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RE: Defending a river line

Posted: Mon Oct 15, 2007 10:30 pm
by ColinWright
Again, it's not that I have a problem with this, just that I (personally) wonder whether this or a re-write of the supply rules would have revolutionised the game the most.

Regards,
IronDuke

You frame this as if at some point there was a choice between an equipment editor and improved supply rules or even as if the choice was to be made now. We got the equipment editor courtesy of a benign Frenchman who had no connection to Talonsoft. It's not like we could have had improved supply instead -- Yves had no way of coding that.

We have the equipment editor. It's irrelevant as to whether that or improved supply rules would add more to the game. It's not like we're debating whether a high-speed rail system or a network of nuclear-powered zeppelins would improve the transportation system more. It's like we're arguing whether the interstate highway system or the high-speed rail system would add more. The answer's unimportant -- we already have the interstate highway system.

RE: Defending a river line

Posted: Mon Oct 15, 2007 10:44 pm
by IronDuke_slith
ORIGINAL: IronDuke

So? Lets try this one more time.

If you enter a river hex, two separate rules apply.

If you are attacked, you are classed as having got across.
If you attack, you are classed as not having got across.
Regarding your bolded claim, it is either an incorrect assumption on your part, or a deliberate strawman argument. Let me clarify.

Well, with respect, I fear for the thread when the Moderator wades in with terms like "strawman" and "dumbing down". Let me say at this juncture that if I'm headed for a holiday as we progress, it was nothing personal. It is, however, disappointing on my part to see the attitude encountered thus far (and I don't doubt displayed by me as well) carried over into your contribution.

I would say before we continue that I wholly support the TOAWIII project, am grateful you took it on, but feel the money I parted with to purchase this (fifth) incarnation of the game on my shelves entitles me to a "pet", "dumbed down" and clearly pointless opinion, given your later remarks. I still offer this support and gratitude even given our later spat.
ORIGINAL: JAMiAM
Rivers along hexsides allow units to assume two basic states. The first is that of a solid, and coherent defense, which is always in effect, when neither force is actively attacking across the river. The second is that of an attacking force, which is only in effect for a very brief, and discrete amount of time. This is the point in time when a game will usually penalize the actively attacking force.


To be fair, this sounds remarkably lifelike to me (and just perhaps Norm if he did indeed code these thus). However, lets press on, Norm is no more and I'm on my own.
The reason that TOAW will continue...

Are you able to outline how changes are selected and prioritised within this project? This remark above suggests user input is a marginal influence unless the opinion proferred fits in with existing belief. Since it suggests that greater weight is given to your design philosophy. This is fine, is indeed your complete prerogative, but I might save a lot of time arguing for things in the future if I see you come down one way or another. In other words, knowing what I know now, I wouldn't have gotten into an extended argument with others round here once I'd seen you proffer your opinion originally and had it come down against me.
The reason that TOAW will continue to model rivers in hexes, instead of as hexsides, is that this allows an additional state, or operational condition, that units may assume beyond that of what is allowed by hexside rivers. That of a shallow bridgehead. The cost, or trade-off, here is a simple spatial distortion that, absent battle, is no better or worse than that caused by forcing rivers to run along hexsides.


But what spatial distortion is there when rivers run alongside hex sides? As I mentioned earlier the maps can be very good, but they are full of compromises. What is one more if it could be seen to aid gameplay?
A shallow bridgehead does not allow for units to maneuver well and, given the general nature of river valleys, will also represent, due to elevation, a tactical advantage to those opposing forces not on a river hex. Thus the 70% reduction in firepower that affects the attacking units.


But is this what the 70% reduction actually represents? Surely it represents the effect of being in a boat, paddling across open water, unable to deploy heavy weapons, shooting from an unsteady moving platform with only those weapons held by people not paddling, and moving at walking pace? This is a reduction in attacking strength, which indicates surely that the tactical problem being simulated is with the attacking units.

Defenders having better fields of fire due to "potentially" being on tactically useful higher ground surely wouldn't be expressed by messing with the attackers values. When we simulate the defenders being in other kinds of tactically useful defensive employments like entrenchments, we enhance their defensive values don't we, rather than decrease the values of attacking forces? I confess my years of TOAW were about operational employment and getting a feel for things, I have never delved under the hood as much as I perhaps should, so if my understanding is wrong...

Finally, units getting across a river but no further, would likely only have a shallow single hex bridgehead to defend anyway, and for operational purposes the size of the bridgehead is the key since that is how much they have to defend to avoid getting thrown back by the opposing player's counterattack.
Now, to be consistent, I believe that this penalty should apply to all forces on river hexes, regardless of whether they are attacking, or defending. I will try to get Ralph to code that effect for the next patch. This will also clear up inconsistencies when attacking and defending units are both on river hexes. Both sides will be equally constrained and affected.

If I understand this right, you're suggesting (or rather telling us) that the defensive firepower of a unit defending on a river hex will be reduced by 30% sometime soon?

What are we simulating if a unit tries to cross the river, incurs a 30% penalty during the attack, fails to take the opposite bank, and then incurs a 30% penalty defending against an inevitable counterattack the following player's turn? No bridgehead was taken (to partially pre-empt your next remarks and my response).

What if no attack was indeed actually launched and they are attacked?
Why does such an additional state need to be present in TOAW? This is because attackers crossing a river, attacking from a river, defending a narrow bridgehead, should be in a more vulnerable state (at least potentially) at some point in time during the turn. If the "turn" ends, (local/global initiative shifts) before a bridgehead is established deeply enough to be safe from local counterattacks, then the game needs to have the forces that are, in essence, straddling the river, or packed into a confined area, be vulnerable to enemy action - while it is still in this disorganized or operationally weakened state. Thus, if a player can replicate a quick, decisive and effective breakthrough at the point of crossing, a la Sedan, then by the time the enemy can react, the bridgehead is already established some non-zero number of hexes deep, and away from the river. The bridgehead has been successfully forced, and is more relatively safe from any counterattacks that might follow. If the player fumbles, bumbles and stumbles in the face of the enemy resistance, a la Fredricksburg, then the bridgehead is too narrow for the forces across to take advantage of maneuver, they are working up river banks, the bridging or ferry assets are under fire, and the units are in a vulnerable state, such that continued actions against it and the forces within it have a relative advantage.

Indeed, but isn't Tac reserve essentially the mechanism for simulating local counterattacks into shallow breathroughs during the opponent's turn? Employing Tac reserves units behind the front lines would lead them to deploy into the hex at a time when enemy firepower was reduced by 30% enhancing their effect still further in river assault situations.

Secondly, the bridgehead will have a disorganised and vulnerable moment whether the player retains the initiative or not. Fact is that we can't exploit that within IGOUGO so this feature only really applies if the attacking player burns up too much turn getting across. That is fine, you've highlighted that, but under hexside river rules, burning up too much time getting across would leave you in an isolated bridgehead hex on the other side in a non-defensive deployment. How vulnerable can you get in this game to have just siuffered combat, be all alone, not eligible for Tac reserve aid and not dug in.
Hexside rivers never allow this moment of vulnerability to be exploited by an active player. Given the way that the TOAW system manages time as a resource, this is inconsistent with the design philosophy of the game.

I disagree, I genuinely don't think your logic follows. Let me (respectfully) try and explain why:

Firstly, you're suggesting that this moment of vulnerability would only be exploited anyway by the defending player (when he became active) if the bridgehead wasn't successfully forced and exploited in the first place, either because it eat up too much of the clock or there was player error burning the turn or the attack happened at the end of a turn with much MP already used. Therefore, this only really applies when the attacking player has only just gotten across.

Fine, I follow the logic and the game mechanics forcing it.

However, with hexside rivers, a player making all the errors listed above would only have an eminently counterattackable single or double hex bridgehead on the other side anyway. If he didn't actually make it across in either hex or hex side, at least with hex sides, his failure would not be compounded by being counterattacked (having failed to get across the river) with the sort of force that could only have applied in real life if he had got across.

In other words, this
Thus, if a player can replicate a quick, decisive and effective breakthrough at the point of crossing, a la Sedan, then by the time the enemy can react, the bridgehead is already established some non-zero number of hexes deep, and away from the river. The bridgehead has been successfully forced, and is more relatively safe from any counterattacks that might follow.

remains eminently true in either hex rivers or hex side rivers and this...
If the "turn" ends, (local/global initiative shifts) before a bridgehead is established deeply enough to be safe from local counterattacks, then the game needs to have the forces that are, in essence, straddling the river, or packed into a confined area, be vulnerable to enemy action - while it is still in this disorganized or operationally weakened state.


...is eminently true as well since the enemy forces will be in a single hex in a non defensive deployment waiting to get hit with no prospect of aid.

The advantage with hexsides is that failure to get across doesn't see your entire unit slaughtered by counterattack as if it had, and massing to attack across doesn't see enemy Armoured pre-emptive strikes getting across the river for free and running amok in your form up areas.
Feel free to agree, disagree, and to promote your pet ideas - whether or not they support in-hex, or hex-side, rivers. However, keep in mind that at this stage of engine development, adding hexside rivers will entail a huge amount of engine rewriting, testing, and bug-hunting for something that is not merely an insignificant addition given the resources necessary to apply them with an internal consistency, but when utilized, would actually be a reduction in the range of operational states that the opposing forces may assume within the space of time that a turn represents.

As above, I don't believe it does represent a reduction in the operational states. For a unit to attack and fail to get across is the only instance where something different might happen in hex and hex side options. What you seem to be simulating is very micro, ie some portion of the force getting across and being vulnerable, because everything else (I humbly submit) equally applies to hex side rivers. We don't simulate anywhere else part of an attack being successful and part of an attacking force that has been rebuffed being anywhere other than its own start line. I very humbly submit it doesn't follow it is needed here.
We don't intend on dumbing down the game and reducing the options for player interaction within the space of the game turns. We're rather more interested in continuing to increase them.

I don't think dismissing a counter argument as "dumbing down" was really required or necessary on several grounds, but not least because it suggests a confidence in the strength of your arguments that may be misplaced given half the people here seem to disagree with you.
I hope this adequately explains the continuing design philosophy that will govern development of this title, and it successors.

I do indeed believe I have had this explained.

Regards,
Ironduke

RE: Defending a river line

Posted: Mon Oct 15, 2007 10:55 pm
by ColinWright
ORIGINAL: IronDuke
I don't think dismissing a counter argument as "dumbing down" was really required or necessary on several grounds, but not least because it suggests a confidence in the strength of your arguments that may be misplaced given half the people here seem to disagree with you.

If half the people disagree with JAMiAM, the inference would be that half the people agree with him. If it's that debatable that the change would constitute an improvement, and if the work involved would be as substantial as JAMiAM asserts it would be (and it does seem likely that it would be so), then we shouldn't make the change.

We've got changes that seem relatively easy and that have no down-side to speak of. Putting in an equipment editor. We've got other changes that would be hard but that at least everyone agrees would be beneficial: improved supply, better modeling of air/naval and naval/naval warfare, etc, etc. There might be debate about how significant these improvements would be, but at least everyone agrees they would be improvements.

Not so with hexside rivers. They would be a complex change that many think wouldn't be for the best.

JAMiAM, 'Curtis LeMay,' 'Golden Delicious' and myself all agree that hexside rivers are not a change to be pursued. That's kind of like discovering that the NAACP, the Mormon Church, the American Council of Industry, and the ACLU all think that some change is undesirable. It suggests that (a) it's going to be pretty fruitless to try to push the legislation through, and that (b) the proposal might actually be a pretty bad idea.

RE: Defending a river line

Posted: Mon Oct 15, 2007 10:56 pm
by IronDuke_slith
ORIGINAL: JAMiAM
ORIGINAL: IronDuke
I too apologise if my response is a bit terse, but it annoys me to have a debate and several pages of effort dismissed on the grounds I am being childish.
I'm dismissing neither the debate, nor several pages of effort on the grounds of being childish.

I'm dismissing the name-dropping, and brazen attempt to pull company strings in order to drag the ex-developer of the series into the debate as being childish.

I didn't expect that here.

If you wish to debate the topic of in-hex, or hex-side, rivers on their own merits, then I'm fine with that. Debate away.

However, when you succumb to the fallacious argument style of "appealing to authority", then I have to say that I'm disappointed. I don't think that I've made that mistake on this topic. Contrary to yours, and Rhinobones' insinuations, I'm not defending in-hex rivers because Norm made it that way but rather because they work well, they are in large part consistently integrated into the existing code base, and are consistent with future design plans. You may disagree with that assessment, and you really should feel free to continue to suggest changes that will appeal to your sense of game design. However, just don't take it personally if my replies "dismiss" them as not part of our design vision.

Regards,
James


I disagree.

I haven't namedropped, I merely suggested someone ask him how we "got all the code" but didn't get this when several different people recall him saying it had been written and was ready to go. I have never met Norm, never corresponded with him, never written him fan mail or anything. I'm not appealing to authority or namedropping, merely appealing to what may be informed and relevant (as the Designer) opinion. Not least because you've cited design philosophy as one of your principle arguments. With respect, what is more relevant when discussing design philosophy than the philosophy of the person who designed it?

I've merely suggested that the bloke who dreamed up and coded this originally did hex side rivers, which means that whilst you are entitled to your design philosophy, there are surely grounds for speculating this may not necessarily be compatible with the original intended design because something against your design philosophy was coded by the Bloke who dreamed it up, before he gave it all up.

Now, this may be irrelevant since the game is now yours (it's clearly not mine) and Norm's opinion is irrelevant.

Fine, no issues, but in attempting to argue what is simulating what, it is much easier to refute the opposition argument if the person who wrote the base code for the simulation agrees with me.
I'm not defending in-hex rivers because Norm made it that way

And I am not defending hex side rivers because Norm may have patched it that way. However, when this turns into a debate about design philosophies, all sorts of extra things appear in the mix like this.

regards,
IronDuke

RE: Defending a river line

Posted: Mon Oct 15, 2007 11:05 pm
by IronDuke_slith
ORIGINAL: ColinWright

ORIGINAL: IronDuke
I don't think dismissing a counter argument as "dumbing down" was really required or necessary on several grounds, but not least because it suggests a confidence in the strength of your arguments that may be misplaced given half the people here seem to disagree with you.

If half the people disagree with JAMiAM, the inference would be that half the people agree with him. If it's that debatable that the change would constitute an improvement, and if the work involved would be as substantial as JAMiAM asserts it would be (and it does seem likely that it would be so), then we shouldn't make the change.

We've got changes that seem relatively easy and that have no down-side to speak of. Putting in an equipment editor. We've got other changes that would be hard but that at least everyone agrees would be beneficial: improved supply, better modeling of air/naval and naval/naval warfare, etc, etc. There might be debate about how significant these improvements would be, but at least everyone agrees they would be improvements.

Not so with hexside rivers. They would be a complex change that many think wouldn't be for the best.

But debateable doesn't mean improvements would be marginable, it just means there is disagreement about what the results would be. Debate is designed to test those arguments and attempt to get a consensus.

My (occasionally terse and unwarranted - my apologies) remarks about the equipment editor were based on an understanding this had been a lot of work, and I couldn't see the point given the serious issues that have afflicted this game since scenario designers (much like yourself) took this game out of its comfort zone by simulating the unusual, the different or the large scale, and stopped simulating just sharp Corp sized mechanised campaigns that it all started with.

In other words, I couldn't see the point of giving us heavy duty german supply barges if the supply model was flawed. If the editor was a minor change then much of what I said doesn't apply, although I still feel the real effects are nice rather than game breaking. Curtis's comments about Sherman 76 units and HVAP were interesting but I would have preferred this to be handled by standard database enhancements rather than doctoring the core values. Without the editor, you could have just removed several of the 76mm units and replaced them with 75mm units for example reducing the number of firing units to simulate the limited ammunition everyone had.

regards,
IronDuke

RE: Defending a river line

Posted: Mon Oct 15, 2007 11:09 pm
by JAMiAM
ORIGINAL: IronDuke
Let me say at this juncture that if I'm headed for a holiday as we progress, it was nothing personal.

Let me say that I am actually on holiday at this point in time, so if I drop in, and drop out, it isn't from a lack of interest, but rather from being pressed for time. Let me see...should I host a forum argument, or should I pay more attention to my hosts, who are entertaining me with food, games, and a much needed vacation from work, the family, and the rest of the world?

It's not as tough a choice as it has seemed, but I have this little issue with my zealotry in regards to TOAW...[:D]

Respectfully and not personally either,
James

RE: Defending a river line

Posted: Mon Oct 15, 2007 11:28 pm
by IronDuke_slith
ORIGINAL: ColinWright
Again, it's not that I have a problem with this, just that I (personally) wonder whether this or a re-write of the supply rules would have revolutionised the game the most.

Regards,
IronDuke

You frame this as if at some point there was a choice between an equipment editor and improved supply rules or even as if the choice was to be made now. We got the equipment editor courtesy of a benign Frenchman who had no connection to Talonsoft. It's not like we could have had improved supply instead -- Yves had no way of coding that.

We have the equipment editor. It's irrelevant as to whether that or improved supply rules would add more to the game. It's not like we're debating whether a high-speed rail system or a network of nuclear-powered zeppelins would improve the transportation system more. It's like we're arguing whether the interstate highway system or the high-speed rail system would add more. The answer's unimportant -- we already have the interstate highway system.

Point taken, but this was originally described as high cost and high benefit, as an argument about what should be done with scarce resources instead of river hex sides.

You're saying it wasn't high cost because the coding was done by a third party on behalf of the project. In which case, fine, I unconditionally withdraw those arguments I deployed suggesting this was not worth Project Team time (if high cost) given other things that I felt necessary.

Regards,
IronDuke

RE: Defending a river line

Posted: Tue Oct 16, 2007 3:29 am
by Curtis Lemay
Time for a summary:

1. This is about a very minor tactical issue that doesn’t have any great significance to the game. It’s only a 30% combat modifier. If you rank all the terrain combat modifiers from top to bottom, this one would rank DEAD LAST. And that’s just a mathematical fact. And it isn’t as if it isn’t being applied. It is. The issue is just over exactly where it’s applied. It’s about as minor an issue as you can get.

2. Any fix to one part of the river model breaks another part. Rivers have both boundary and area properties. Switch to hexside from hex and the area factors (like transverse defensive benefits) are unmodeled. In other words, for every plus of hexside rivers, there is a corresponding minus. Even if this change could somehow magically be applied to every existing scenario, the net benefit would be about zilch.

3. But here’s the killer: It won’t be applied to ANY existing scenario! No scenario has hexside rivers. And there will be few designers who will go to all the effort to rip out the river hexes and replace them with hexside rivers in their maps, even among the few who still support their scenarios. The actual net benefit will be something like zilch times zilch! (Zilch-squared!!!)

4. But it gets worse! The costs will be huge. Both graphical and code tasks will be very extensive (even vastly extensive if some people are listened to).

Add it all up and the idea of implementing this change becomes monstrously ludicrous. The whole subject wasn’t worth two sentences. Yet it already has had page after page of repetitive, long-winded, incoherent, incomprehensible blather devoted to it. Enough!

RE: Defending a river line

Posted: Tue Oct 16, 2007 4:29 am
by ColinWright
ORIGINAL: Curtis Lemay

Time for a summary:

1. This is about a very minor tactical issue that doesn’t have any great significance to the game. It’s only a 30% combat modifier. If you rank all the terrain combat modifiers from top to bottom, this one would rank DEAD LAST. And that’s just a mathematical fact. And it isn’t as if it isn’t being applied. It is. The issue is just over exactly where it’s applied. It’s about as minor an issue as you can get.

2. Any fix to one part of the river model breaks another part. Rivers have both boundary and area properties. Switch to hexside from hex and the area factors (like transverse defensive benefits) are unmodeled. In other words, for every plus of hexside rivers, there is a corresponding minus. Even if this change could somehow magically be applied to every existing scenario, the net benefit would be about zilch.

3. But here’s the killer: It won’t be applied to ANY existing scenario! No scenario has hexside rivers. And there will be few designers who will go to all the effort to rip out the river hexes and replace them with hexside rivers in their maps, even among the few who still support their scenarios. The actual net benefit will be something like zilch times zilch! (Zilch-squared!!!)

4. But it gets worse! The costs will be huge. Both graphical and code tasks will be very extensive (even vastly extensive if some people are listened to).

Add it all up and the idea of implementing this change becomes monstrously ludicrous. The whole subject wasn’t worth two sentences. Yet it already has had page after page of repetitive, long-winded, incoherent, incomprehensible blather devoted to it. Enough!

I'm confused. I want to argue with you, but I agree with you. Sparks, smell of burning insulation...

Wife sighs and goes to get another fuse. Gotta get him off that computer...

RE: Defending a river line

Posted: Tue Oct 16, 2007 8:54 am
by golden delicious
ORIGINAL: IronDuke

Of the ones above, I can see a possible need for "C" but adding in the British equivalent of the Maus or something strikes me as a minor improvement. Which historical scenarios benefitted from "B", for example?

Well for example, my version of Europe Aflame provides equipment for the French after 1940 which was actually planned to go into production 1941-2.

My Poland scenario would play very differently without e).

RE: Defending a river line

Posted: Tue Oct 16, 2007 8:47 pm
by IronDuke_slith
ORIGINAL: Curtis Lemay

Time for a summary:

1. This is about a very minor tactical issue that doesn’t have any great significance to the game. It’s only a 30% combat modifier. If you rank all the terrain combat modifiers from top to bottom, this one would rank DEAD LAST. And that’s just a mathematical fact. And it isn’t as if it isn’t being applied. It is. The issue is just over exactly where it’s applied. It’s about as minor an issue as you can get.

Incorrect. It is a 30% combat modifier that applies to an absolutely crucial and indispensable facet of warfare, river crossings. In addition, the bridge hexes are vulnerable and unhistorical and the rules when you are on rivers (IMHO) illogical and inconsistent.

You saying it is a minor issue doesn't make it so, especially given you used a "much higher benefit" item to unhistorically beach a battleship in an operational level game set just above the range of the longest ranged direct fire weapon.

With the greatest of respect, and in light of the above, you're not in a position to give lessons in what is and what isn't a minor issue to anyone to be fair. Make it personal in this way and you force me to.

This is an operational level game originally played without equipment at all, really, so lets not act like its combat mission. It's operational meaning those items of warfare that are operational in nature are crucial to the way the game functions. Towns, forests, rivers. It's all the same.
2. Any fix to one part of the river model breaks another part. Rivers have both boundary and area properties.


As does every other type of terrain hex, but none simulate your intermingling in this way.
Switch to hexside from hex and the area factors (like transverse defensive benefits) are unmodeled.


Another red herring. How does anyone attack across a river hex side without the people on the other bank getting a defensive benefit? This transverse thing is a nice word without any real meaning particularly once we have dispensed with the unneccessary area apology theory.
In other words, for every plus of hexside rivers, there is a corresponding minus. Even if this change could somehow magically be applied to every existing scenario, the net benefit would be about zilch.

The net benefit would be a realistic modelling of a crucial and much found and used terrain feature absolutely central to modern land warfare. A not inconsiderable feature given TOAW is a programme almost exclusively dedicated to land warfare with everything else more abstractly modelled. This is either an operational game or it isn't. We won't simulate warfare if rivers are somewhat easier or more difficult to cross than they were in real life, period.
3. But here’s the killer: It won’t be applied to ANY existing scenario! No scenario has hexside rivers. And there will be few designers who will go to all the effort to rip out the river hexes and replace them with hexside rivers in their maps, even among the few who still support their scenarios. The actual net benefit will be something like zilch times zilch! (Zilch-squared!!!)

Except in future scenarios where the improvements could be added (or has all scenario design work now stopped) and since it is not uncommon for others to take on existing scenarios with the relevant permissions, there would be an ongoing benefit.
Add it all up and the idea of implementing this change becomes monstrously ludicrous. The whole subject wasn’t worth two sentences. Yet it already has had page after page of repetitive, long-winded, incoherent, incomprehensible blather devoted to it. Enough!

Something you are as equally responsible for as any other single individual here. It is rather petty to insinuate otherwise in an attempt to close the debate down. You must understand that the fact you consider this small beer, does not automatically make it so.

We simulate urban terrain, forest and trees, swamp, bocage and mountains amongst others. We attempt to simulate them all correctly. There is no harm in consistency.

IronDuke

RE: Defending a river line

Posted: Tue Oct 16, 2007 9:30 pm
by IronDuke_slith
Double post - deleted



RE: Defending a river line

Posted: Tue Oct 16, 2007 9:41 pm
by IronDuke_slith

ORIGINAL: golden delicious

ORIGINAL: IronDuke

Of the ones above, I can see a possible need for "C" but adding in the British equivalent of the Maus or something strikes me as a minor improvement. Which historical scenarios benefitted from "B", for example?

Well for example, my version of Europe Aflame provides equipment for the French after 1940 which was actually planned to go into production 1941-2.

My Poland scenario would play very differently without e).

I don't disupte anything you're saying, I am just saying that being questioned on the grounds of whether something is worth it when the opposition are deploying as argument all sorts of sometimes very minor equipment additions in the midst of a game set squarely in the operational domain is as irritating to me as I clearly am being to you (and if not you certainly others).

In other words, the guts of this game are whether it does the Western and Eastern fronts & maybe the Med in an operational context. Everything else is nice, I concede, but you need the basics first. Basics include simulating terrain correctly. Fire in the East is a good example. Very popular scenario and the way most people (I guess) play it puts a huge premium on the river rules since Soviet players early war and German players late war will all trade a little space to anchor along some water.

Fundamentally altering the river rules (I would argue correcting) is not minor in terms of the way this scenario or DNO or Gotteramadung or Hells highway would be played. Throw in the Bulge and you have pretty much wrapped up all the big stuff that most people play most often.

I work as a Business Analyst, I am far from blind about issues of cost-benefits, but we only got WWII equipment in the first place because of the storm over the Jeep Army Vs King Tiger platoon debate and as I keep repeating, this is an operational level game, a level at which equipment is not as important as simulating the operational level decisions Commanders face correctly. The current rules don't allow that with rivers IMHO.

Put another way, if there were no defensive benefits to units in urban terrain, we would be fixing it.

I guess we're running out of patience for this debate so I apologise if I gave any offence, but having intervened for the first time in issues like this, I guess I'll return to the back benches. I have firm (if generally quiet) ideas about where this should all go given Combined Arms will (I believe) take the minor operational/major tactical end within 12 months with WEGO and river hex sides [;)] and the WIR crowd will get the entire eastern front at 10Km per hex within 2 years with a host of new features. TOAW needs (IMHO) to zero in on what is required to improve the operational aspects since its flexibility at the operational level is its real advantage and where it would continue to carve out its niche.

In other words, focus in on what your real objective is. It isn't to get all sub variants of the Fiesler Storch into the game, together with a couple of proposed ones where they were going to add 37 mm cannon in 1948, but to make TOAW popular and playable for the market ten years from now. The requirements for that are not marginal but fun toys for designers, or people defending toys for scenario designers, but accurate, vibrant operational rules.

TOAW is an operational game in which equipment is (I would contend) a very minor and secondary consideration. I guess I ultimately just got galled at seeing operational considerations compared unfavourably with beached battleships and armoured barges in a game that is not about T34s and Panthers, much less boats. If that spilled over into unwarranted words, then I apologise (even if no one else does). However, those that control and those that design seem to disagree with me so I'm only making enemies sticking around. Be careful not to win yourselves to death, though, with your equipment editor [;)].

All the very best,
IronDuke









RE: Defending a river line

Posted: Tue Oct 16, 2007 11:17 pm
by ColinWright
ORIGINAL: IronDuke


ORIGINAL: golden delicious

ORIGINAL: IronDuke

Of the ones above, I can see a possible need for "C" but adding in the British equivalent of the Maus or something strikes me as a minor improvement. Which historical scenarios benefitted from "B", for example?

Well for example, my version of Europe Aflame provides equipment for the French after 1940 which was actually planned to go into production 1941-2.

My Poland scenario would play very differently without e).

I don't disupte anything you're saying, I am just saying that being questioned on the grounds of whether something is worth it when the opposition are deploying as argument all sorts of sometimes very minor equipment additions in the midst of a game set squarely in the operational domain is as irritating to me as I clearly am being to you (and if not you certainly others).

In other words, the guts of this game are whether it does the Western and Eastern fronts & maybe the Med in an operational context. Everything else is nice, I concede, but you need the basics first. Basics include simulating terrain correctly. Fire in the East is a good example. Very popular scenario and the way most people (I guess) play it puts a huge premium on the river rules since Soviet players early war and German players late war will all trade a little space to anchor along some water.

Fundamentally altering the river rules (I would argue correcting) is not minor in terms of the way this scenario or DNO or Gotteramadung or Hells highway would be played. Throw in the Bulge and you have pretty much wrapped up all the big stuff that most people play most often.

I work as a Business Analyst, I am far from blind about issues of cost-benefits, but we only got WWII equipment in the first place because of the storm over the Jeep Army Vs King Tiger platoon debate and as I keep repeating, this is an operational level game, a level at which equipment is not as important as simulating the operational level decisions Commanders face correctly. The current rules don't allow that with rivers IMHO.

Put another way, if there were no defensive benefits to units in urban terrain, we would be fixing it.

I guess we're running out of patience for this debate so I apologise if I gave any offence, but having intervened for the first time in issues like this, I guess I'll return to the back benches. I have firm (if generally quiet) ideas about where this should all go given Combined Arms will (I believe) take the minor operational/major tactical end within 12 months with WEGO and river hex sides [;)] and the WIR crowd will get the entire eastern front at 10Km per hex within 2 years with a host of new features. TOAW needs (IMHO) to zero in on what is required to improve the operational aspects since its flexibility at the operational level is its real advantage and where it would continue to carve out its niche.

In other words, focus in on what your real objective is. It isn't to get all sub variants of the Fiesler Storch into the game, together with a couple of proposed ones where they were going to add 37 mm cannon in 1948, but to make TOAW popular and playable for the market ten years from now. The requirements for that are not marginal but fun toys for designers, or people defending toys for scenario designers, but accurate, vibrant operational rules.

TOAW is an operational game in which equipment is (I would contend) a very minor and secondary consideration. I guess I ultimately just got galled at seeing operational considerations compared unfavourably with beached battleships and armoured barges in a game that is not about T34s and Panthers, much less boats. If that spilled over into unwarranted words, then I apologise (even if no one else does). However, those that control and those that design seem to disagree with me so I'm only making enemies sticking around. Be careful not to win yourselves to death, though, with your equipment editor [;)].

All the very best,
IronDuke









You either fail to grasp or choose not to admit just how much it is possible to accomplish by editing equipment.

Put it this way. I have used my moving van to park in downtown loading zones and go to a movie. Instant free parking! Is that all my moving van is good for? No.

Your argument -- such as it is -- amounts to showing that free parking isn't all that great a benefit and so my moving van's not much of an asset. Inasmuch as I also happen to make my living with it, I'm not exactly impressed by your argument.

So what if a Fieseler Storch would be a trivial addition? That's hardly the limit of what it is possible to do with the equipment editor. Nor is the fact that we already have the equipment editor somehow an argument for going over to hexside rivers. That part of your argument sounds as if having established that I have a moving van, you feel you've come up with a compelling argument that I should start speculating on commodities futures. Never mind that I would have to learn a lot and that I happen to think it would be a poor idea -- I have to do it. I've already got a moving van, so I have to buy commodities futures. That would appear to be your reasoning.

RE: Defending a river line

Posted: Wed Oct 17, 2007 9:26 am
by golden delicious
ORIGINAL: IronDuke

I don't disupte anything you're saying, I am just saying that being questioned on the grounds of whether something is worth it when the opposition are deploying as argument all sorts of sometimes very minor equipment additions in the midst of a game set squarely in the operational domain is as irritating to me as I clearly am being to you (and if not you certainly others).

In other words, the guts of this game are whether it does the Western and Eastern fronts & maybe the Med in an operational context.

OK. If you don't have an equipment editor, how do you stop Western units getting flooded with Russian squads? How do you simulate the British manpower shortage which was critical in 1944, whilst leaving the Americans flush with troops?

You can only fudge it by using different squad types. But Russians weren't really "light rifle squads"- not for the whole damned war. Nor where American squads all bristling with firepower as will be the case if you give them heavy rifle squads.

This is just the biggest example of the problem. There are nuances within nuances.
Everything else is nice, I concede, but you need the basics first. Basics include simulating terrain correctly. Fire in the East is a good example. Very popular scenario and the way most people (I guess) play it puts a huge premium on the river rules since Soviet players early war and German players late war will all trade a little space to anchor along some water.

Right. Doesn't this demonstrate that rivers already function very effectively as military obstacles under the current system?
TOAW is an operational game in which equipment is (I would contend) a very minor and secondary consideration.

You're probably right here. A lot of players obsess about their special units almost as much as Hitler did. However adding minor new types of equipment I would consider to be one of the subsidiary benefits of the equipment editor.

RE: Defending a river line

Posted: Wed Oct 17, 2007 3:01 pm
by Curtis Lemay
ORIGINAL: JAMiAM
Rivers along hexsides allow units to assume two basic states. The first is that of a solid, and coherent defense, which is always in effect, when neither force is actively attacking across the river. The second is that of an attacking force, which is only in effect for a very brief, and discrete amount of time. This is the point in time when a game will usually penalize the actively attacking force.

The reason that TOAW will continue to model rivers in hexes, instead of as hexsides, is that this allows an additional state, or operational condition, that units may assume beyond that of what is allowed by hexside rivers. That of a shallow bridgehead. The cost, or trade-off, here is a simple spatial distortion that, absent battle, is no better or worse than that caused by forcing rivers to run along hexsides.

A shallow bridgehead does not allow for units to maneuver well and, given the general nature of river valleys, will also represent, due to elevation, a tactical advantage to those opposing forces not on a river hex. Thus the 70% reduction in firepower that affects the attacking units. Now, to be consistent, I believe that this penalty should apply to all forces on river hexes, regardless of whether they are attacking, or defending. I will try to get Ralph to code that effect for the next patch. This will also clear up inconsistencies when attacking and defending units are both on river hexes. Both sides will be equally constrained and affected.

Why does such an additional state need to be present in TOAW? This is because attackers crossing a river, attacking from a river, defending a narrow bridgehead, should be in a more vulnerable state (at least potentially) at some point in time during the turn. If the "turn" ends, (local/global initiative shifts) before a bridgehead is established deeply enough to be safe from local counterattacks, then the game needs to have the forces that are, in essence, straddling the river, or packed into a confined area, be vulnerable to enemy action - while it is still in this disorganized or operationally weakened state. Thus, if a player can replicate a quick, decisive and effective breakthrough at the point of crossing, a la Sedan, then by the time the enemy can react, the bridgehead is already established some non-zero number of hexes deep, and away from the river. The bridgehead has been successfully forced, and is more relatively safe from any counterattacks that might follow. If the player fumbles, bumbles and stumbles in the face of the enemy resistance, a la Fredricksburg, then the bridgehead is too narrow for the forces across to take advantage of maneuver, they are working up river banks, the bridging or ferry assets are under fire, and the units are in a vulnerable state, such that continued actions against it and the forces within it have a relative advantage.

Now that we seem to have averted what would undoubtedly have been the “Great Hexside River Fiasco of 2007” we can now turn our attention to the far more sensible task of improving river hexes.

I think James is on to some part of the issue above, but it’s more complicated than that. Yes, an initial bridgehead over a river can be a vulnerable target, deserving of a defensive penalty. But, as I’ve pointed out elsewhere, inside the river hex the river snakes around, and where the units in that hex are deployed relative to that river is unknown. They may be mostly across the river, as above, in which case they’re vulnerable and deserve a defensive penalty. They may be partly across and partly behind, in which case the benefits and penalties more or less cancel, resulting in a wash (that’s how it works now). Or they may be mostly or entirely behind the river, in which case they should be getting a defensive benefit. But how can we tell?

I now think it’s possible to do so, via the context of how the hex was captured:

Case 1: The river hex began the last friendly player turn friendly controlled. This is the pure defensive context. The units should be assumed to be employing as much defensive use of the river as possible. As such, any friendly units in the hex will enjoy the defensive river benefit (if attacked, those attackers suffer the 0.7 modifier). If the units attack out of the hex, they also suffer the 0.7 attack modifier (this case is like what I suggested much further back).

Case 2: The river hex began the last friendly player turn enemy controlled, and was captured by any of the following:
1. Movement.
2. Overrun.
3. An assault against enemy units in the river hex NOT enjoying the defensive river benefit (in other words, a counterattack against enemy units that captured the hex in the last enemy player turn.)
This is the mixed context. The units in the hex should be assumed to be partly exposed and partly protected. There is no defensive penalty or benefit. If the units attack out of the hex, they suffer the 0.7 attack modifier (this case is like the way it works now).

Case 3: The river hex began the last friendly player turn enemy controlled, and was captured by an assault against enemy units in the river hex that WERE enjoying the defensive river benefit (as in case 1 above). This is the major assault context. The units in the hex should be assumed to be fully exposed. They suffer the defensive penalty if attacked in the next enemy player turn (this case is like in James’ post above). BUT, if the units continue their attack out of the hex that same player-turn against any hex that doesn't qualify for Case 1, they do NOT suffer the 0.7 attack modifier (they’re already across – we don’t want the penalty to be paid twice).

It’s complicated, but it’s code only – no graphics – and it will affect all existing scenarios. Note that Case 1 simplifies defensive tactics and allows bridges to be defended – just deploy on the river hex.

RE: Defending a river line

Posted: Wed Oct 17, 2007 4:20 pm
by ColinWright
ORIGINAL: Curtis Lemay

ORIGINAL: JAMiAM
Rivers along hexsides allow units to assume two basic states. The first is that of a solid, and coherent defense, which is always in effect, when neither force is actively attacking across the river. The second is that of an attacking force, which is only in effect for a very brief, and discrete amount of time. This is the point in time when a game will usually penalize the actively attacking force.

The reason that TOAW will continue to model rivers in hexes, instead of as hexsides, is that this allows an additional state, or operational condition, that units may assume beyond that of what is allowed by hexside rivers. That of a shallow bridgehead. The cost, or trade-off, here is a simple spatial distortion that, absent battle, is no better or worse than that caused by forcing rivers to run along hexsides.

A shallow bridgehead does not allow for units to maneuver well and, given the general nature of river valleys, will also represent, due to elevation, a tactical advantage to those opposing forces not on a river hex. Thus the 70% reduction in firepower that affects the attacking units. Now, to be consistent, I believe that this penalty should apply to all forces on river hexes, regardless of whether they are attacking, or defending. I will try to get Ralph to code that effect for the next patch. This will also clear up inconsistencies when attacking and defending units are both on river hexes. Both sides will be equally constrained and affected.

Why does such an additional state need to be present in TOAW? This is because attackers crossing a river, attacking from a river, defending a narrow bridgehead, should be in a more vulnerable state (at least potentially) at some point in time during the turn. If the "turn" ends, (local/global initiative shifts) before a bridgehead is established deeply enough to be safe from local counterattacks, then the game needs to have the forces that are, in essence, straddling the river, or packed into a confined area, be vulnerable to enemy action - while it is still in this disorganized or operationally weakened state. Thus, if a player can replicate a quick, decisive and effective breakthrough at the point of crossing, a la Sedan, then by the time the enemy can react, the bridgehead is already established some non-zero number of hexes deep, and away from the river. The bridgehead has been successfully forced, and is more relatively safe from any counterattacks that might follow. If the player fumbles, bumbles and stumbles in the face of the enemy resistance, a la Fredricksburg, then the bridgehead is too narrow for the forces across to take advantage of maneuver, they are working up river banks, the bridging or ferry assets are under fire, and the units are in a vulnerable state, such that continued actions against it and the forces within it have a relative advantage.

Now that we seem to have averted what would undoubtedly have been the “Great Hexside River Fiasco of 2007” we can now turn our attention to the far more sensible task of improving river hexes.

I think James is on to some part of the issue above, but it’s more complicated than that. Yes, an initial bridgehead over a river can be a vulnerable target, deserving of a defensive penalty. But, as I’ve pointed out elsewhere, inside the river hex the river snakes around, and where the units in that hex are deployed relative to that river is unknown. They may be mostly across the river, as above, in which case they’re vulnerable and deserve a defensive penalty. They may be partly across and partly behind, in which case the benefits and penalties more or less cancel, resulting in a wash (that’s how it works now). Or they may be mostly or entirely behind the river, in which case they should be getting a defensive benefit. But how can we tell?

I now think it’s possible to do so, via the context of how the hex was captured:

Case 1: The river hex began the last friendly player turn friendly controlled. This is the pure defensive context. The units should be assumed to be employing as much defensive use of the river as possible. As such, any friendly units in the hex will enjoy the defensive river benefit (if attacked, those attackers suffer the 0.7 modifier). If the units attack out of the hex, they also suffer the 0.7 attack modifier (this case is like what I suggested much further back).

Case 2: The river hex began the last friendly player turn enemy controlled, and was captured by any of the following:
1. Movement.
2. Overrun.
3. An assault against enemy units in the river hex NOT enjoying the defensive river benefit (in other words, a counterattack against enemy units that captured the hex in the last enemy player turn.)
This is the mixed context. The units in the hex should be assumed to be partly exposed and partly protected. There is no defensive penalty or benefit. If the units attack out of the hex, they suffer the 0.7 attack modifier (this case is like the way it works now).

Case 3: The river hex began the last friendly player turn enemy controlled, and was captured by an assault against enemy units in the river hex that WERE enjoying the defensive river benefit (as in case 1 above). This is the major assault context. The units in the hex should be assumed to be fully exposed. They suffer the defensive penalty if attacked in the next enemy player turn (this case is like in James’ post above). BUT, if the units continue their attack out of the hex that same player-turn against any hex that doesn't qualify for Case 1, they do NOT suffer the 0.7 attack modifier (they’re already across – we don’t want the penalty to be paid twice).

It’s complicated, but it’s code only – no graphics – and it will affect all existing scenarios. Note that Case 1 simplifies defensive tactics and allows bridges to be defended – just deploy on the river hex.

...sounds unnecessarily obscure. Really, we could find similar problems with all kinds of terrain. Take hills overlooked by mountains -- the defender gains an advantage by being in that position? I could go on, too.

As of now, I know how a river hex works -- and I don't have any major issues with how it works. I don't particularly want to have to be trying to work out just who gained control of it how and calculating what that means the implications are for my attack. I want to see a river hex and know enough just by that.

As for the disadvantages of holding a bridge -- well, keeping a bridgehead open is hard. You want the defensive benefits of the river, you lose the offensive potential a bridgehead offers.


RE: Defending a river line

Posted: Wed Oct 17, 2007 7:07 pm
by IronDuke_slith
ORIGINAL: ColinWright
ORIGINAL: IronDuke


ORIGINAL: golden delicious




Well for example, my version of Europe Aflame provides equipment for the French after 1940 which was actually planned to go into production 1941-2.

My Poland scenario would play very differently without e).

I don't disupte anything you're saying, I am just saying that being questioned on the grounds of whether something is worth it when the opposition are deploying as argument all sorts of sometimes very minor equipment additions in the midst of a game set squarely in the operational domain is as irritating to me as I clearly am being to you (and if not you certainly others).

In other words, the guts of this game are whether it does the Western and Eastern fronts & maybe the Med in an operational context. Everything else is nice, I concede, but you need the basics first. Basics include simulating terrain correctly. Fire in the East is a good example. Very popular scenario and the way most people (I guess) play it puts a huge premium on the river rules since Soviet players early war and German players late war will all trade a little space to anchor along some water.

Fundamentally altering the river rules (I would argue correcting) is not minor in terms of the way this scenario or DNO or Gotteramadung or Hells highway would be played. Throw in the Bulge and you have pretty much wrapped up all the big stuff that most people play most often.

I work as a Business Analyst, I am far from blind about issues of cost-benefits, but we only got WWII equipment in the first place because of the storm over the Jeep Army Vs King Tiger platoon debate and as I keep repeating, this is an operational level game, a level at which equipment is not as important as simulating the operational level decisions Commanders face correctly. The current rules don't allow that with rivers IMHO.

Put another way, if there were no defensive benefits to units in urban terrain, we would be fixing it.

I guess we're running out of patience for this debate so I apologise if I gave any offence, but having intervened for the first time in issues like this, I guess I'll return to the back benches. I have firm (if generally quiet) ideas about where this should all go given Combined Arms will (I believe) take the minor operational/major tactical end within 12 months with WEGO and river hex sides [;)] and the WIR crowd will get the entire eastern front at 10Km per hex within 2 years with a host of new features. TOAW needs (IMHO) to zero in on what is required to improve the operational aspects since its flexibility at the operational level is its real advantage and where it would continue to carve out its niche.

In other words, focus in on what your real objective is. It isn't to get all sub variants of the Fiesler Storch into the game, together with a couple of proposed ones where they were going to add 37 mm cannon in 1948, but to make TOAW popular and playable for the market ten years from now. The requirements for that are not marginal but fun toys for designers, or people defending toys for scenario designers, but accurate, vibrant operational rules.

TOAW is an operational game in which equipment is (I would contend) a very minor and secondary consideration. I guess I ultimately just got galled at seeing operational considerations compared unfavourably with beached battleships and armoured barges in a game that is not about T34s and Panthers, much less boats. If that spilled over into unwarranted words, then I apologise (even if no one else does). However, those that control and those that design seem to disagree with me so I'm only making enemies sticking around. Be careful not to win yourselves to death, though, with your equipment editor [;)].

All the very best,
IronDuke









You either fail to grasp or choose not to admit just how much it is possible to accomplish by editing equipment.

Put it this way. I have used my moving van to park in downtown loading zones and go to a movie. Instant free parking! Is that all my moving van is good for? No.

Your argument -- such as it is -- amounts to showing that free parking isn't all that great a benefit and so my moving van's not much of an asset. Inasmuch as I also happen to make my living with it, I'm not exactly impressed by your argument.

So what if a Fieseler Storch would be a trivial addition? That's hardly the limit of what it is possible to do with the equipment editor. Nor is the fact that we already have the equipment editor somehow an argument for going over to hexside rivers. That part of your argument sounds as if having established that I have a moving van, you feel you've come up with a compelling argument that I should start speculating on commodities futures. Never mind that I would have to learn a lot and that I happen to think it would be a poor idea -- I have to do it. I've already got a moving van, so I have to buy commodities futures. That would appear to be your reasoning.

After reading this, the only thing I was sure about was that you didn't understand my reasoning, and that had flowed over into an analogy that didn't really help.

Encapsulated in an analogy, my point is that in a computer tennis game, it would not necessarily be the end of the world if you could't customise the colour of the player's kit, since the game is tennis and it's about the gameplay.

Now, I am not suggesting we bin and refuse to play with the mod that allows this, merely that having this thrown up as a high value item in the middle of an argument about whether we should have tie breaks for tied sets is somewhat bemusing.

I don't have an issue with the equipment editor, have all the fun you want with it, I'm just saying that I want tie breaks, because this is a tennis game, and tennis has tie breaks.

Okay?

Trying to fathom your analogy, I suppose I am saying that you claiming free (presumably mildly illegal) parking when you watch movies is a good thing, in the middle of an argument in which I am attempting to convince the world to put brakes on the van is difficult for me to understand.

Free parking is nice, but it isn't what your van is for, and it is only really nice to be honest if your van is fit for purpose (ie moving things) as well. If your van isn't fit for moving things, or is mildly deficient, then free parking is hardly likely to make you feel better when you can't do your job, is it?

That is my point.

Lets get the coffee right before sticking the frothy stuff on top.

Regards,
IronDuke

RE: Defending a river line

Posted: Wed Oct 17, 2007 8:25 pm
by IronDuke_slith



ORIGINAL: IronDuke

I don't disupte anything you're saying, I am just saying that being questioned on the grounds of whether something is worth it when the opposition are deploying as argument all sorts of sometimes very minor equipment additions in the midst of a game set squarely in the operational domain is as irritating to me as I clearly am being to you (and if not you certainly others).

In other words, the guts of this game are whether it does the Western and Eastern fronts & maybe the Med in an operational context.
ORIGINAL: golden deliciousOK.
If you don't have an equipment editor, how do you stop Western units getting flooded with Russian squads? How do you simulate the British manpower shortage which was critical in 1944, whilst leaving the Americans flush with troops?

You can only fudge it by using different squad types. But Russians weren't really "light rifle squads"- not for the whole damned war. Nor where American squads all bristling with firepower as will be the case if you give them heavy rifle squads.

This is just the biggest example of the problem. There are nuances within nuances.

Well national characteristics would be right behind Supply and formations in my wish list. The game doesn't simulate this very well, at all.

However, you could argue you could present a case hereabouts for "Rifle Squads B" and "Rifle Squads" and have it patched. What you do have personally is a scenario pushing the game way beyond its limits so although a problem, it isn't as bad as some of the others you might have already. I'm guessing you are making hard choices quite frequently.

I'd concede the British manpower shortage in a coalition setting is a good example, but I haven't heard too many like it to date. It fits the bill as a purely operational consideration in an operational game.
Everything else is nice, I concede, but you need the basics first. Basics include simulating terrain correctly. Fire in the East is a good example. Very popular scenario and the way most people (I guess) play it puts a huge premium on the river rules since Soviet players early war and German players late war will all trade a little space to anchor along some water.
Right. Doesn't this demonstrate that rivers already function very effectively as military obstacles under the current system?

Yes, but then we're not about simulating things as difficult or really difficult, but simulating them correctly. The question is do they work as they should IRL, which is where I'd say no.
TOAW is an operational game in which equipment is (I would contend) a very minor and secondary consideration.
You're probably right here. A lot of players obsess about their special units almost as much as Hitler did. However adding minor new types of equipment I would consider to be one of the subsidiary benefits of the equipment editor.

This has been my impression. To be fair, you have an issue needing solving, but much else that I have seen hasn't really lit any fireworks with me. The current discussion in Bioed HQ about designing more Naval units is a good case in point. The game doesn't do Navy so having "accurate to the relevant refit" Destroyers strikes me as only marginally more relevant to scenarios than simulating concert parties and Bob Hope in theatre tours would be.

To have something subsidiary of something largely subsidiary brought to this particular party is what got me tetchy.

What scenario is so large in scope, you're simulating both Russian, British and American squads? What is the scale?

Regards,
IronDuke

RE: Defending a river line

Posted: Wed Oct 17, 2007 8:45 pm
by IronDuke_slith
ORIGINAL: Curtis Lemay
Now that we seem to have averted what would undoubtedly have been the “Great Hexside River Fiasco of 2007” we can now turn our attention to the far more sensible task of improving river hexes.

I think James is on to some part of the issue above, but it’s more complicated than that. Yes, an initial bridgehead over a river can be a vulnerable target, deserving of a defensive penalty. But, as I’ve pointed out elsewhere, inside the river hex the river snakes around, and where the units in that hex are deployed relative to that river is unknown. They may be mostly across the river, as above, in which case they’re vulnerable and deserve a defensive penalty. They may be partly across and partly behind, in which case the benefits and penalties more or less cancel, resulting in a wash (that’s how it works now). Or they may be mostly or entirely behind the river, in which case they should be getting a defensive benefit. But how can we tell?

I now think it’s possible to do so, via the context of how the hex was captured:

Case 1: The river hex began the last friendly player turn friendly controlled. This is the pure defensive context. The units should be assumed to be employing as much defensive use of the river as possible. As such, any friendly units in the hex will enjoy the defensive river benefit (if attacked, those attackers suffer the 0.7 modifier). If the units attack out of the hex, they also suffer the 0.7 attack modifier (this case is like what I suggested much further back).

Case 2: The river hex began the last friendly player turn enemy controlled, and was captured by any of the following:
1. Movement.
2. Overrun.
3. An assault against enemy units in the river hex NOT enjoying the defensive river benefit (in other words, a counterattack against enemy units that captured the hex in the last enemy player turn.)
This is the mixed context. The units in the hex should be assumed to be partly exposed and partly protected. There is no defensive penalty or benefit. If the units attack out of the hex, they suffer the 0.7 attack modifier (this case is like the way it works now).

Case 3: The river hex began the last friendly player turn enemy controlled, and was captured by an assault against enemy units in the river hex that WERE enjoying the defensive river benefit (as in case 1 above). This is the major assault context. The units in the hex should be assumed to be fully exposed. They suffer the defensive penalty if attacked in the next enemy player turn (this case is like in James’ post above). BUT, if the units continue their attack out of the hex that same player-turn against any hex that doesn't qualify for Case 1, they do NOT suffer the 0.7 attack modifier (they’re already across – we don’t want the penalty to be paid twice).

It’s complicated, but it’s code only – no graphics – and it will affect all existing scenarios. Note that Case 1 simplifies defensive tactics and allows bridges to be defended – just deploy on the river hex.

Very complicated for the User (who after all is what we are all about) but a far better option (I happily concede) than flawed mechanics. I also agree with the rules and the logic and particularly like the way it sorts out the defence of bridges and river crossings (which would get a benefit if I understand this when the attacking units incurred a penalty) and brings all the missing territory into play.

Ultimately, any product either suits the user or suits the manufacturer. I would personally prefer this, because I want the operational rule changes, but who knows what others might think.

Therefore, if you were going with this, I'd urge a switch within advanced game options to turn it on and off.

That said, a compromise I'd be very comfortable with. Are super river hexes exempt, or would we allow movement on them, but not allow movement across them without ferry assets.

Regards,
IronDuke