Turn Management

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Rickson
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Joined: Sat Oct 20, 2007 2:42 pm

Turn Management

Post by Rickson »

Anyone have any input on the following:

1. Is there any way to see how much of a turn you have left?

2. Any way to predict/guesstimate the number of combat rounds available?

Thanks
ColinWright
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RE: Turn Management

Post by ColinWright »

ORIGINAL: Rickson

Anyone have any input on the following:

1. Is there any way to see how much of a turn you have left?

There'll be a message on the screen telling you. If you forget what it said, look at an air unit that hasn't moved and see what it shows. 72 left out of a move of 120? You have 60% of your turn left.


2. Any way to predict/guesstimate the number of combat rounds available?

Thanks

You can hazard a guess based on experience -- sort of like deciding how likely you are to score if you go out tonight, though. To some extent, you can manipulate the odds. Want to get in another round? Don't set those units making a low-odds attack to 'ignore losses.'
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sPzAbt653
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RE: Turn Management

Post by sPzAbt653 »

If you wave your mouse pointer over the area circled on the right, it will give you the display circled at the bottom. This tells you the percentage of turn left. It is good policy to keep the 'Planned Combats' percentage less than or equal to the 'Turn Used' percentage in order to help maximise your chance of getting more 'turn' after current planned combats are resolved.

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golden delicious
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RE: Turn Management

Post by golden delicious »

ORIGINAL: ColinWright

You can hazard a guess based on experience -- sort of like deciding how likely you are to score if you go out tonight, though. To some extent, you can manipulate the odds. Want to get in another round?

Yeah, buying them drinks is a start.
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Rickson
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RE: Turn Management

Post by Rickson »

Thanks for all the input.  However, I still have a number of frustrations.
  sPzAbt653: how do you get the OAW III logo to appear?  I've clicked on all the buttons and display options
                  and can't get that info.
 
  Artillery: I'm about 5 turns into Normandy 44; the German (computer) always inflicts many more casualties than
               I do, while suffering almost none.  I KNOW this is not historically accurate.
 
  I don't seem able to be nearly as effective as I want.  Do I stack/attack with large units, or is it better to "chip 
  away" with smaller ones.  Do I move all of the units I want to move first, then attack?  There are times I spend   30-45 minutes just moving my units around (without reall accomplishing much).The turns always end
  before I've done all that I want to do.  One time I truned the computer on for the Allied player, and the
  computer generated a ton more movement & attacks than I have.
 
I've been playing wargames for over 20 years, and this has got me REALLY frustrated.  Somebody please tell me what I'm doing wrong.
 
Thanks.
 
 
 
JAMiAM
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RE: Turn Management

Post by JAMiAM »

If you run TOAW III in a maximized window, you need to have a desktop resolution of 1024x768 to see the circlet of stars in the bolted panel. If the circlet does not appear, you should still be able to hover your mouse cursor in the smaller sized bolted panel and see the turn used information in the bottom information panel.
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sPzAbt653
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RE: Turn Management

Post by sPzAbt653 »

Rickson, check out this thread, it may help. If not get back to us here and we will continue.

fb.asp?m=1519557&key=
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largo
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RE: Turn Management

Post by largo »

Hi Wargamers,

I don't understand well the difference between the "gray squares" and the "green sqares" in the rounds.What means this change of color?

Thank you for answers [:'(]

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"The war is only the simple continuation of the policy by other means"- Carl von Clausewitz -

"La guerre n'est que la simple continuation de la politique par d'autres moyens" - Carl von Clausewitz -
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Curtis Lemay
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RE: Turn Management

Post by Curtis Lemay »

ORIGINAL: largo

Hi Wargamers,

I don't understand well the difference between the "gray squares" and the "green sqares" in the rounds.What means this change of color?

They're gold, not green. The squares indicate what combat round that particular combat will start on, and, therefore, the minimum expenditure of combat rounds that combat will incur to your player turn. The colors indicate whether those rounds are already expended in previous combat phases or other planned combats (gray), or whether that particular combat is the reason for their expenditure (gold).

So we can conclude from your screenshots that these combats are planned for the first combat phase (no rounds have been expended yet). The first combat is going to blow off three combat rounds, meaning that it has late units involved. The second combat has no late units, but its square is gray because of the first combat.

This tells you that that first combat would normally be considered to be bad practice, since it will squander two rounds. To get the maximum number of combat phases possible, don't plan combats that have more than one gold square. (But note that trying for the maximum number of combat phases is not always the best plan - it's force and situation dependent).
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largo
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RE: Turn Management

Post by largo »

ORIGINAL: Curtis Lemay


They're gold, not green.

sorry

thank you very much for these explanations, Curtis !

"The war is only the simple continuation of the policy by other means"- Carl von Clausewitz -

"La guerre n'est que la simple continuation de la politique par d'autres moyens" - Carl von Clausewitz -
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Singleton Mosby
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RE: Turn Management

Post by Singleton Mosby »

ORIGINAL: Curtis Lemay
They're gold, not green. The squares indicate what combat round that particular combat will start on, and, therefore, the minimum expenditure of combat rounds that combat will incur to your player turn. The colors indicate whether those rounds are already expended in previous combat phases or other planned combats (gray), or whether that particular combat is the reason for their expenditure (gold).

So we can conclude from your screenshots that these combats are planned for the first combat phase (no rounds have been expended yet). The first combat is going to blow off three combat rounds, meaning that it has late units involved. The second combat has no late units, but its square is gray because of the first combat.

This tells you that that first combat would normally be considered to be bad practice, since it will squander two rounds. To get the maximum number of combat phases possible, don't plan combats that have more than one gold square. (But note that trying for the maximum number of combat phases is not always the best plan - it's force and situation dependent).

That was a great explanation and I now finally understand it. Thanks a lot and let's hope I can still use it this far into my FITE game ;)
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Catch21
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RE: Turn Management

Post by Catch21 »

Artillery: I'm about 5 turns into Normandy 44; the German (computer) always inflicts many more casualties than I do, while suffering almost none. I KNOW this is not historically accurate.

I don't seem able to be nearly as effective as I want.  Do I stack/attack with large units, or is it better to "chip away" with smaller ones.  Do I move all of the units I want to move first, then attack? There are times I spend 30-45 minutes just moving my units around (without really accomplishing much).The turns always end before I've done all that I want to do. One time I turned the computer on for the Allied player, and the computer generated a ton more movement & attacks than I have.

I've been playing wargames for over 20 years, and this has got me REALLY frustrated. Somebody please tell me what I'm doing wrong.

Thanks.
I've been playing wargames for more than 20 years too, and if I can do it, I know you can too. Patience.

There are a couple of step-by-step AARs over at www.gamesquad.com that might help- both versus the AI (Elmer):

1) http://forums.gamesquad.com/showthread. ... win&page=2 (2WiN 44)
2) http://forums.gamesquad.com/showthread.php?t=70208 (RtR 44)

Both include files per turn you can unzip to see the setups. Turn by turn and round by round. I did these with a view to explaining much of the way I approach TOAW, including arty and placement.

There are other AARs elsewhere but these were specifically designed for a newbie tournament so might be more useful than others. Hope they help and please let us know if so. If not we'll think of something else- maybe a small trial spin with someone who knows the game well.
Tactics are based on Weapons... Strategy on Movement... and Movement on Supply. (J. F. C. Fuller 1878-1966)
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