Autumn Fog Playtesters Thread

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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mini movie T1 throu T13

Post by larryfulkerson »

Here' the minimovie from turns 1 throu 13. This is the most frames I can include and still have it small enough to post here. The blue stuff is the Germans and the red stuff is the Americans.

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turn 16

Post by larryfulkerson »

Well, turn 16 is done.  Not much to say really.  I bombarded a bunch of German units with my bombers and busted some bridges.  The AAR can be found here:

http://www.filedropper.com/augustfogivturn16
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RE: turn 16

Post by sPzAbt653 »

Patrick has figured out that he can bombard my airplanes with his long range arty.

That sucks [:@].
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RE: turn 16

Post by Abnormalmind »

Hey now, I am forced to use the LR train artillery all the way heck north where it is not helping my advance.
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RE: Autumn Fog Playtesters Thread

Post by larryfulkerson »

ORIGINAL: sPzAbt653
I was going to post an observation, but it might be something that the German side shouldn't know, so I'll send you an e-mail.

Ooops...I let the cat out of the bag. Well, he was within striking distance anyway. Sorry about that Steve.
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RE: turn 16

Post by Abnormalmind »

Turn 17 End - Axis

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Situation Briefing

Panzer divisions have been hard pushing back Larry's flank. Larry had laid out a great defense with two lines of artillery supporting around the Maginot Line. I was seriously concerned. Axis forces kept pressing westwards until the super river located at Longuvo, where the 116th Panzer division met with Larry's far left flank. To my surprise, his left was protected with infantry! The assault started in ernest as Allied planes were starting to tear my forced to ribbons. I was able to push General Patton into a nest, and crush it. So long General. See you in the afterlife.

With sufficient forces the axis have encircled allied forces. The start is his moveable supply depot, which is target numero uno. A lot of his artillery retreat away from the strong German mech regiments. And what doesn't flee, gets a frontal assault by Tiger I and IIs, with a sprinkle of Jagdtigers.
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RE: turn 16

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RE: turn 16

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RE: turn 16

Post by larryfulkerson »

Okie dokie......turn 17 is done.  I busted a bunch of bridges this time and got some reinforcements, which I'm directing to the spot of the last attrosity.  How do you spell attrosity?
Turn 17's AAR can be found here:

http://www.filedropper.com/augustfogivturn17
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RE: turn 16

Post by Josh »

Attrocity. [;)]
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RE: turn 16

Post by Abnormalmind »

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Turn 18 Axis - End

Edit: The northeast side of the map is Luxembourg. Metz is a little south along the Moselle River. The Maginot line is a little hard to see, but generally starts in the middle of the east side of the map and meanders westwards to the super river on the west side.

The "Big Pocket" is one tough nut to crack with all the American artillery formations firing support, fortified units, and tons of Allied bombers. Axis forces were able to split the pocket in two, yet the casualties were high. The only attacks that get through are ignore loss assaults. Hefty air battles ensued over the region. The pocket will take a long time to reduce. It's an odd fight. Axis forces are fighting towards the Maginot line, but not from its front, rather it's from the backside.

SHAEF depot was captured two turns ago, adding desperately needed fuel the axis side.

Metz is under siege. The eastern shores were cleared. The western shores will take a lot longer, as the 35th Infantry Division is well dug in.

Bridge repair crews are working overtime. Larry is bombing the heck out of the rear bridges. I'm lucky to keep supply routes open!
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RE: turn 18

Post by larryfulkerson »

Well, turn 18 is done.  I discovered that I could do airfield attacks with my heavy bombers and destroyed 100+ German planes on the ground.  Patrick is going to be livid.  That ought to do something to the air-to-air battles I suspect.  He's probably still winning on the ground however.  Turn 18's AAR can be found here:
http://www.filedropper.com/augustfogivturn18
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RE: turn 18

Post by Abnormalmind »

Hi,

No reason to be livid. Axis are at the end of the war, and the Allied side should dominate the air.
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RE: turn 16

Post by larryfulkerson »

ORIGINAL: Abnormalmind
Metz is under siege. The eastern shores were cleared. The western shores will take a lot longer, as the 35th Infantry Division is well dug in.
Um......from my side of the scenario the 35th Inf Div is still in garrison mode and isn't dug in at all.
Are we talking about the same division?
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RE: turn 16

Post by Abnormalmind »

My mistake. There's an armored division there that's dug it which is not the 35th inf div.
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RE: turn 16

Post by larryfulkerson »

Hey Steve:  did I misunderstand you or did you say you were going to say that the "victory condition" was for the Axis player to keep the Allied player from crossing the Rhine?
I'm communicating with Patrick and he and I figure that the Panzers have to withdraw in turn 50 so that leaves about 50 turns where I will have tanks and he won't and my reclaiming the map might not be possible but that I figure that I just might, barely, be able to get one tank across the Rhine somewhere.  So it's possible (?) I can still "win" the scenario.
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RE: turn 19

Post by larryfulkerson »

Well, turn 19 is done.  I'm counterattacking somewhat and making some headway in the middle of the map but just barely holding my own everywhere else.  Turn 19's AAR can be found here:  http://www.filedropper.com/augustfogivturn19
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RE: turn 16

Post by sPzAbt653 »

So it's possible (?) I can still "win" the scenario.

Hell yeah. The odds are completely stacked against the Allies in the beginning, and completely stacked against the Germans in the end.
... the "victory condition" was for the Axis player to keep the Allied player from crossing the Rhine?

At the end of the scenario there will be three main possibilties:

1. The Germans are on the Meuse. This should be a German Victory.

2. The Germans are on their original turn 1 start line. This should be a draw.

3. The Allies have captured at least one Rhine crossing. This should be an Allied Victory.

Nothing will probably end exactly like that, but that is the general idea.

(In my current game as the Allies against the German PO, at turn 70 I have pushed him back to his start line almost everywhere, and the British have advanced in the north and captured a bridge over the Rhine at Dusseldorf. This is an Allied overwhelming victory.)
... the Panzers have to withdraw in turn 50 ...

Sometime after turn 50 the German side gets a bunch of Theater Options to withdraw the VI SS Pz Army, Grossdeutschland Korps and Herman Goring Korps. These options stay active for the rest of the scenario (he can use them whenever he wants). As long as any of those formations (check the briefing for the complete list) stay on map, the Allied player gets victory points (for each formation, as this means the Soviet Winter Offensive is meeting less resistance).


Also, the Germans take a big hit in replacements and supply when the Soviet Offensive starts, as priority switched to the East Front at that time.
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RE: turn 20

Post by larryfulkerson »

Hey Steve: Thanks for those answers. And as for the territory grabbed by the German, I've done a screenshot of the hex possession's and blue hexes are allied and red hexes are Germans but red units are Allied and blue units are German. It's confusing isn't it:


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RE: turn 20

Post by Abnormalmind »

Hi everyone, we have completed our portion of Autumn Fog play testing. I hope that everyone had an enjoyable ride. Thanks!
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