Fortifications

Norm Koger's The Operational Art of War III is the next game in the award-winning Operational Art of War game series. TOAW3 is updated and enhanced version of the TOAW: Century of Warfare game series. TOAW3 is a turn based game covering operational warfare from 1850-2015. Game scale is from 2.5km to 50km and half day to full week turns. TOAW3 scenarios have been designed by over 70 designers and included over 130 scenarios. TOAW3 comes complete with a full game editor.

Moderators: ralphtricky, JAMiAM

Post Reply
Rhetor
Posts: 117
Joined: Mon Jan 31, 2005 6:12 pm
Location: Gdansk, Poland

Fortifications

Post by Rhetor »

And the final thread from me:

Some more sophisticated simulation of fortifications should be introduced. For example, in WWI scenarios it would be really nice to have forts, which could be destroyed using "Big Bertas", or 305mm Skodas.
User avatar
golden delicious
Posts: 4134
Joined: Tue Sep 05, 2000 8:00 am
Location: London, Surrey, United Kingdom

RE: Fortifications

Post by golden delicious »

ORIGINAL: Rhetor

And the final thread from me:

Some more sophisticated simulation of fortifications should be introduced. For example, in WWI scenarios it would be really nice to have forts, which could be destroyed using "Big Bertas", or 305mm Skodas.

Perhaps. On the one hand, currently in TOAW 100% entrenchment is the maximum, and that can be achieved in a fairly short space of time by combat engineers. Certainly there has been call for support for more impressive fortifications in TOAW in the past.

On the other hand, fortifications are consistently shown in 20th century warfare not to live up to expectations. Fortified hexes give advantages which are not available simply by digging in a unit until it gets that little 'F'. Heavy artillery like the guns you mention do work to 'dig out' fortified defenders. Finally, if you want really formidable fortifications, you can back them up with minor escarpments, or add special fortress units.
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
User avatar
Curtis Lemay
Posts: 15064
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

RE: Fortifications

Post by Curtis Lemay »

We could use a way to simulate the Japanese cave defenses they had on Okinawa and Iwo Jima. The Maginot-Line type terrain doesn't quite match them.
My TOAW web site:

Bob Cross's TOAW Site
User avatar
golden delicious
Posts: 4134
Joined: Tue Sep 05, 2000 8:00 am
Location: London, Surrey, United Kingdom

RE: Fortifications

Post by golden delicious »

ORIGINAL: Curtis Lemay

We could use a way to simulate the Japanese cave defenses they had on Okinawa and Iwo Jima. The Maginot-Line type terrain doesn't quite match them.

Were these cave systems proof against artillery? You could have a terrain type which protects specifically against indirect fire.
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
User avatar
sol_invictus
Posts: 1960
Joined: Tue Oct 02, 2001 8:00 am
Location: Kentucky

RE: Fortifications

Post by sol_invictus »

Yes, the Japanese cave systems were proof against artillery and plane delivered bombs. Only way to reduce them was with flamethrowers and sachel charges. Very nasty business.
"The fruit of too much liberty is slavery", Cicero
User avatar
golden delicious
Posts: 4134
Joined: Tue Sep 05, 2000 8:00 am
Location: London, Surrey, United Kingdom

RE: Fortifications

Post by golden delicious »

ORIGINAL: Arinvald

Yes, the Japanese cave systems were proof against artillery and plane delivered bombs. Only way to reduce them was with flamethrowers and sachel charges. Very nasty business.

There you go then. Just make units in such hexes suffer only a fraction of the damage from any long-range equipment.

Minor point as it's an equipment issue (and we can already do this with the BioEd), but I reckon flamethrowers ought to be seperated out from the engineer squad. This allows the designer both to put in extra flamethrowers, and to represent non-combat engineers more easily.
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
Rhetor
Posts: 117
Joined: Mon Jan 31, 2005 6:12 pm
Location: Gdansk, Poland

RE: Fortifications

Post by Rhetor »

Well, forts of varius types added to the unit pool would really ease the work for the WW I scenario designers. Such forts should be almost impregnable for infantry, and fragile when fired on by heavy pieces.

Then in a WW I scenario we would have it realistic. People who wish to capture fortifications using only infantry would mostly fail with heavy losses (as did the Germans in their initial assaults on Liege and the Russians on Przemysl), while using heavy pieces the forts would be knocked out pretty soon.

I don't like fortifications which cannot be destroyed - as is the case with all the features added with the map editor.
User avatar
golden delicious
Posts: 4134
Joined: Tue Sep 05, 2000 8:00 am
Location: London, Surrey, United Kingdom

RE: Fortifications

Post by golden delicious »

ORIGINAL: Rhetor

I don't like fortifications which cannot be destroyed - as is the case with all the features added with the map editor.

Thing is, one generally only breaches a fortification rather than destroying it, and the damage can be fairly easily rebuilt. A lot of European fortresses have been taken repeatedly- but they're still there. Przemysl was still a valuable defensive position in 1939.
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
Rhetor
Posts: 117
Joined: Mon Jan 31, 2005 6:12 pm
Location: Gdansk, Poland

RE: Fortifications

Post by Rhetor »

Thing is, one generally only breaches a fortification rather than destroying it, and the damage can be fairly easily rebuilt. A lot of European fortresses have been taken repeatedly- but they're still there. Przemysl was still a valuable defensive position in 1939.

The field fortification percentage, which remains on the map, fulfills that in my opinion. And it excludes the not very realistic issue that the fortified hex border gives all the same bonuses immediately after capture.

Przemysl, after its forts had been destroyed by the Austro-Hungarians prior to the surrender in March 1915, was captured by the German/Austrian troops easily, mostly without resorting to the heaviest artillery. It was still a valuable defensive position, but much less valuable than it had been as a fortress.
JAMiAM
Posts: 6127
Joined: Sun Feb 08, 2004 6:35 am

RE: Fortifications

Post by JAMiAM »

ORIGINAL: golden delicious
ORIGINAL: Rhetor

I don't like fortifications which cannot be destroyed - as is the case with all the features added with the map editor.

Thing is, one generally only breaches a fortification rather than destroying it, and the damage can be fairly easily rebuilt. A lot of European fortresses have been taken repeatedly- but they're still there. Przemysl was still a valuable defensive position in 1939.
This is why extensive permanent fortifications are best represented by a combination of the fortified hex feature, with an appropriately designed fortress unit.
Panzer War
Posts: 29
Joined: Thu Jan 19, 2006 6:38 pm

RE: Fortifications

Post by Panzer War »

One of the problems with forts in my opinion is that there supply percentage can go no higher than any other unit. Would it be possible to set up the fort units so they can have a supply greater than 150%? Say 400% - 900%, (just a rough guess) think it will give them increased ability to withstand sieges.

Post Reply

Return to “Norm Koger's The Operational Art Of War III”