Coy level.

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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wodin
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Coy level.

Post by wodin »

Is this game any good at Coy level? If so has anyone done a coy or at the most battalion level Stalingrad game? I'm talking about the start of the City assault and just covering the attacks on the city itself.

I'm trying to find a game that has something similar to the Streets of Stalingrad boardgame. I notice SSG's Battlefront had a user made Stalingrad scenario but it had no AI sadly.

Thanks
Oberst_Klink
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RE: Coy level.

Post by Oberst_Klink »

Wodin

Well... it depends. TOAW is better suited for an operational level. It is possible to simulate a 1km/hex scale and 6hrs/turn with companies as units of manoeuvre *see Anzio '44 @1km*. I presume you want to fight the struggle for the city in detail, units of manoeuvre being platoons or even squads? Then games like Tigers on the Prowl *a classic* is suited best. An Alternative for a 1km/hex and 2hrs/turn company/battalion level simulation might be HPS Stalingrad '42, but they got too many counters for my taste *though there are shorter scenarios dealing with the city fight*.

Hope that helped, Kamerad Tommie!

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wodin
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RE: Coy level.

Post by wodin »

Thanks mate. Platoon or squad would be cool but the battle broken down into campaigns for certain areas like a campaign set for the Barrikady factory otherwise iI'd dread to think of how many counters you'd have!!

Now I think coy or battalion level again a campaign set in the South, Another for the center and another for the north. Thats how I'd imagine it to be manageable at coy or battalion level. I have the HPS game again not really built for the scale I'm thinking off. Which really is a coy per hex, no stacking or say maybe two coys a a support element stacks at the most. I think trying to force a game engine into a smaller scale it was designed for usually doesn't work out.

The user made Stalingrad scenario for SSG Battlefront looks perfect but it has no AI.

Anyway thanks again.
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