max round per battle: Normandy

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
User avatar
fulcrum28
Posts: 762
Joined: Sun Feb 28, 2010 1:28 pm

max round per battle: Normandy

Post by fulcrum28 »

I was searching for D-day scenarios at Battalion/Rgt level, and I found this one "Two weeks in Normandy". I was surprised to see "max Round per battle 99". In my understanding, the max round per battle is capped to 10? (when we see the report of a battle, we can see how the battle progressed sometimes up to 3 or 4 steps, but always there is a maximum of 10 columns. Is there something wrong here? or is this scenario from old TOAW III?
To compare, Operation Overlord '44, has max rounds per battle set to 3. ( The Attrition Divider is 26 vs the 12 in "Two weeks of Normandy" so I think more casualties are expected on "Two weeks on Normady based on "Attrition Divider" but not sure the global effect of max rounds per battle)
Attachments
max_Rounds.png
max_Rounds.png (1.05 MiB) Viewed 333 times
Spale69
Posts: 21
Joined: Thu Jan 05, 2023 12:53 pm

Re: max round per battle: Normandy

Post by Spale69 »

I am not fully sure (have not tested in editor playground with custom battles) if what follows is correct, but at least it is close. More experienced ppl here in the forum probably would know more:

So, max rounds for any battle is 10. If you set this MRPB (valid for both sides) to 5, when the round 5 is finished - the battle ends and you have maybe more time left to play. This would, of course affect number of casualties (less fighting, smaller casualties), probability of tactical support (same logic) and anything that can happen during each round. Of course, proficiency check stays - if you have 5 rounds, you still get your battle ended pre-5 if prof. check fails.

So, why 99...or anything > 10 or 9?

As I understand it has something to do with any shock value that one or the other side may have, because that shock can affect number of rounds and reduce them. See the manual 17.9.4 for "Force 1 or Force 2 Shock Level".

I do not know if anything else except these parameters (there is also for Air Shock) can create dynamically that shock. But I think designers have built so high MRP value (max 99) because high shock will reduce it. That's the bottom line.

But I would also like to have clear statement on this particular issue.

And in combination with attrition divider you have some way of controlling the ballance of how deadly those relatively shorter or max 10 rounds battles will be. For example, you want in your scenario longer battles (more rounds), but less casualties -> put higher Att. Divider...

Cheers!
User avatar
rhinobones
Posts: 2162
Joined: Sun Feb 17, 2002 10:00 am

Re: max round per battle: Normandy

Post by rhinobones »

Think you'll find that going back to the original TOAW program, 99 is the same as saying "maximum number available". In this case the maximum number of turn pulses is 10. Nothing mysterious going on, no interaction or impact on other game functions, just a form of programming shorthand. In the event editor you'll sometimes find events being triggered on turn 999, same shorthand applies.

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

Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
Post Reply

Return to “The Operational Art of War IV”