Operation Torch

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
Post Reply
tverse
Posts: 349
Joined: Sun Oct 09, 2016 10:53 pm

Operation Torch

Post by tverse »

Has anyone tried this scenario with TOAW 4? I played it about half-way through in TOAW 3. So I tried it today
in TOAW 4 and I am not sure it is converted over from TOAW 3. First off most of the ships seem to have equipment on them
like artillery, etc. Many of the ships don't even have an attack factor. Also I can't seem to land any troops except in the Safia area.
Any ship or troop movement draws interdiction fire. In the first turn, through rounds 1 and half of round 2, I received 159 interdiction
strikes from the coastal batteries. They have sunk about 75% of my landing troops. I have tried firing on the batteries before moving into
the areas, I tried running Destroyers through the are trying to deplete the battery fire, nothing seems to work. Oh by the way this is a night
movement. So either Vichy French have precision guided coastal batteries with radar or I am approaching the landings incorrectly or the scenario has not been converted to TOAW 4. When I played this in TOAW 3 I did not have this trouble as I recall.
AAR Carry out Operation Husky
tm.asp?m=4420472
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Operation Torch

Post by sPzAbt653 »

I have not tried it, I think ever. I don't know much about this one but I can help a little. The designer of that scenario created equipment slots to break ships down into separate components, so that is why you see 'artillery' in the unit reports.
I'm not sure what you mean by you can only land troops at Safi. I read the briefing and still am not sure how to land units in this one.
The shore batteries are overpowered due to the new naval rules. I will adjust that and post a new version in the Scenario section.
tverse
Posts: 349
Joined: Sun Oct 09, 2016 10:53 pm

RE: Operation Torch

Post by tverse »

Thanks. I have toyed with the scenario editor but not anything more than tinker. I am reading “An Army At Dawn” by Rick Atkinson. It starts with Operation Torch so I thought I might play that scenario.
AAR Carry out Operation Husky
tm.asp?m=4420472
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Operation Torch

Post by sPzAbt653 »

I just posted it here:
tm.asp?m=4386170&mpage=1&key=&#4386170

Let me know if you think it is ok. I played the first two turns and I think the idea is that your embarked troops must sit off the beaches for one turn, then next turn they can disembark and move inland. If we have continued confusion we can try contacting Erik, he goes by Erik2 these days and works on another game somewhere here in the forums.
tverse
Posts: 349
Joined: Sun Oct 09, 2016 10:53 pm

RE: Operation Torch

Post by tverse »

Seems to play better. At least now you can get troops to the shore. Thanks for the help.
AAR Carry out Operation Husky
tm.asp?m=4420472
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Operation Torch

Post by sPzAbt653 »

Excellent ! Thanks for taking the time to report.
Custer7
Posts: 56
Joined: Sat Apr 15, 2006 6:07 pm
Location: South Haven, MI

RE: Operation Torch

Post by Custer7 »

I haven't tried it yet. I did playtest the original. Many of the new naval rules and units were not invented back then. We were getting creative in the early days. I noticed that a few of my scenarios with modified equipment didn't convert quite right. They also crashed because of the mixed equipment. There were unit equipment files that were manually modified to change values too. The idea of multiple kinds of equipment was meant to allow damage to a ship and not always sink it. Like the destruction of a gun turret on battleship. In the early version there was a lot of house rules for naval units. They are not required now as shore batteries and ships fire back. I do not know if Erik the designer had a chance to review it.
tverse
Posts: 349
Joined: Sun Oct 09, 2016 10:53 pm

RE: Operation Torch

Post by tverse »

The ships will still need some work since the are still showing the various equipment as you described. The coastal guns are now more reasonable.
AAR Carry out Operation Husky
tm.asp?m=4420472
Post Reply

Return to “The Operational Art of War IV”