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.
I guess the weather should be not dependent on the winter 1941, but for the first winter since Germany declared war on USSR. No idea how to implement that. My current thoughts are to leave weather out of this for now... Just to keep it more board game like...
Where does one find the updated 3R scenarios??? ( [>:] )!
There is no difference in ideology between the (American) Democrat & Republican Parties...only different special interest groups. They have one thing in common...self interest.
No anomalies spotted, good fun [:)] To answer one of my previous comments: Sweden did not activate as I was now aware to not park my fleet adjacent to her land hexes.
I ran it thru myself today, a quick scenario, only took a couple hours. The PO is not too good in Africa nor with the D-Day invasion, although he sent some units thru neutral Spain into southern France. I made some changes that might help. The Murmansk Convoy units never showed up, might have something to do with the Flooded Marsh I put in the hex because it looked nice (I put a road in there too, but apparently that didn't help), so I changed the terrain there. Also added this for Strategic Warfare:
The Axis player will get Theater Options each Spring turn to 'Increase U-Boat Production'. If chosen, Axis Air, Armor and Fleet production will be reduced for the next four turns and Britains Armor and Fleet replacements will be reduced in the following year. Each option is independant of the others and each has the same effect with the exception that the 1942 and later options will also reduce Murmansk Convoys and Lend-Lease. The Axis player may chose all, some or none of these Theater Options.
Ok, well, I wouldn't say that its random, because everything has been calculated based on the BRP system and Combat Factors from the original. For example, in my notes each country has an entry that looks like this :
Germany 87 Inf, 48 Arm, 30 Air [165] .527, .290, .181 150/38 20.02, 11.02, 6.87 20.02, 11.02, 6.87 BRP's allows for 6.67 inf, 1.37 arm, 2.29 air units. Replacement equalivalent: 701 inf, 69 arm, 115 Fighter, and 114 bomber.
Using these numbers as a base, all expenditures can be translated into TOAW Basic Replacement Points. The same for any affect that any action would have on a country's BRP's (i.e., Britain losing Gibraltar or Suez, or Germany conquering France). Sometimes the results are a little wacky, in which case I do randomly/arbitrarily make adjustments (for example, Axis Replacements are probably still too high, but this conclusion is based only on three playtests I've done, none of which has produced historical results with respect to Axis casualties).
In the case of Strategic Warfare, we have 'made up' some effects as discussed earlier in order to accomodate the BRP system. For example, in TOAW the Axis player can't actually expend BRP's to increase U-Boats, so in the scenario chosing a TO to 'Increase U-Boat Production' will cost replacements in other categories. These replacement costs take the form of units I call 'hogs'. A Hog unit will contain different types of equipment, for example: 1/400 Axis Fighter Units, and 1/100 Axis Armor Units. Hogs are not playable units and will arrive in a 'Not in Play' area of the map any time a player expends BRP's, thus 'hogging up' the players replacements.
Quite the contrary! After all, you are talking to someone who, at the time, willingly labored to get on top of 3R ruleset
Thanks, that was interesting to learn. Good job, again. And forcwhat its worth, take a mediocre player such as myself and the Axis has anything but a free reign on the map
Well, I'd like to see the Allies invade France in 1943-44 across the channel instead of thru Spain, and Egypt not be so easy to get. If the changes in v1.4 didn't do it, I will continue to try.
That's what they did to me in my previous game, although it was the one where I was simply having fun by going hell bent on conquering Moscow. As a result I had quite a weak force in France.
I think I've seen them going through Spain as well.
Here's a shot from the last turn of the game I played yesterday. Not really a strong Axis garrison in France, but the PO has stacks of fresh Allied units sitting idle across the channel and lots of fleets. Plus the entire US Air Force sitting idle in the States, when they should be in England. I guess I'm up against some sort of game engine calculation that is telling the PO not to do an invasion, but I should still be able to get him to do better than that.
I agree the beaches of Normandy should be seeing some action there soon. I had like half of your forces there when they actually decided to move on with the invasion.
Tinkered more with weather. Still getting some mud though, even with the 'no precipitation' setting.
Added a Russian Winter Rule - On the first Winter Turn following an Axis attack on the U.S.S.R., no Axis unit other than Finns may attack any hex within the U.S.S.R. (a news event will remind).
Added a rule for Para Drops:
Embarked Airborne Units in TOAW have a range that will allow then to drop anywhere on the map. The original Third Reich game allowed Airborne Units to drop only within 6 hexes of the base that they started the turn in. Its a good idea to impose this guideline while playing.
Big changes to the replacements, something like this :
All base rates have been lowered. [Base rates are still supplemented by Captured Country BRP's and affected by SW]. Axis grow by 35% each Spring turn from 1941 on. Allies grow by 33% in Spring 1941 and Spring 1942, 40% in Spring 1943, 45% in Spring 1944, 50% in Spring 1945. Allied Bombing reduces Axis rates by 18% in Spring 1943, 1944 and 1945. Axis Increases in Air Defense can cancel the Spring 1943 reduction, and reduce the 1944 and 1945 effect by 8%.
So, the player should now have a little trouble getting built units up to full strength unless there is some conquering going on.