I really like the flexibility that the heliborne troops display. On this side of the battle field one turn and on the other side the next turn. Cool. Kind of makes planning your attacks somewhat harder since you can now draw upon resources from the other side of the map almost. And those SSM units ( surface to surface missles ) are useful to bombard airfields and arty parks. Death from far away. I don't have much use for the ships so if they get sunk well, that's okie dokie with me. Then I don't have to worry about where to move them. Naval combat in TOAW is modeled wrong I think. It's like they're being treated almost as land units in combat when you and I both know they shouldn't be. Maybe I'm thinking wrong but Naval combat leaves something to be desired.
Roger is probably going to release his reserves and pummell me hard about the head and shoulders with his anti-tank helicopters etc. He's an aggressive opponent when he gets the chance. I need to be careful around his units. You never know what they are going to do next. And he's got heliborne troops too so I need to think about guarding my bridges and road intersections etc. I'm putting a lot of SA-2 SAM sites on the obvious river / rail crossings so he doesn't get too excited about dropping my bridges. When I was the NATO player in our first game I went to great lengths to drop bridges so I suspect Roger will too.
I have put together a simple AAR for this turn and have loaded it on a file server here:
http://www.mediafire.com/file/l4moppr4f ... rn%202.zip
But I plan on posting a bunch of pictures and verbage here as well for those of you who can't download stuff like the rest of us.














