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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sPzAbt653
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RE: event triggers

Post by sPzAbt653 »

All good ideas so far, I'm leaning towards giving a brief description of the overall situation and command decisions, followed by a complete list for those that really need to know. I don't want to write a book about it, Hugh Cole has already done that (available here http://www.history.army.mil/books/wwii/ ... nt.htm#toc ).
maybe the formations mentioned should be released when the historical conditions are met for their release.

That's the general idea, and before you guys got the file, I had run thru it several times from both sides in order to try and make sure that the historical decisions to release units were followed. It's just a matter of deciding when a unit would have been released (ordered to the front), and keying an event to trigger it. Multiple triggers can work on the same unit.
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RE: event triggers

Post by Abnormalmind »

ORIGINAL: Caz Collins

Speaking of Aachen, Larry must not want it very badly; not a PZ or PZG symbol to be seen (on the line anyway) Allied turn 12.

The terrain is simply too rough for the panzers to make significant headway through the area. If the US artillery doesn't blow up the Germans, the harsh woodland terrain limits most advances to one hex a turn.
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RE: event triggers

Post by larryfulkerson »

ORIGINAL: Abnormalmind
ORIGINAL: Caz Collins
Speaking of Aachen, Larry must not want it very badly; not a PZ or PZG symbol to be seen (on the line anyway) Allied turn 12.
The terrain is simply too rough for the panzers to make significant headway through the area. If the US artillery doesn't blow up the Germans, the harsh woodland terrain limits most advances to one hex a turn.

I like Patrick's answer. That was my thought exactly. That plus the idea of my tanks knocking down ancient hardwood trees just to win a war was too much to bear. And I'm not a tree hugger....I just like trees.

The terrain down south is much more to my tank commander's liking. They like the wide open spaces where they can put the petal to the metal and let her roar down the road. But then again, they like to run over small dogs too.
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Caz Collins
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RE: event triggers

Post by Caz Collins »

I like to race down the road when I was in Cav and tanks units. Felt like we were scooping up ground for free. And we hit a deer once with an M-113. Not much left.

Randy
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RE: event triggers

Post by larryfulkerson »

So um.....Hey you guys.....I finished my Axis turn 13 moves.  I enveloped and destroyed a bunch of Allied units and opened the roads in the south so I can zoom to the west some more.  You can find the AAR here:

http://www.filedropper.com/afgameturn13
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Axis turn 14

Post by larryfulkerson »

Well, I WAS going to zoom zoom but Randy has brought in some reinforcements to act as roadblocks again.  So I'm going one or two hexes per turn still.  Axis turn 14's AAR can be found here:

http://www.mediafire.com/?ekmnjwzmwtt

I found some historical pictures to include in the AAR and it makes it more real somehow.
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RE: Axis turn 14

Post by sPzAbt653 »

Working on a 'Release.doc' that starts with an historical overview, and is followed up by a list of every formation and when its' release is triggered. The prologue is:

None of the information below is required knowledge for play of the scenario. The 'Historical Background' section gives a brief overview for those that have an interest into the reasons behind units being in garrison mode and when they might be released for use. The 'Specific Unit Release Triggers' list that follows is provided as a referance, and may be considered more knowledge than the player deserves.

When completed, I'll send it to Mr. Fulkerson, Mr. Abnormal and Mr. Telumar. Thanks again for the input guys.
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RE: Axis turn 14

Post by Caz Collins »

Hey Steve, I'd like to get a copy of that also.

Thanks,

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RE: Axis turn 14

Post by larryfulkerson »

Axis turn 9 is ready for download if you would like.  It can be found here:  http://www.mediafire.com/?nnlnkjxdfdl
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RE: Axis turn 14

Post by Caz Collins »

Larry's Germ 1 Armee has activated, and the charge is on! In doing so he has activated the the U.S. 7th Army, which he attacked and slaughtered instantly. 7 Army counter attacks have regained some modest ground, but at a hugh cost. Here is the shot:

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RE: Axis turn 14

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...which he attacked and slaughtered instantly...

Is that setup unfair to the Allies? Do you think I need to change it? I've tried a couple different setups already but nothing works well. The reason the map doesn't extend further south is that it makes it real messy when playing either side against the PO. The idea is that the Germans should only be able to contain the Allies in that area, unless they move more units in from another area.
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RE: Axis turn 14

Post by Abnormalmind »

What about starting those USA forces in/behind an exclusion zone that can only be removed by the Allied player? If the Allied player sees that the Axis vacated the area, he can remove the exclusion zone to commence an assault.
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RE: Axis turn 14

Post by larryfulkerson »

Okie dokie.....Axis turn 16 is finished.  The AAR for it is found here:  http://www.filedropper.com/afgameturn16
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RE: Axis turn 14

Post by sPzAbt653 »

ORIGINAL: Abnormalmind

What about starting those USA forces in/behind an exclusion zone that can only be removed by the Allied player? If the Allied player sees that the Axis vacated the area, he can remove the exclusion zone to commence an assault.

That's good for the Human player, but not so good for Elmer.

I think maybe if a few more hexes are added, it might make it difficult for the Axis player to contain the US divisions.
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RE: Axis turn 14

Post by larryfulkerson »

So um......I finally finished Axis turn 18's AAR and posted it.  You can find it here:

http://www.mediafire.com/?ndi2ziyxyzt

Nothing new happened except that Randy is making all the interception attacks in the world making it difficult for me to move during the daytime.  Even at night ( PM turns ) I have some attacking happening.  My offensive has stalled and Randy is counterattacking seriously now.  The complection of the game has changed.  How do you spell complection?
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RE: Axis turn 19

Post by larryfulkerson »

This is the place where you can find turn 19's AAR:

http://www.mediafire.com/?mny44xjcrtj
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RE: Axis turn 19

Post by larryfulkerson »

So um.......Hey you guys....I grouped together all the AARs so far under one document so you don't have to hunt through page after page of forum posts to find the AAR for a specific turn. All 19 of them ( so far there's 19 ) can be accessed at once on your computer with this document. It's 22.2 Meg bytes big and can be found here:

http://www.mediafire.com/?lwidmx4it44

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RE: Axis turn 20

Post by larryfulkerson »

I finally finished the Axis turn20 moves and AAR and posted the AAR here:  http://www.mediafire.com/?y0myuylmmno
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RE: Axis turn 20

Post by Caz Collins »

The front line in the South is held by a pretty line line. Larry will likely make a major breakthrough here. Photo shot just south of Luxembourg City, with Germans heading south towards Metz.

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RE: Axis turn 21

Post by larryfulkerson »

Okie Dokie....It's Randy's turn to win.  He has me on the ropes almost.  My dudes are tired, I'm overextended in supply, and he's getting fresh dudes all the time.  You can find the Axis turn 21 AAR here:

http://www.mediafire.com/?f2agtjyngg1
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