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RE: What makes TOAW 4 Different...

Posted: Sat Dec 02, 2017 9:51 pm
by Silvanski
I like the new UI, naval model and less guesswork than we had with the circle of stars
Personally , doing away with the BMP counters is the only negative point I found so far... Custom made counters like the ones that came with the 19th Century Equipment database are useless now...

RE: What makes TOAW 4 Different...

Posted: Sat Dec 02, 2017 10:55 pm
by TPOO
ORIGINAL: Rosseau

If anyone could explain move bias, that would be great.

It is an event that you can select in the Event Editor where you can increase or decrease the movement points of all units for one side. It is very effective for trying to simulate the German advance in the opening turns of Barbarossa scenarios. It can be returned to the default after the intended effect has occurred. It is great for use in very muddy terrain as well if you feel that the default movement points for units is to much.

RE: What makes TOAW 4 Different...

Posted: Sun Dec 03, 2017 7:51 pm
by r6kunz
ORIGINAL: TPOO

ORIGINAL: Rosseau

If anyone could explain move bias, that would be great.

It is an event that you can select in the Event Editor where you can increase or decrease the movement points of all units for one side. It is very effective for trying to simulate the German advance in the opening turns of Barbarossa scenarios. It can be returned to the default after the intended effect has occurred. It is great for use in very muddy terrain as well if you feel that the default movement points for units are too much.
I quite agree, TPOO.
Movement Bias of 80 reflects 80% of the standard movement rate.
Very useful now as an Event for specific turns. Using the standard Movement Points, no way can Army Group Center reach Minsk then the Dnepr in the Road to Moscow. in the historic timetable. Likewise the in Rasputista the Movement Bias can slow down movement at the appropriate mud time.