Why No Surrender

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++.
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Beruldsen
Posts: 174
Joined: Tue Feb 15, 2011 11:52 am

Why No Surrender

Post by Beruldsen »

I'm playing the large North African Scenario (240 turns) as Axis vs AI. I've captured every city on the map and yet no surrender. The Allied replacements continue to appear to what seems to be random placement on the map. I would have assumed if the Axis secured Alexandria and Cairo victory would have been secured? Do I really need to play another 60 turns for victory?
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Curtis Lemay
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RE: Why No Surrender

Post by Curtis Lemay »

ORIGINAL: Beruldsen

I'm playing the large North African Scenario (240 turns) as Axis vs AI. I've captured every city on the map and yet no surrender. The Allied replacements continue to appear to what seems to be random placement on the map. I would have assumed if the Axis secured Alexandria and Cairo victory would have been secured? Do I really need to play another 60 turns for victory?
I'm afraid the TOAW expects ALL CW units on the map to be eliminated for that, and it's about impossible to eliminate the garrisons in the distance hexes on the far right column. But you can just end the scenario via the "Play" pull-down.
My TOAW web site:

Bob Cross's TOAW Site
Beruldsen
Posts: 174
Joined: Tue Feb 15, 2011 11:52 am

RE: Why No Surrender

Post by Beruldsen »

Thanks...
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rhinobones
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RE: Why No Surrender

Post by rhinobones »

Would be no problem for the scenario author to incorporate events that ask whether each side wants to concede after xx number of rounds. Or, as an alternative, an event can ask whether a side wants to play another 5 or 10 rounds before the offer to concede is available. Have never done it before, but maybe a “surrender” event could be triggered by the kill/loss ratio.

Either way, it gives the player with an obvious lousing situation a gracious way to end the game.

I’ve incorporated such events into a scenario and they seem to work quite well.

Regards, RhinoBones
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Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

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. . . no-one needs apologize for douchebags acting like douchebags
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