Anzio Question for Telumar

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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Menschenfresser
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Anzio Question for Telumar

Post by Menschenfresser »

First off, old friend, great scenario!

I'm only up to T5 playing against myself, but I've hit something on the Allied side and need a little explanation.

As the Germans, I decided to blow all the bridges I could over the Mussolini Canal in order to slow the Allied initial advance and contest just those bridge hexes until reinforcements showed up.

Switching to the Allies, I moved forward all Engineers to bridge these hexes in the face of enemy fire only to find none of the US Engineers have an engineering capability.

But it gets weirder: The British Engineers DO have an engineering percent and are in possession of the same 9 engineering squads as the US units. I am at a loss as to why the UK units have it and the US do not. I've checked the briefing and cannot find mention of a rule against bridge blowing, so I'm assuming what I've done is legal play.

It might be worth noting that I'm playing the scenario with the latest beta .128. I'm going to open the scenario with the last official release and see if it's the same issue. I don't believe it's a eqp file problem as I am seeing other special equipment in the game.
Make wargames, not war.
Menschenfresser
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RE: Anzio Question for Telumar

Post by Menschenfresser »

Odd...

I've restarted the scenario with both the beta patch & the last release. Both have engineering percents at the start of the scenario.

Could it be the influx of the jeeps after landing that cancels the engineering capability? I've never of that happening before.
Make wargames, not war.
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Telumar
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RE: Anzio Question for Telumar

Post by Telumar »

First off, old friend, great scenario!

Thanks. :)

That's really weird. I've never encountered something like this. Must have to do with the beta i'd say. Have you forwarded the issue to Ralph?
Menschenfresser
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RE: Anzio Question for Telumar

Post by Menschenfresser »

It must be a beta issue, if anything. But I can't reproduce it with either version of TOAW.

I've emailed Ralph...let's see what he says.
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Curtis Lemay
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RE: Anzio Question for Telumar

Post by Curtis Lemay »

In 3.4, engineering ability is scaled by the proportion of the unit's remaining MPs relative to original allowance. So, if an engineer unit has expended all its MPs, its engineering ability will be 0%.
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Panama
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RE: Anzio Question for Telumar

Post by Panama »

ORIGINAL: Curtis Lemay

In 3.4, engineering ability is scaled by the proportion of the unit's remaining MPs relative to original allowance. So, if an engineer unit has expended all its MPs, its engineering ability will be 0%.

Now there's a logical fix if I've ever seen one.
Menschenfresser
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RE: Anzio Question for Telumar

Post by Menschenfresser »

True (and since the cat's out of the bag), but most of the time, after all MPs have been expended, engineering still remains at 1 or 2%. It sometimes falls to 0 when supply drops to 1% as well.

But that is not what I've seen here (that is why I thought it might have been a by-product of Telumar's eqp file). The US units haven't moved at the start of T5, have supply well above 50% and yet have no engineering percent.

Upon further inspection, at least 1 US engineering unit still has its percent. The others, do not.

*shrugs*

EDIT: If any beta-testers out there want to verify what I'm seeing, send me an email and I'll send you an .sal (menschenfresser AT rcn DOT com).
Make wargames, not war.
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