Attack planning window

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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Curtis Lemay
Posts: 15341
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

RE: Attack planning window

Post by Curtis Lemay »

ORIGINAL: rocketboy

Thank you for the reminder Curtis, I had a look at it a while ago (looks awesome), but decided to play the scenario named "Normandy" which is in the classics folder. I might have a go at your scenario at a later stage.

You don't need to play the scenario to benefit from the round management techniques discussed in the AAR. Some of the discussion is scenario-specific, but much of it has universal application.
My TOAW web site:

Bob Cross's TOAW Site
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Curtis Lemay
Posts: 15341
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

RE: Attack planning window

Post by Curtis Lemay »

ORIGINAL: rocketboy

Since my last post I've been reading some old posts and it seems as though some more experienced players think that the attack planning window is pretty much useless. I can't imagine not using it at this stage of being a novice. They seem to think that the losses expected and success expected is more or less inaccurate? Is this so? Maybe one should only use it for setting up the attack, rather than a tool for evaluating the probable success.

As I've posted elsewhere, think of it like a staff recommendation - not as a guarantee. Provided that the defenders have no support, are composed of non-armored equipment, and have no terrain benefits, the recommendation will tend to be accurate. The recommendation just seems to consider combat odds alone, oblivious to the above (and other) factors. You have to gauge those other factors yourself, and apply the recommendation accordingly.
My TOAW web site:

Bob Cross's TOAW Site
rocketman71
Posts: 491
Joined: Tue Feb 20, 2007 8:43 pm

RE: Attack planning window

Post by rocketman71 »

ORIGINAL: Monkeys Brain

Be careful with units with VERY high proficiency like 90%.

Imagine Hitler Youth and Hitler yelling at them ATTACK! [:D]

They keep attacking and burn the turn (esp. if their losses is not big).


Mario
If proficiency affects turn burn, maybe it should be stated in the planning window. I would like to see a mouse-over function so that you can see proficiency, readiness and supply - before adding a unit. I know that the color dot is a summary of this, but find it insufficient.
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Monkeys Brain
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RE: Attack planning window

Post by Monkeys Brain »

If proficiency affects turn burn, maybe it should be stated in the planning window. I would like to see a mouse-over function so that you can see proficiency, readiness and supply - before adding a unit. I know that the color dot is a summary of this, but find it insufficient.

Yes, maybe you are right... You will notice many other small things like that in TOAW.

On the other hand, it considerably adds to some sort of "esotheria" withing game so to speak [:D]

So in some way, TOAW is like Nietze - you may think that you can understand it and then it suprises you sometimes. LOL


Mario
rocketman71
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RE: Attack planning window

Post by rocketman71 »

I'm all for esotheric games when you never have full information and that it tends to surprise you, it adds to the thrill of playing. However, what I'm aiming at is reducing micro-management. It takes me forever to complete a full turn. Part of it is definitely inexperience with the interface. I simply want to play more turns per day. As it is now, my brain hurts too soon [;)]. One fine example how to reduce micro-management is Civ IV which eliminated alot of it by clever mouse-over functions. I'm not saying that TOAW should be like Civ IV, but one might find inspiration there for TOAW 4 perhaps.
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Monkeys Brain
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RE: Attack planning window

Post by Monkeys Brain »

ORIGINAL: rocketboy

I'm all for esotheric games when you never have full information and that it tends to surprise you, it adds to the thrill of playing. However, what I'm aiming at is reducing micro-management. It takes me forever to complete a full turn. Part of it is definitely inexperience with the interface. I simply want to play more turns per day. As it is now, my brain hurts too soon [;)]. One fine example how to reduce micro-management is Civ IV which eliminated alot of it by clever mouse-over functions. I'm not saying that TOAW should be like Civ IV, but one might find inspiration there for TOAW 4 perhaps.

I understand that.
Well, just playing 1947 scenario and boy it is micromanagment hell ... It took me few evenings just to move air units where I desired.


Mario
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