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++.
1. What are the engineer units for? I don't see the option to build or blow up the bridges. The unit traits indicate: engineering 15%, minor ferry 24%, major ferry 13%. So what does it mean really? Are those units useful in assaulting the fortifications, or they shouldn't be used in combat if possible?
2. HQ's again. Looking at unit traits, the HQ's have the highest rating for "traffic control". So what does it mean?
1. What are the engineer units for? I don't see the option to build or blow up the bridges. The unit traits indicate: engineering 15%, minor ferry 24%, major ferry 13%. So what does it mean really? Are those units useful in assaulting the fortifications, or they shouldn't be used in combat if possible?
Any unit can blow bridges. Engineers repair blown bridges. Their engineering % is the chance to repair. Minor Ferry assists in crossing Rivers. Major Ferry assists in crossing Super Rivers. Engineers have whatever combat strengths are shown. Those strengths function the same as any other unit's combat strengths.
2. HQ's again. Looking at unit traits, the HQ's have the highest rating for "traffic control". So what does it mean?
Any unit with MP squads will have a traffic control %. That reduces movement penalties for high density locations.
A simple search of the rule book has most answers. It sometimes doesn't have everything unfortunately. But it's the first place I go to.
8.4.1. Equipment Characteristics
and Their Effects Engineering
§§ Engineer Equipment: The equipment has an
Engineering capability.
§§ Major Ferry Equipment: The equipment can
enter Super River or Suez Canal locations
and can assist other units in entering this
terrain. Special Capabilities
§§ Police: The equipment reduces traffic congestion
penalties at its location.
11.9.4. River Movement Costs
Rivers and Canals (as opposed to super rivers or
Suez Canal) normally add 2 to the cost of entering
a location. There are exceptions, as follows:
§§ Amphibious units are exempt from River
Movement costs
§§ If the total minor ferry capability in the
location (including that of the moving unit) is
greater than 20%, the moving unit is exempt
from River Movement costs.
§§ If the total minor ferry capability in the
location (including that of the moving unit)
is greater than 10%, the River adds only one
point to the Movement Cost. Total Ferry
Strengths less than 10% have no effect on
River Movement.
12. Engineering 12.1. Demolition / Bridge
repair (Advanced Rules)
Any unit can blow bridges. This can be done at any
time and at no cost.
If the “New Bridge Rules” Advanced Rule
option is ON then bridges may only be blown on
locations that have a road/railroad that graphically
crosses a river/canal. Otherwise, any location with
both a road//railroad and a river/canal, even if they
don’t graphically cross, is eligible to be blown.
Only units with an Engineering Capability can
build bridges, however. The attempt will consume
the unit’s entire Movement Allowance for a
Turn. The chance of success is equal to the unit’s
Engineering Capability.
12.2. Ferry Support
All Land units can cross Canals and Rivers at an
additional Movement Cost. The presence of units
with an Engineering Capability can reduce this
cost, based on their corresponding Minor Ferry
Capacity. See 11.9.4, River Movement Costs, for
more information. 12.3. Major Ferry Support
Land units cannot usually enter Super River or
Suez Canal locations. Units that have a Major
Ferry Capacity of greater than 10% have the ability
to enter these locations and create temporary
crossing points for other units. If the hex contains
a blown bridge, a unit with engineering equipment
can move into, or through, the hex and even
attempt to make repairs. If a Scenario designer
has placed an Anchorage (port) in the hex, this
will allow Land (and Naval) Movement into and
out of the hex as well.
19.1.1. Equipment Density
Up to nine units may be grouped in any particular
location, but in many cases this is a bad idea. Each
location has a specific allowed Equipment Density:
50 + 2 x Scenario physical scale2
Scale Allowed Density
2.5km/hex 68
5km/hex 100
10km/hex 250
15km/hex 500
20km/hex 850
25km/hex 1300
50km/hex 5050
Any location with more than the allowed number
of Vehicles or Horse Teams suffers from traffic
jams (increased movement costs to enter). Any
location with more than the allowed number of
“active defender” equipment suffers from increased
losses in the Event of combat.
ne nothi tere te deorsum (don't let the bastards grind you down)
If duct tape doesn't fix it then you are not using enough duct tape.
Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
A simple search of the rule book has most answers. It sometimes doesn't have everything unfortunately. But it's the first place I go to.
I've completely lost the faith in manual, as I was never able to find anything there. The quoted fragments do explain, how the engineering units work and how they should be used. I still am not sure how the traffic control of the HQ's work. Do they reduce overstacking penalties? The problem I see, is that if they do it on the hex where they are located, then in that case they are also another unit that you need to stack on the hex, which may be counterproductive...
Not if they remove limit penalties. And it isn't the HQ unit. It's the MP squads in the unit.
Special Capabilities
§§ Police: The equipment reduces traffic congestion
penalties at its location.
I don't recall exactly how much reduction there is. Also keep in mind. Units of differing cooperation levels can also effect movement penalties when using the same hex. Don't create a Battle of the Bulge situation where everyone is stuck in traffic. Plan and think ahead is all you have to do. I've never paid much attention to congestion. You gotta do what you gotta do to git er done.
ne nothi tere te deorsum (don't let the bastards grind you down)
If duct tape doesn't fix it then you are not using enough duct tape.
Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
ORIGINAL: ivanov
I've completely lost the faith in manual, as I was never able to find anything there.
ivano,
Thank you for your interest, and I hope you find this Forum to helpful to TOAW.
I find the Manual to be helpful. Not perfect, but the first stop for info. Using the <ALT F> function can get you to at least a start. If that does not answer your question, post the quote from the manual that is not clear. Most here are more than happy to help. And the fresh eyes of a newcomer to TOAW can help the grognards. I can see from your number of post you are not a newcomer to gaming!
Cheers,
RAK
Avatar image was taken in hex 87,159 Vol 11 of
Vietnam Combat Operations by Stéphane MOUTIN LUYAT aka Boonierat.
Not if they remove limit penalties. And it isn't the HQ unit. It's the MP squads in the unit.
Special Capabilities
§§ Police: The equipment reduces traffic congestion
penalties at its location.
I don't recall exactly how much reduction there is. Also keep in mind. Units of differing cooperation levels can also effect movement penalties when using the same hex. Don't create a Battle of the Bulge situation where everyone is stuck in traffic. Plan and think ahead is all you have to do. I've never paid much attention to congestion. You gotta do what you gotta do to git er done.
Yeah, for now I'm just using the common sense and it seems to work fine, but I'm just no sure about the HQ's. In other games they are used mostly for the command and control, they may have some command ratings and command ranges. Here they it seems do some other stuff, which is not intermediately visible to the player. I also see the divisional and corps HQ's, so instinctively I thought they may form some chain of command, but it seems they are just two unrelated logistics units.
ivano,
Thank you for your interest, and I hope you find this Forum to helpful to TOAW.
I find the Manual to be helpful. Not perfect, but the first stop for info. Using the <ALT F> function can get you to at least a start. If that does not answer your question, post the quote from the manual that is not clear. Most here are more than happy to help. And the fresh eyes of a newcomer to TOAW can help the grognards. I can see from your number of post you are not a newcomer to gaming!
Cheers,
RAK
I think the manual may be useful to the players that are familiar with the previous versions of the game. But for someone who doesn't know them like me, it's too abstract. At my current level I need some simple answers like: you do A and B happens. I hope this thread may serve others too. I heard comments from the seasoned players that they never read the manual, so for sure they could have missed something. I have experience with wargaming, just not with this game. I also played more complex games like WitE or WitW. They may be even more complex that TOAW, but I think they do a better job in conveying the information to the player. Fun fact, the other day I had the original game's designer commenting on my Facebook post:
Still, I think it's agreat game ( otherwise I wouldn't ask all the questions here ), just a little unwieldy in some aspects.