the operation blue scenario atm as the kraut forces =)

At first I moved units around. encirceled as good as possible those partisans etc. then started some attacks.

Tweaked around a lot to figure out the game mechanics. Only attacked with units not moved so far. During the attack planer every battle had only 10% planned used time. Tried four times. First try the round was over afterward. other tries I had 60%, 40% and 20% left.

Weird. I need some more studies here [&:]

Minor question (have to check it tomorrow): If I have as example just 20% time left and start another round of attacks. Will they be initiated whatever amount of time they need or just those battles who can be fought within the remaining time?
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ralphtricky
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RE: New to TOAW =)

Post by ralphtricky »

ORIGINAL: B/snafu
3. I then make some minor flank attacks across the map (one unit set at at minimal losses per individual attack) for places that I plan on attcking in force later in the turn. then hit resolve attacks.
Here's an important point that's easy to miss. If you attack on round 1 from the North, and round 9 from the South, the round 9 attack will be a flanking attack.
Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
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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.
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B/snafu
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RE: New to TOAW =)

Post by B/snafu »

I'm confused now. I need to look through the manual again I guess. I thought if you attcked a given unit from one direction-----then attacked that same unit later in the turn from a different direction--you get the flanking bonus (ie the support eqp of that unit would be then succeptible to damage).

As far as round 1 and round 9---I guess I'm still off track----the max combat rounds I usually get is three per turn---unless we are talking about something completely differrent.
"How can you buy eggs in Malta for seven cents apiece and sell them at a profit in Pianosa for five cents?? "
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ralphtricky
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RE: New to TOAW =)

Post by ralphtricky »

ORIGINAL: B/snafu

I'm confused now. I need to look through the manual again I guess. I thought if you attcked a given unit from one direction-----then attacked that same unit later in the turn from a different direction--you get the flanking bonus (ie the support eqp of that unit would be then succeptible to damage).

As far as round 1 and round 9---I guess I'm still off track----the max combat rounds I usually get is three per turn---unless we are talking about something completely differrent.
Sorry, we're talking about the same thing. The rounds are actually numbered from about 1 through 10 or more.

If you put your mouse over the panel in the middle right, it shows how many rounds have been used (as a percentage (10, 20, 30, ....)

Ralph
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B/snafu
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RE: New to TOAW =)

Post by B/snafu »

Thank you--that actually clears up some things in my thick head.

10%=1 combat round for a total of 10 rounds per turn.

so after resolving an attack and it states you have 30% turn left---means you have 3 combat rounds left---even though realalisticly, chances are you will not have 3 seperate "resolve all attacks" oppurtunities.

also, sorry for replying to you on two different forums at the same time.


Ps: does anyone here average more than 3 "resolve all attacks" opportunities per turn??
"How can you buy eggs in Malta for seven cents apiece and sell them at a profit in Pianosa for five cents?? "
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ralphtricky
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RE: New to TOAW =)

Post by ralphtricky »

ORIGINAL: B/snafu
Ps: does anyone here average more than 3 "resolve all attacks" opportunities per turn??
Depends on the scenario, and the person.<g> I've heard that some veterans can reliably get 10 or so rounds per turn in some scenarios. In other scenarios you're lucky to get 2!

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.
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Silvanski
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RE: New to TOAW =)

Post by Silvanski »

I feel lucky to get two... am flabbergasted when I manage to squeeze three rounds out of a turn [:D]
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B/snafu
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RE: New to TOAW =)

Post by B/snafu »

ORIGINAL: Silvanski

I feel lucky to get two... am flabbergasted when I manage to squeeze three rounds out of a turn [:D]

Makes me feel a little better--I average two and sometimes three. Although elmer (seems to me) does multiple movements and heavy attacks per turn compared to my paltry attemts
"How can you buy eggs in Malta for seven cents apiece and sell them at a profit in Pianosa for five cents?? "
Karri
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RE: New to TOAW =)

Post by Karri »

The combat rounds also depend on the shock. For example with 120% shock it's easy to get 5-6 rounds a turn...and then there's the problem with attacking 'ant' units, which for some reason burn down your entire turn. For example if most of the units in the scenario are divisions, and then there's one regiment sized unit, chances are you get your round burned.

Although, I think the problem is somewhat due to these smaller units having 'special' equipment which is almost impossible to destroy...not sure though.
VZ
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RE: New to TOAW =)

Post by VZ »

Iam enyojing the game atm. The AI seems very capable at the first "views".
Well lets see If I still have this opinion after I get more familiar with the game.

At first I considered the AI in SSGs Korsun pocket also "good" but after a while it was obvious that the AI there is hilarious bad (like in all SSGs titles (BiN, BiI etc.) which I own.
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Silvanski
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RE: New to TOAW =)

Post by Silvanski »

ORIGINAL: B/snafu

ORIGINAL: Silvanski

I feel lucky to get two... am flabbergasted when I manage to squeeze three rounds out of a turn [:D]

Makes me feel a little better--I average two and sometimes three. Although elmer (seems to me) does multiple movements and heavy attacks per turn compared to my paltry attemts

It says somewhere in the manual or in one of the player's guides "Elmer is better at cracking the numbers"
Consider it like playing vs a chess computer who can "think" xxx moves ahead but lacks logic.
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B/snafu
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RE: New to TOAW =)

Post by B/snafu »

Yah, that makes sense. I imagine a human opponent who, along with his own strategy, is able to calculate the combat rounds as good as elmer would be nigh unbeatable.
"How can you buy eggs in Malta for seven cents apiece and sell them at a profit in Pianosa for five cents?? "
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a white rabbit
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RE: New to TOAW =)

Post by a white rabbit »

ORIGINAL: Silvanski

ORIGINAL: B/snafu

ORIGINAL: Silvanski

I feel lucky to get two... am flabbergasted when I manage to squeeze three rounds out of a turn [:D]

Makes me feel a little better--I average two and sometimes three. Although elmer (seems to me) does multiple movements and heavy attacks per turn compared to my paltry attemts

It says somewhere in the manual or in one of the player's guides "Elmer is better at cracking the numbers"
Consider it like playing vs a chess computer who can "think" xxx moves ahead but lacks logic.

..Elmer's overall skill is only as good as the programmed objectives let him be, so only as good as the designer...and most of them are still coming to terms with a viable PO..[8D]

..his tactical skills are probably better now that of many players..
..toodA, irmAb moAs'lyB 'exper'mentin'..,..beàn'tus all..?,
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a white rabbit
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RE: New to TOAW =)

Post by a white rabbit »

ORIGINAL: B/snafu

ORIGINAL: Silvanski

I feel lucky to get two... am flabbergasted when I manage to squeeze three rounds out of a turn [:D]

Makes me feel a little better--I average two and sometimes three. Although elmer (seems to me) does multiple movements and heavy attacks per turn compared to my paltry attemts

..it very much depends on the scen, and a whole heap of settings in the EvilEd, 10's happen, so do higher, but it really is the scen that decides that..

..if you're not getting the rounds and Elmer is, then study the combat results and then change sides...
..toodA, irmAb moAs'lyB 'exper'mentin'..,..beàn'tus all..?,
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