Campaign for N Africa Cease Fire????

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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Hairog
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Campaign for N Africa Cease Fire????

Post by Hairog »

I've been playing one of my favorites The Campaign for N. Africa and all of a sudden for about 10 turns now you can't attack. Both sides are at a cease fire. Is this the way it's suppose to work? I have never started this early in the campaign before ( I wanted to beat up on the Italians). I'm on turn 10/26/40
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morganbj
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RE: Campaign for N Africa Cease Fire????

Post by morganbj »

I haven't played it in awhile, but I kinda remember that happens.
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Boonierat
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RE: Campaign for N Africa Cease Fire????

Post by Boonierat »

Working as intended yes, it simulates the italian paralysis after they captured Sidi Barrani and it gives time to the allied player to prepare its counteroffensive (as far as I can tell anyway).
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fulcrum90
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RE: Campaign for N Africa Cease Fire????

Post by fulcrum90 »

From the briefing:

"The turn after all three required hexes are captured, a cease-fire will automatically take effect, unless it was canceled by the Italians on turn one.  To cancel the cease-fire, the Italian player must disband the red txp unit (labeled "Disband unit") in hex [0,52] on turn one.  Note that, if canceled, the risk of sudden victory for the Commonwealth will continue until the start of O'Connor's Raid.  Otherwise, it ends upon the cease-fire.  Once invoked (or, if canceled, upon the Open Fire), eleven forward-most Italian formations are placed in Garrison deployment.  Open-fire will be invoked automatically on turn 25 unless the Commonwealth player exercises his theater option to invoke it earlier.  The eleven Italian formations are restored to Attack deployment one turn after the open-fire."
But if you want some action before cease fire ends

"The Commonwealth player gets to pick the turn of the start of O'Connor's Raid with his theater option.  The option becomes available on turn 9 and remains available up to turn 24.  Also, four turns of shock bonuses are synched with the start of the raid."

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Grell
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RE: Campaign for N Africa Cease Fire????

Post by Grell »

I've never played that scenario is it any good?

Regards,

Greg
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morganbj
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RE: Campaign for N Africa Cease Fire????

Post by morganbj »

It's not too bad.  I found that I got to the point where I could win fairly easily every time, so I went on to something more involved (FITE).  CNA's worth a look.  My guess there are some that really like it.  I could see why, I just played it too much all at once, I guess.
 
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Curtis Lemay
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RE: Campaign for N Africa Cease Fire????

Post by Curtis Lemay »

ORIGINAL: fulcrum90

From the briefing:

"The turn after all three required hexes are captured, a cease-fire will automatically take effect, unless it was canceled by the Italians on turn one.  To cancel the cease-fire, the Italian player must disband the red txp unit (labeled "Disband unit") in hex [0,52] on turn one.  Note that, if canceled, the risk of sudden victory for the Commonwealth will continue until the start of O'Connor's Raid.  Otherwise, it ends upon the cease-fire.  Once invoked (or, if canceled, upon the Open Fire), eleven forward-most Italian formations are placed in Garrison deployment.  Open-fire will be invoked automatically on turn 25 unless the Commonwealth player exercises his theater option to invoke it earlier.  The eleven Italian formations are restored to Attack deployment one turn after the open-fire."
But if you want some action before cease fire ends

"The Commonwealth player gets to pick the turn of the start of O'Connor's Raid with his theater option.  The option becomes available on turn 9 and remains available up to turn 24.  Also, four turns of shock bonuses are synched with the start of the raid."

Thank you Fulcrum. That is exactly correct. The Cease Fire only occurs if the Axis player wants it, and only lasts as long as the Commonwealth player wants. So it's by mutual agreement.
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Curtis Lemay
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RE: Campaign for N Africa Cease Fire????

Post by Curtis Lemay »

ORIGINAL: Grell

I've never played that scenario is it any good?

Regards,

Greg

I wish I could direct you to my analysis article on it over at GameStop, but their article section has gone belly-up. I may have to reconstitute it over here down the road.
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Hairog
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RE: Campaign for N Africa Cease Fire????

Post by Hairog »

Thanks for the help.[&o]
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fulcrum90
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RE: Campaign for N Africa Cease Fire????

Post by fulcrum90 »

ORIGINAL: Grell

I've never played that scenario is it any good?

Regards,Greg

It´s a good scenario. I´m playing now both sides and it´s really funny.
You must to be carefull with your decisions because the map is really big and you can find that you have your units deployed in the wrong place..In my game as Axis, we´re in turn 43 and my opponent just start the assault to Tobruk. This is late because he split his force with several axis of advance but now my italian defensive line has fallen down..

I have the article about the scenario that says Lemay. If somebody want it, please ask me or with Bob Cross permission I can upload somewhere
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Curtis Lemay
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RE: Campaign for N Africa Cease Fire????

Post by Curtis Lemay »

ORIGINAL: fulcrum90
I have the article about the scenario that says Lemay. If somebody want it, please ask me or with Bob Cross permission I can upload somewhere

Feel free to do so. (Although readers should be aware that that article is getting a bit dated, since it pre-dates several revisions to both TOAW III and CFNA.)
My TOAW web site:

Bob Cross's TOAW Site
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