Add this to the comprehensive wish list, please.
Regards, RhinoBones

Moderators: ralphtricky, JAMiAM

ORIGINAL: IronDuke
God save Texas....[;)]
It's late here so I'll come back to respond to Curtis tomorrow but suffice to say I think this about sums it up. Even if we assume that some mingling might happen in a 50 km wide hex...
...because any attack within the hex would not be designed to breach that wide an expanse, no breach within that hex would occur until the attacking unit had actually been ordered to get in the boats and charge.
This is what is missing from curtis's theory....attacking intent.
No matter how wide the hex, no one is going across until the order is given. Deliberate river assaults are serious set piece affairs. You can't assume intermingling if both sides want to defend.
ORIGINAL: Iron Dragon
I would like to toss my two(mebbe one) cents in here if I could.
I don't have a problem with river hexes. They are significant terrain features and obstacles from a military stand point. Forces involved in a conflict are not always in contact throughout the entire front. There are always areas of 'no mans land'. If both sides want the defensive bonus of the river, then you will end up with areas that are not occupied. That's life, that's war. You're not always going to grab the belt of the enemy if you aren't going to gain any benefit from it.
However, it is more difficult to take a bridge intact. To solve the flanking issue in regards to holding the bridge hex, how about creating a defensive bonus modifier for units dug in on an intact bridge hex?
ORIGINAL: Curtis Lemay
Regardless of how, you can assume intermingling, period.
The area properties of rivers are undeniable, no matter how hard you try . . .

ORIGINAL: Curtis Lemay
ORIGINAL: Iron Dragon
I would like to toss my two(mebbe one) cents in here if I could.
I don't have a problem with river hexes. They are significant terrain features and obstacles from a military stand point. Forces involved in a conflict are not always in contact throughout the entire front. There are always areas of 'no mans land'. If both sides want the defensive bonus of the river, then you will end up with areas that are not occupied. That's life, that's war. You're not always going to grab the belt of the enemy if you aren't going to gain any benefit from it.
I wonder if I should pronounce that "this about sums it up"?
However, it is more difficult to take a bridge intact. To solve the flanking issue in regards to holding the bridge hex, how about creating a defensive bonus modifier for units dug in on an intact bridge hex?
We could just change where the 0.7 penalty is applied. I can think of a couple of ways:
1. Change it so that it is applied to any units that attack into a river hex, rather than attacking out of the river hex.
2. Change it so that it is applied in both cases: Attacking out of the river hex and attacking into it. In that case, to be consistent, it might be best to split the penalty up to its square root - 0.84%.
ORIGINAL: IronDuke
And with respect you're very wrong. Sides only intersperse where parts of the river's length may not be held for example. That's fine because you can get across the river in those places and not get over it in another where it is held as things stand in the game right now.
ORIGINAL: Curtis LemayNo. I'm completely and totally right. They definitely were mixed along the Seine in 1944. That's the general case. It was the case for every other river from Normandy to the Rhine as well. The few cases where they were all lined up each on their own sides of a river were the exceptions.
I can "half see" that at 50 km per hex some of these attempts might be successful and others not successful within a hex that wide.
Maybe there's some hope for you yet. Although I think you're now being willfully obtuse, I'll try one last time.
Try this: Envision a 2.5km/hex scenario with rivers in it. Envision combat along those rivers. Will those rivers be breached in 20 hex wide spans? Because that's 50km. What about 10 hex spans? That's 25km. What about 4 hex spans? That's 10km. Would players wait until all enemy units are cleared from one side of the river before attempting any crosses anywhere?
The answer is no in all cases. The rivers would mostly be crossed in single hex breaches. And breaches will be attempted as soon as the force is in place to try - long before all resistance has been cleared from the friendly side of the river.
So, at the very least you should be able to "half see" that intermixing will occur for all cases above 2.5km/hex. Then all you have to do is "half see" a tactical board game to get it for 2.5km/hex too.
However, given the units being deployed at that level are Divisional or as likely Corp strength, you can' simulate battalions or regiments getting across in such a way that entails the entire Corp to suffer defensive penalties, surely.
However we read it, units don't mix in hexes in TOAW, it's as simple as that. Therefore, the rules only work where you assume everyone is in one hex or another.
That wasn't the point. The point was that if the river is modeled as a hexside, then both sides are neatly on one side or the other of the river. If it's modeled as a hex, then that is not the case. The unit on the river can be across in some places and not in others. The crossing is only fully completed after the unit moves beyond the river hex (and pays the river combat penalty in the process).
But with the one hex exception around Remagen IRC, everyone was in this position around the much discussed Rhine, if you set up a map within a TOAW scenario. The same at the Meuse in 1940 until Guderian launched his assault. You can't simulate that tactical complexity within this game by postulating combats in the way you want to. Such occasions depend on tactical circumstance, but your preference seems to be for rules which automatically assume these circumstances occurred.
The Rhine and the Meuse were exceptions.
Areas you don't get into or past until you make an assault, which essentially means they act like boundaries does it not? You don't cross a trenchline without violence, but under you're thinking, we're simulating (whether it was possible or not - you overestimate how often it happened) the patrolling or or small and very small unit hasty crossing of individual sub-units regardless of the scale in river hexes (which can go as low as say 2.5 km per hex).
Is there any terrain you might think should be modeled as areas? You don't get to a forestline until you assault. You don't get to the mountain defenses without violence. Etc. etc. This is getting ridiculus. Trenches are modeled as areas for good reason. They have transverse defense benefits - just like rivers.
But if they snake, your defending forces still only dig in on one side IRL (in a snake like line), meaning they still act as boundaries.
Wrong on both counts. They could be mixed as to where they've crossed or not, and if modeled as boundaries they would not provide transverse defensive benefits.
Distortion is inevitable with the mapping tools and rules being used, and the scales sometimes employed. Indeed, it's inevitable and to be welcomed if the alternative is rules which simulate the mixing of units in and around rivers even where it never and couldn't happen.
The quantity of distortion is not inevitable. Some methods are less distorting than others. And since mixing usually did happen that extra distortion would be doubly unwelcome.
No, I just want the simplest option which makes sense. You arrive at a river and stop unless you're ordered across. What is so hard about that? Put another way, we arrive at towns and don't simulate aggressive patrolling of the defences do we? We only launch our urban assault if the units are told to.
What are you talking about? Stop at the river hex. There is no mechanism that forces you to enter it. And apparently what "makes sense" to you is to ignore all tactical considerations but one.
Aha, so the fact that we got across the Rhine is not more important than the factors at play is it, because the Anzio experience wasn't repeated at Tarawa or Omaha. Shall we reconsider the Rhine question now. Why did we get across the Rhine so easily, but get slaughtered on the Rapido?
Again, the "why" is theory. Stick to the facts. Fact: the Rhine was crossed easily in multiple places in 1945. You are welcome to your opinion as to why. I've expressed mine.
the 30% penality reflects the difficulties of deploying weaponry and firepower whilst in a boat, the vulnerability of that water borne assault and the narrowing of tactical options for the attacker. It is well justified and applies whether the bank is well defended or not. It only really matters when the bank is well defended, though, because the 30% reduction affects the relative combat strengths much more than when the bank is relatively poorly defended. Herein lies the golden rule re river assaults. They are easy if the enemy are nowhere in sight, really difficult and bloody if he is well dug in on the other side in anything like comparable numbers to the attacker.
It's a 30% reduction. That's all. You simply can't wiggle out of that. And it gets imposed now - just not exactly like you want. Most of the problem for assaulting comes from the other terrain and deployment mode that the defender enjoys.
Not what I've been arguing, and not what the counter argument has been. Also, since huge cost/huge gain stuff has thus far been thin on the ground, then what else is there to argue about.
It's been a large part of the counter argument. This is a very high cost change. As for its benefits, you can't even prove that scenarios will work better with it. That's the bottom line. And there are plenty of other, much more important, issues to discuss.
ORIGINAL: rhinobones
ORIGINAL: Curtis Lemay
Regardless of how, you can assume intermingling, period.
The area properties of rivers are undeniable, no matter how hard you try . . .
If this logic was only applied to bridged rivers (crossed either by engineers or a physical structure) where troops have ready access to both banks, I would subscribe to your argument. However, when you apply it globally to all rivers “period” you are overstepping the bounds of any military doctrine I ever learned. Don’t know what your military experience is, if any, but in the USMC we never, ever, automatically did this “intermingling” thing you talk about. Unit integrity equals strength and unit commanders do not intentionally deplete their strength by deploying as you propose. The only time my unit crossed a river, or any type of physical barrier, was with the pure intent to be on the other side as a combat capable unit.
Another question is, why is this logic is only applied to river hexes? Why is this logic not applied to beach hexes, or town hexes or any hex other than roads and rails? Beaches, towns, hills, mountains, forests, etc are all handled as hex side terrain features. Why isn’t a hex half beach and half water? Why isn’t there Koger beaches? Why isn’t a unit half in the water and half on the beach? Same thing goes with towns, mountains and everything else. All other hexes are black and white, yet you continue to argue that rivers deserve to be gray.
To extend your logic to the entire game, for all hexes, except for the roads and rails, you can assume intermingling, period. The area properties of terrain hexes (hex sides?) are undeniable, no matter how hard you try. Well . . . let's hope this doesn't happen.
Someone also made the comment that hex side rivers were ugly . . . that’s another remark based on questionable logic. See any big, ugly differences in the attached scenario maps?
With all that said, I don’t see why there can’t be two versions of TOAW. One with, one without. Add in some WEGO to the “with” version and Matrix could save themselves the trouble of completing Combined Arms. Think that would make us both happy.
Regards, RhinoBones
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ORIGINAL: ColinWright
Maybe the above could go to war with Sausageland: Weiner, Bratwurst, Salami, Keilbasa...
ORIGINAL: rhinobones
Was thinking about hex based games with Koger Rivers and the only example I can think of is the TOAW series. On the other hand, there are plenty of examples of hex based games using the hex side river scheme. Anyone care to add to this list?
Makes me wonder what it was that Koger was thinking. Did he know something that no one elese knew, or did he just miss the boat?
Hex Based Games With Koger Rivers:
TOAW Series
Hex Based Games With Hex Side Rivers:
V4v Series
Guns of August 1914-1918
W@W Series
Commander – Europe at War
Battlefront
Avalon Hill Board Games
John Tiller's Campaign Series
Combined Arms (if and whenever)
Regards, RhinoBones

ORIGINAL: IronDuke
Oh...this hurt...
Anyway, this is how Combined Arms models it...
ORIGINAL: rhinobones
ORIGINAL: IronDuke
Oh...this hurt...
Anyway, this is how Combined Arms models it...
Sorry for the dig, it was meant to be more of a friendly push. But, as a manager, you know how it is with the consumer . . . always more and always now. It is especially hard when simple questions are posted on the CA site and they seemingly go ignored. Makes people wonder about the commitment.
As for the screenie you posted . . . beautiful. Absolutely beautiful. WEGO, elevation, hex side rivers . . . we could always ask for more, but this will do wonderfully.
Any chance of a Christmas present?
Thanks again for the post.
Regards, RhinoBones
ORIGINAL: rhinobones
ORIGINAL: IronDuke
Oh...this hurt...
Anyway, this is how Combined Arms models it...
Sorry for the dig, it was meant to be more of a friendly push. But, as a manager, you know how it is with the consumer . . . always more and always now. It is especially hard when simple questions are posted on the CA site and they seemingly go ignored. Makes people wonder about the commitment.
As for the screenie you posted . . . beautiful. Absolutely beautiful. WEGO, elevation, hex side rivers . . . we could always ask for more, but this will do wonderfully.
Any chance of a Christmas present?
Thanks again for the post.
Regards, RhinoBones
ORIGINAL: rhinobones
Appears that the two biggest gripes against hex side rivers is expectation that the functionality of engineer and riverine units is somehow diminished. I don’t think that a hex side scheme would create such a liability, in fact, if these units were to have a special movement allowance which enabled them to move onto the hex side their characteristics would in fact be enhanced. At least I think it would be enhanced.
Add this to the comprehensive wish list, please.
Regards, RhinoBones
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ORIGINAL: rhinobones
If this logic was only applied to bridged rivers (crossed either by engineers or a physical structure) where troops have ready access to both banks, I would subscribe to your argument. However, when you apply it globally to all rivers “period” you are overstepping the bounds of any military doctrine I ever learned. Don’t know what your military experience is, if any, but in the USMC we never, ever, automatically did this “intermingling” thing you talk about. Unit integrity equals strength and unit commanders do not intentionally deplete their strength by deploying as you propose. The only time my unit crossed a river, or any type of physical barrier, was with the pure intent to be on the other side as a combat capable unit.
Another question is, why is this logic is only applied to river hexes? Why is this logic not applied to beach hexes, or town hexes or any hex other than roads and rails? Beaches, towns, hills, mountains, forests, etc are all handled as hex side terrain features.
To extend your logic to the entire game, for all hexes, except for the roads and rails, you can assume intermingling, period. The area properties of terrain hexes (hex sides?) are undeniable, no matter how hard you try. Well . . . let's hope this doesn't happen.
ORIGINAL: IronDuke
But they were mixed because the Germans never really tried to defend the Seine. They blew bridges (ones not already bombed anyway) blocked crossing points with hasty rear guards, fought a few delaying actions but they essentially mingled because the Germans were not actually emplaced behind the river in anything like the required strength to defend it. We would have been able to count the mingling that occured without direct combat rather easily had they been entrenched behind it for it would have been zero unless the Allies had attacked.
Yes, but try the above scenario without rivers and you can see how willfully complicating you're attempting to make it in order to apologise for the current rules.
Lets take something most people will be familiar with like the Somme. Now, if memory serves, you could get the entire encounter inside one 25Km hex. Now, in any game scale above or around that, the entire British force in TOAW III is going to move as one from its home hex into the German defended hex.
However, in real life, advances as much as a mile or more were made in places, whereas in other parts, the troops didn't get ten yards from their own trenchline.
Now, we don't take account of this within the game one bit. The German defences are a barrier in a hex and you either take the whole hex or none at all. You advance everywhere at a uniform pace or nowhere. The game engine doesn't recognise intermingling in those terrain features (flat dry ground and urban) where it would occur most at any and all scenario hex sizes.
you want to interpret the current river rules to suggest it happens automatically in any and all river settings. It isn't consistent and it is't necessary.
The death of your current position is the farce that had the British tried to launch the assault across a river into the face of the machine guns and barbed wire at the Somme, your apology for the River game rules would have seen them have some success, because sat on the river hex trying to charge through the withering fire and barbed wire, they would have been treated as if they had intermingled as they did in real life and got into the German defences.
But because they chose to launch it across dry land, they get penalised when the Germans rebuff their assault because nowhere do they make any territorial gains within the hex being attacked. It's bizarre. they start and end in their own hex, not an inch across the 25km front having been deemed to have been taken, unless they cross one of Curtis's super river hexsides first (as if the defences on the Somme weren't bad enough) because doing this sees them classed as having intermingled, got across the river in places and actually had the success they had in real life.
Under this interpretation, every hex should be a river hex because it is the only way to simulate the intermingling of land combat without rivers as well.
TOAW deals in absolutes, rather like chess. You're in this hex or that one.
Nowehere does it attempt to model intermingling save during combat, but at the end of that combat the two sides are very firmly in separate hexes whatever the result. It is an unwarranted anomaly to graft on this intermingling explanation to river rules in this way.
It simply isn't consistent. You're placing a layer of rules on the river crossings to explain the situation that have no equivalent in other equally needy areas of the game. Rules can't be different like this, right or wrong, they must be consistent. Consistency is everything.
Yes, but it is across the river, as I keep stating, without having to even attack.
The unit is paying the river combat penalty after actually attacking, but getting no defensive bonus even if the attack hasn't taken place. How can this be right? Also, in your model, intermingling is still only going to occur in real life where there is intent to attack across the river. Movement in to the river hex is being deemed as intent regardless of whether it actually is or not, and the whole intermingling edifice essentially falls down when you consider that "intermingling" assumes some people are across and some not, but when counterattacked the programme in your model decides everyone has got across because even those who have not "intermingled sufficiently" to get across the bank end up getting shot at, grenaded and bayoneted as if they had.
Now, if I've got my names right from the bio refs you gave earlier in this thread, then I appreciate I'm not going to get much of a look in here having just scanned the notes on the database editor in the docs folder and seen who wrote it, but do we really think that the ability to accurately model the (unlikely and unhistorical) success of the Yamato's last mission is more important than getting the rules right about combat river crossings in a game almost exclusively concerned with land combat in a world criss crossed with rivers?????
Did we really suspend work on formations and the supply model so we could instead model the limited availabilty of HVAP amongst American Sherman crews in North West Europe in 1944-45?
I don't want a fight about this, but Database editors are just "nice", what do they really add to the game? To coin your argument before, they add absolutely nothing to existing scenarios and are surely unproven in their ability to change anything overall because the overwhelmingly vast majority of possible equipment was already modelled and in the game beforehand.
Ultimately, this is irrelevant anyway. You're arguing on grounds of area intermingling and such like. This argument about importance you can deploy if you accept the area intermingling stuff is not a good enough argument, but if you're going to spend posts arguing about area intermingling, I'm surely going to respond.
ORIGINAL: IronDuke
ORIGINAL: Curtis Lemay
1. Change it so that it is applied to any units that attack into a river hex, rather than attacking out of the river hex.
No 1 wouldn't work because you could never clear your own side of the river of enemy troops without attracting unwarranted penalties since the last refuge of those troops on your side of the river might be the minor river hex itself.
Unless you could differentiate within the rules between assaults so that a limited assault didn't attract penalty in this way. Hitting them and not advancing into the hex cpould be deemed as clearing your bank without running the risk of being in the hex itself.
ORIGINAL: IronDuke
I don't want a fight about this, but Database editors are just "nice", what do they really add to the game? To coin your argument before, they add absolutely nothing to existing scenarios and are surely unproven in their ability to change anything overall because the overwhelmingly vast majority of possible equipment was already modelled and in the game beforehand.