3.4 New/Updated Scenarios

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
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3.4 New/Updated Scenarios

Post by Curtis Lemay »

I’m creating this thread for design contributors to discuss their new/updated scenarios in 3.4. I’ll start off with mine:

Leipzig 1813:

This is a brand-new, TOAW III only, scenario modeling the Battle of Nations at 480 meters per hex. Special features include:

1. Modeling of line-of-sight rules for artillery.
2. An equipment mod that not only covers Napoleonic equipment, but also separates the various national forces.
3. Full exploitation of the new 3.4 scale factors (no cost of hex conversion, no supply cost of movement, no entrenchment, density halved, et al).
4. VP awards for every unit’s individual destruction in lieu of on-map VP objectives.
5. Leaders (including Heads-of-State) with associated shock effects and VP awards.
6. An end-of-game VP award based upon a number of factors concerning how the battle tumbled out.
7. And, recolored counters to look more Napoleonic – including the new .png ones.

France 1944: (D-Day & Cobra):

This is the first TOAW III update of this scenario pair, and it’s been held in limbo by 3.4 for years now. Finally! Here are the main changes:

1. An equipment mod that includes 22 naval classes as well as mods of the M4/76 Sherman and the Tiger I. This also fixes the port equipment screw up that made the display of all combat values very small. Combat units have had their combat strength displays restored to normal levels.
2. An additional shock effect for hedgerows, to slow the Allies down a bit longer in Normandy (D-Day version only).
3. New house rules regarding airdrops, heavy bombers, and bridge blowing. And added news messages reminding players about these rules.
4. Added 40 VP penalty for Allies exercising the 6th Airborne TO.
5. Added 40 VP bonus for Allies being awarded the Antwerpen supply point.
6. Restriction zone removal and Southern France reinforcements now synched with the breakout + a delay (D-Day version only).
7. Some D-Day engineers given Amphib ability (and a counter edit to show this). Allows blown bridges in flooded marsh to be repaired.
8. Used the new 3.4 font options to upscale the London and Paris placenames, and color the river placenames.

Note that this scenario is analyzed in these threads – first, the detailed first turn:

tm.asp?m=1546619

And, the continuation to finish:

tm.asp?m=1726673

Okinawa 1945:

This is also the first TOAW III update of this scenario, and it’s been held in limbo just as long. Here are the main changes:

1. An equipment mod that includes 36 Allied and 3 Jap Naval Classes, Jap naval guns for the beached Yamato, the Jap 320mm Mortar, and revised Jap Kamikaze aircraft. It also changes the Aircraft Carrier 3D from modern to WWII type.
2. Beached Yamato given non-coastal gun icon.

Germany 1945 (Last Stand & Race To Berlin):

Again, this is the first TOAW III update for this pair, also held in limbo about as long. Here are the main changes:

1. An equipment mod to model duplicated equipment and the Sherman + Tiger I revisions.
2. The unit size mod that adds Army Group and Theater unit sizes.

Note that this scenario is analyzed in this thread:

tm.asp?m=1818685

Soviet Union 1941:

Again, the first TOAW III update for this one, held in limbo for less time than the others, but held quite a while, none the less. Here are the main changes:

1. An equipment mod that includes one Axis and eight Soviet naval classes, recon flags for all German tanks, 615mm guns, and refinery equipment.
2. Used the new event slots to auto-disband 270 of the 894 manpower levy units. (Need more event slots to auto-disband the rest).
3. The unit size mod that adds Army Group and Theater unit sizes.
4. Added a supply boost and Axis auto-rail-repair during mud phase.
5. Revised the Finnish Stop Line house rule to partially include the German Brandenburg Division.
6. Revised badlands tiles to look like marsh tiles (for both .bmp and .png)
7. Used the new fonts to upscale nation names and color river & sea names.
8. Used the new placename bitmaps to show factories, refineries, oil fields, manpower centers, mineral fields, and the Finnish stop line.
9. Soviet forces in Minsk now start in reserve mode. They now may move towards the front, as they did historically.
10. Added house rules for disbandment, RES units, and Rumania-prior-to-entry.
11. Revised the artillery TO&E of most German divisions.
12. Revised the associated scenario document from an addition to the briefing to an organized, comprehensive guide.

Note that this scenario is analyzed in this thread:

tm.asp?m=1893814

Campaign for North Africa (all six versions):

This scenario set had already had one TOAW III update, so it, at least, hadn’t been in limbo, but it had been waiting since 1998 for the changes implemented in this update:

1. Used the new 3.4 scale factors to finally make the 5km/hex / ½ week turn interval environment work correctly. This included reducing hex conversion costs from 10% to 2.9%, reducing supply cost of movement from 1/MP expended to 0.11/MP, and reducing the readiness cost of movement from 1/hex moved to 0.29/hex.
2. Thanks to those changes, there was no longer any need for the boost to supply levels, so they were reduced back to original levels (halved).
3. Thanks to those changes, there was no longer any need for the boost to unit recon levels, so the remaining extra Light Scout Cars were all removed.
4. Reduced AAA lethality by 0.4. This is in addition to the reduction intrinsic to 3.4.
5. Used the new font choices to upscale the fonts for Benghazi, Tobruk, Alexandria, and Cairo.
6. Changed Axis rail damage to 0%. But also broke the connection of the rail line with Tobruk, to ensure that there would be no Axis broadcast of supply by rail.

Note that this scenario is analyzed in this thread:

tm.asp?m=2231162

Killer Angels 1863 (Historical & Jackson Variant):

This one also has already had one TOAW III update. This was just to exploit some of the new 3.4 features:

1. The new placename bitmaps were used to highlight the 10 VP towns with the “star” bitmap.
2. The new placename fonts were used to change river placenames to the blue font.
3. The new scale factors were used to reduce entrenchment to 5% of normal, reduce the supply cost of movement to zero, reduce hex conversion cost to zero, and increase the readiness cost of movement to 8 times normal.
4. Digging in is now permitted due to the change in entrenchment chances. But it will take many days to get each entrenchment step.
5. The counter re-coloring was extended to the new .png graphics.

Waterloo 1815:

Again, this one also has already had one TOAW III update. This just was to exploit some of the new 3.4 features:

1. The new scale factors were used to make entrenchment impossible, reduce hex conversion costs to zero, reduce supply costs of movement to zero, reduce density to 1/5, and double the readiness costs of movement.
2. The Hougomont/La Hay Sainte hex now has fortified terrain, to compensate for the inability of units to dig in.
3. Revised the equipment mod to add artillery ranges. This allows artillery units to exploit the new ability of adjacent artillery to bombard.
4. Due those ranges, added a new house rule forbidding artillery from being put into any reserve deployment.

Thanks to the elimination of entrenchment abilities, the PO can now be prevented from digging in. Beginners can now expect fair play from the PO. I think this finally makes this scenario the ideal beginner’s scenario due to a number of its simple characteristics.

Note that this scenario is analyzed in this thread:

tm.asp?m=1567752

Kaiserschlacht 1918:

This update is only to use the new placename font types. Big cities are 20 size, normal are 10, and small are 7. River/canal names are in blue font.
My TOAW web site:

Bob Cross's TOAW Site
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Silvanski
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RE: 3.4 New/Updated Scenarios

Post by Silvanski »

OK my turn?

In my mod of Gotterdammerung 1944-1945 by Thomas Kolley and Bill Wilson I used the variable supply point value to set 75% in German strongholds like Konigsberg, Breslau etc. to reflect supply stockpiles in such locations
Additional research told me that, for instance, when Breslau was under siege factories kept working... there was a cigarette factory still producing smokes for the troops and the railroad factory even produced a armored train!
The addition of objective tracks was used to give both sides extra (4th) tracks. There is a 50% chance that the Western Allies will attack Berlin. On the German side there is a 50% chance that the Ardennes offensive doesn't take place and formations retreat behind the Rhine... also on the Eastern Front they may retreat to better defensive positions according to Guderians planned "Schlittenfahrt" plan
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RE: 3.4 New/Updated Scenarios

Post by philturco »

I'd love to see an AAR for GIO. It's a battle that fascinates me... last ditch attempt by a battered Germany to stave off defeat. I've played it against an Allied AI but it s eemed to move too slow and I gave up. I think a well written AAR would be helpful to give an impatient player like myself an idea of what the scenerio really offers.
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RE: 3.4 New/Updated Scenarios

Post by Silvanski »

ORIGINAL: Bibbo

I'd love to see an AAR for GIO.
They get mixed up [;)]GIO is Gotterdammerung Im Osten by Danel McBride
I refer to mine as Gtd[8D]

I plan to play it through with an AAR and insight in some aspects of the design
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RE: 3.4 New/Updated Scenarios

Post by sPzAbt653 »

Should there be a place in the scenario briefings that detail which features of 3.4 should or should not be used? Specifically the new supply rules. I'm not sure if any of the other improvements affect scenarios.
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RE: 3.4 New/Updated Scenarios

Post by Silvanski »

ORIGINAL: sPzAbt653

Should there be a place in the scenario briefings that detail which features of 3.4 should or should not be used? Specifically the new supply rules. I'm not sure if any of the other improvements affect scenarios.
Good point
I put in the briefing of Gtd that it's to be played with new supply rules on.
In 3.2 scenarios both old and new supply will have to be compared
In general it's best to play older scenarios with new supply rules off
New turn order can be used without a problem

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RE: 3.4 New/Updated Scenarios

Post by sPzAbt653 »

ORIGINAL: Silvanski
ORIGINAL: sPzAbt653

Should there be a place in the scenario briefings that detail which features of 3.4 should or should not be used? Specifically the new supply rules. I'm not sure if any of the other improvements affect scenarios.
Good point
I put in the briefing of Gtd that it's to be played with new supply rules on.
In 3.2 scenarios both old and new supply will have to be compared
In general it's best to play older scenarios with new supply rules off
New turn order can be used without a problem


I think that is true, that we must assume that old supply rules apply unless told otherwise in the scenario briefing. I noticed Mr. Fulkerson playing Autumn Fog with the new supply rules. I've been busy with other things and to this point haven't given a second of consideration to the new supply rules in that scenario. Probably won't make a difference in this case, but haven't thought about it or playtested it. So if it doesn't say 'New Supply Rules' in the briefing, don't use them!
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RE: 3.4 New/Updated Scenarios

Post by Telumar »

Yep, new supply rules are messing up Anzio as the beach supply won't work anymore (a new version is in the making). The supply can't be traced over the deep sea/broken bridge/superriver hex, so the entire beachhead is out of supply. There's one other scenario that uses this kind of supply, the West Front 44 Mod by Mensch.
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RE: 3.4 New/Updated Scenarios

Post by sPzAbt653 »

What ?? Adjacent supply points in deep water don't work under new rules ??

Hey neat, we've got little stop signs ! [8D]

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RE: 3.4 New/Updated Scenarios

Post by ralphtricky »

ORIGINAL: sPzAbt653

What ?? Adjacent supply points in deep water don't work under new rules ??

Hey neat, we've got little stop signs !
I didn't break them intentionally, I'll see what's up.

All kind of little images and text sizes or you can make you own!
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Telumar
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RE: 3.4 New/Updated Scenarios

Post by Telumar »

Stop everyone! Adjacent supply points in deep water work.

Supply points in deep water two hexes off the coast that trace their supply to land via a broken bridge/superriver in deep water hex and a ferry bridging unit don't work anymore:

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Telumar
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RE: 3.4 New/Updated Scenarios

Post by Telumar »

Above screenshot is from the editor.

This is how it works in game - and it doesn't work with the new supply rules as supply is now traced on MP basis and no more on a hex/distance basis:



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RE: 3.4 New/Updated Scenarios

Post by sPzAbt653 »

Adjacent supply points in deep water work.

Whew! Thanks for verifying, that would have sucked. [:)]
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RE: 3.4 New/Updated Scenarios

Post by ralphtricky »

ORIGINAL: Telumar
Above screenshot is from the editor.

This is how it works in game - and it doesn't work with the new supply rules as supply is now traced on MP basis and no more on a hex/distance basis:
Thanks! That makes my head hurt. I think I'm going to say that's a 'don't fix' one, and that you should either use the old supply rules or convert to the new more flexible variable supply hexes instead for those cases.

Unless someone has a very convincing argument about what the effects are and why it needs to be supported, of course.
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RE: 3.4 New/Updated Scenarios

Post by ralphtricky »

ORIGINAL: Telumar
Above screenshot is from the editor.

This is how it works in game - and it doesn't work with the new supply rules as supply is now traced on MP basis and no more on a hex/distance basis:
Actually Telumar, can you please email me a copy of that, or tell me where it is if it's on the disk? Since supply uses standard wheeled movement, a ferry unit should allow it to work if a normal wheeled unit could go across.
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RE: 3.4 New/Updated Scenarios

Post by larryfulkerson »

ORIGINAL: sPzAbt653
...I noticed Mr. Fulkerson playing Autumn Fog with the new supply rules. I've been busy with other things and to this point haven't given a second of consideration to the new supply rules in that scenario. Probably won't make a difference in this case, but haven't thought about it or playtested it. So if it doesn't say 'New Supply Rules' in the briefing, don't use them!
I promise to try to remember to use "new supply rules" OFF in the future.
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Telumar
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RE: 3.4 New/Updated Scenarios

Post by Telumar »

ORIGINAL: ralphtrick
ORIGINAL: Telumar
Above screenshot is from the editor.

This is how it works in game - and it doesn't work with the new supply rules as supply is now traced on MP basis and no more on a hex/distance basis:
Thanks! That makes my head hurt. I think I'm going to say that's a 'don't fix' one, and that you should either use the old supply rules or convert to the new more flexible variable supply hexes instead for those cases.

Unless someone has a very convincing argument about what the effects are and why it needs to be supported, of course.

The reason why i used this kind of supply is not for having a less than 100% supply source. The reason is to allow the German player to interdict enemy supply unloadings. He can attack the ferry bridging unit with his coastal artillery or with his air force. As the ferry bridgding unit's major bridging capability decreases the supply traced over to land does, too.

ORIGINAL: ralphtrick
Actually Telumar, can you please email me a copy of that, or tell me where it is if it's on the disk? Since supply uses standard wheeled movement, a ferry unit should allow it to work if a normal wheeled unit could go across.

In the WWII Mediterranean folder. A normal wheeled unit can't enter the hex. You can only enter it by sea movement and disembark in situ.
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RE: 3.4 New/Updated Scenarios

Post by ralphtricky »

Darn it, I didn't think you could come up with a good argument. I'll add it to the list for 3.5
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shunwick
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RE: 3.4 New/Updated Scenarios

Post by shunwick »

Ralph,

Never underestimate the ingenuity of scenario designers.

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RE: 3.4 New/Updated Scenarios

Post by solops »

So, where does one download these updated scenarios?
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