Unit Counter Question

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.

Moderators: JAMiAM, ralphtricky

Post Reply
Rybenuk
Posts: 7
Joined: Mon Apr 04, 2011 4:35 pm

Unit Counter Question

Post by Rybenuk »

This maybe something stupidly simple, but on certain unit counters on the left hand side, there is a green circle, yellow circle and red circle when either clicking on it or hovering over it or another.

What does it mean? Probably missed something obvious in the manual...

Ryben
User avatar
desert
Posts: 827
Joined: Thu Sep 14, 2006 8:39 pm

RE: Unit Counter Question

Post by desert »

Target Density (Advanced Rules)

Normal combat loss calculations assume target densities below a certain value based on the physical scale of the scenario. In many cases you can exceed this target density by piling units into a location. This may be the only way to effectively concentrate for an attack in some scenarios, but there is a cost. If you present the other force with a concentration of equipment so dense that he can't help but hit something with every shot you may take excessive losses. Locations with excessive target densities are indicated on the map by a small colored light in the west corner of the location. These indicator lights range from yellow-green to red.

As a rule of thumb, you should avoid piling units into a location if you start seeing yellow, orange or red target density lights on the map.

No indicator. Target density is at or below the limit for the scenario.

A Yellow-green indicator is a caution. Targetdensity limits have been exceeded, and combat losses are multiplied by 1.0 to 1.4.

A Yellow indicator is a warning. Excessive target densities will result in combat losses being multiplied by 1.4 to 1.7.

An orange indicator is a strong warning. Excessive target densities will result in combat losses being multiplied by 1.7 to 2.0.

A red indicator is a very strong warning. Excessive target densities will result in a combat losses being multiplied by at least 2.0. [/ul]

"I would rather he had given me one more division"
- Rommel, when Hitler made him a Field Marshall
pcoud
Posts: 40
Joined: Thu Mar 10, 2011 5:14 am

RE: Unit Counter Question

Post by pcoud »

It relates to the density of the location, ie how "packed" it is. The more units stacked in a location, the more dense it is. This has 2 effects on gameplay:

1) if one of your units moves into such a dense location, it will incur an increased movement cost ( see manual 11.9.1 and 11.9.2, p66 ). This simulates a "traffic jam".
2) if a such a dense location is attacked, it will suffer more losses ( see 13.7, "Target Density", p73 ). For example, losses will be at least multiplied by 2 if the indicator is red.
User avatar
Telumar
Posts: 2346
Joined: Tue Jan 03, 2006 12:43 am

RE: Unit Counter Question

Post by Telumar »

This also effects movement through such 'congested' locations. Units that move through such a hex pay additional movement points. The penalty can be removed or reduced by units that have traffic control capability, usually military police or any unit with military police squads assigned.

EDIT: Ok, pcoud you mentioned this already. Nevermind. :)
Rybenuk
Posts: 7
Joined: Mon Apr 04, 2011 4:35 pm

RE: Unit Counter Question

Post by Rybenuk »

thanks guys for super fast response. Thats cleared that up and tallies with what i was doing.

So basically dont stack too many units together as it causes congestion and penalties for enemy fire

thanks

Ryben
Post Reply

Return to “Norm Koger's The Operational Art Of War III”