What is 'turn burn out issue'?

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yangym
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What is 'turn burn out issue'?

Post by yangym »

I read FAQ.
There is a word 'turn burn out issue'
I really don't know what it is.
and how it is altered.
Please help me.
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larryfulkerson
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RE: What is 'turn burn out issue'?

Post by larryfulkerson »

Hey there yangym dude....welcome to the forum. Ask all the questions you like....there's somebody that can answer them.
*I* can for instance. Sometimes my answer is "I don't know" but hey, that's an answer.

Turn Burn:
Back in the old days, there was the danger of using up the
entire turn in one attack by using one late arrival unit
in the attack. Not using that unit would not be such
a detrament. If it's really needed for that attack, it
might be a good idea to postpone that one attack. Execute
it later in the turn.
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Tamas
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RE: What is 'turn burn out issue'?

Post by Tamas »

It is well explained here I think, along with what we have done make it much more friendly for new players: tm.asp?m=4274372
yangym
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RE: What is 'turn burn out issue'?

Post by yangym »

Thank you for answers.
Hoeist6634
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RE: What is 'turn burn out issue'?

Post by Hoeist6634 »

Well, I find It a wee bit difficult to understand. Maybe because I’m not used in playing this kind of games.
erazerhead99
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RE: What is 'turn burn out issue'?

Post by erazerhead99 »

Its actually a rather original feature of TOAW.

Try to imagine you would order a battle in the real world turn based, with one hour for each turn until your enemy gets to move. You order your first company to march to some position and attack an enemy unit there. You patiently wait until they are finished and then go to your next company to do the same.. but, as the marching and attacking took 30 minutes, your next unit only has half the time available than your first one. It would be smarter to give marching orders to all your units at the beginning of the turn and to start a battle not right after unit A arrives, but to wait for the shortly after arriving units B, C and D so they can participate.

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RE: What is 'turn burn out issue'?

Post by jjdenver »

If you move units from the rear toward the front lines (let's say a unit arrives in Poland and you want to march them up to Smolensk where the active front is)....should you move those units before executing any combats? Or will having their movement already expended increase the chance of the turn ending when you do fight a combat so you should wait to march them forward until you reach the point in combats where you think the turn will end then march them up before executing combats?
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sPzAbt653
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RE: What is 'turn burn out issue'?

Post by sPzAbt653 »

TOAW Tutorial - Tactical Rounds
https://www.youtube.com/watch?v=gA5kbyT_9SM
erazerhead99
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RE: What is 'turn burn out issue'?

Post by erazerhead99 »

In the scanrio you describe you should move them near the enemy unit before you resolve the combat but dont let this unit participate in the combat. Combat starts at the time of the "latest" unit of the attacking force. If you would include it, the other units would "wait" until one unit completes its long march, thus starting combat at a late tactical round and probably ending at the last - thus all other units also lose their remaining movement points.
If you, howether, start the combat before you move your other unit around, combat will end at an early combat round X and all other units will lose X percent of their movement points.
The number of tactical rounds combat takes is roughly related to the size of engagement, i think.

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sPzAbt653
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RE: What is 'turn burn out issue'?

Post by sPzAbt653 »

I made a video because I was tired of explaining all this, lol
In the scenario you describe you should move them near the enemy unit before you resolve the combat but dont let this unit participate in the combat.
Correct. However, if you watch the Combat video you will see that late arriving units may contribute to combat without affecting the number of rounds expended!
Combat starts at the time of the "latest" unit of the attacking force.
WINNER !!
The number of tactical rounds combat takes is roughly related to the size of engagement, i think.
Not at all, but yes. HaHa. The more complex the engagement [more units] the higher the probability of other factors becoming involved [Proficiency of Units and Formations and their Support Levels].

It's all very simple, if you want to attack and you move a unit 75% of it's movement before attacking, then 75% of the turn will be burned. If you attack with multiple units that don't cooperate well and have low proficiency, then the combat may run longer then expected.
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Fred98
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RE: What is 'turn burn out issue'?

Post by Fred98 »

ORIGINAL: sPzAbt653

1 - if you want to attack and you move a unit 75% of it's movement before attacking, then 75% of the turn will be burned.


OK so I move that unit to the front line, using up 75% of its movement allowance. However I exclude the unit from the attack. The units that were already there make the attack. Have I still burned 75% of my turn?




ORIGINAL: sPzAbt653

2 - If you attack with multiple units that don't cooperate well and have low proficiency, then the combat may run longer then expected.



Does that mean this particular combat would burn up more of the turn than otherwise?


.

Meyer1
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RE: What is 'turn burn out issue'?

Post by Meyer1 »

ORIGINAL: Joe 98
ORIGINAL: sPzAbt653

1 - if you want to attack and you move a unit 75% of it's movement before attacking, then 75% of the turn will be burned.


OK so I move that unit to the front line, using up 75% of its movement allowance. However I exclude the unit from the attack. The units that were already there make the attack. Have I still burned 75% of my turn?

No. The attack will start at the beginning of the turn. How much it would last depends on many factors.




ORIGINAL: sPzAbt653

2 - If you attack with multiple units that don't cooperate well and have low proficiency, then the combat may run longer then expected.



Does that mean this particular combat would burn up more of the turn than otherwise?

Yes. From TOAW III manual:

13.12 attack Complexity (defined) Attack Complexity increases with the number of attacking units, the distance those units move before launching their Attack, the Cooperation Level necessary for coordination between units of differing Formations, and inclement weather or difficult terrain in and around the location of the Attack.


.



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