The most frustrating feature of TOAW engine

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.

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Jeremy Mac Donald
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RE: The most frustrating feature of TOAW engine

Post by Jeremy Mac Donald »

ORIGINAL: Oleg Mastruko
ORIGINAL: Jeremy Mac Donald
The problem is that the current system has nothing to do with real world tactics and strategy. In fact much of the time is just a bad idea to think in terms of real world operations amd instead play the game. In Descision in the North Finns are to stay out of attacks simply because they have a chance of interfering with the much more important activities of Army Group North. In World War II the Finns were active in the defence of tehir country but here they are essentially paralyzed because Finnland is just not worth enough in terms of VPs to risk fighting with them.

We have another clear example of accusing the game engine for what is clearly fallacy of scenario design.

Interesting, I'd agree with everything you said above, and nearly everything Colin said about DITN before you.

But contrary to you two I see that as BAD scenario design, not the bugs in the original game. Can't you see everything you say essentially points out that DITN is screwed scenario?

O.
This can be said to be bad scenario design only because of how scewed the TOAW turn ending works. The argument your putting forward is that TOAW should only ever cover scenarios where roughly equal sized units are depicted across the board. There is no real reason that neccisarly has to be true except that it highlights the turn ending aspect of the program.

Essentially I think this argument boils down to the scenario being bad simply because its currently impossible to depict Finland and Army Group north in the same scenario due to the fact that Finland is a secondary front compared to Army Group North.

This could come up in other scenarios as well - if you make a NATO vs. Warsaw Pact scenario its presumably a bad idea to include Scandinavia in the scenario - they are not as large or as important as West Germany and therefore must be excluded or one will highlight the weakness with the TOAW engine regarding turn ending.
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Oleg Mastruko
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RE: The most frustrating feature of TOAW engine

Post by Oleg Mastruko »

ORIGINAL: Keke
I think nobody is claiming that every turn should go 100% perfect, and there shouldn't be any randomness, but that there are some really stupid things happening: One offensive gone bad (note: nothing wrong with that) turning another offensive to a failure without any rational connection,

I said it once, and I'll say it again. Offensive B will not "turn into failure" if you ordered it AT ALL. Did you ever have some attack you actually ORDERED not play out because something else "ate" your time?

If you wanted to kick off the attack A, hoping you'll have another phase to trigger attack B, and your hopes went into wind, then there NEVER was attack B except in your dreams.

Why didn't you order both attacks in the same phase if they are so important to you?

That is some operational planning, schedule considerations, with small dose of good (or bad) luck - exactly like it happens in war.
or a operationally swell situation, like the start of the Barbarossa, turning into a joke , because the Axis didn't manage to do anything else but lightly probe Soviet lines for a half-week, thanks to a dice roll.

You'd have to play real real real bad for this to happen in DNO. I'd even go ahead and say it's downright impossible. Still, hey - it was a historic possibility. Offensives more carefully prepared than Barbarossa bogged down before they started because of this or that.
Oh and Emir obviously means two separate offensives at different parts of the front triggered at the same time...

If the attack is triggered, the attack will happen. Do you mean to say otherwise?

If the attack is *NOT* triggered, the attack does *NOT* exist (except in players head). You might have luck to trigger it later in the same turn, you might not. Life's rough.
Almost all the original scenarios were rubbish, so if you use them as an example naturally the scenario design is to blame.

Glad to see us finally agree on something [:D]

Oleg
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RE: The most frustrating feature of TOAW engine

Post by ColinWright »

ORIGINAL: Oleg Mastruko]


But 95% of what is wrong with TOAW, or what people *perceive* is wrong with TOAW can be tracked down to BAD and DISASTROUS and STRANGE and FUNNY scenario design. People doing things this game was never meant to do. People making skewed scenarios. People having no idea at all about stuff like movement rates, unit sizes etc. I could name 4-5 scenario designers whose work is just pure rubbish (Ilkka, incidentally, would not be one of them, DITN is just exceptionally bad scenario from him). I won't do that cause I don't want to turn this thread into endless flame war.

Yes, some scenarios from the stock game were rubbish too.

For example Korsun 44 scenario (I think this one came with TOAW 1 and went all thru the series). Turn length here was something like 6 or 12 hours, and ground turned to mud like before the game even started. Movement rates for TANKS then bogged down to like 3 hexes per turn.

Squeezing more than one phase from any given turn in this scenario was simply impossible. This scenario seemed to depict fight between tired three legged elephants stuck in mud, not the modern mechanized campaign it meant to be. Just totally totally badly designed scenario, and that's all.

I can imagine people getting frustrated by it and taking it out on GAME instead of SCENARIO designer.

Oleg

This is all true -- but again. It does NOTHING to justify the current mechanism for early turn ending.

I'm not carrying a torch for total predictability. Early turn ending should happen -- for one thing, it introduces some of the advantages a WE-GO system would offer. The player lacks total control over the point at whcih the enemy will be able to react to his attacks.

However, the current system -- where one is forced to abstain from certain attacks for reasons that bear no discernable connection with any reality outside of TOAW's code -- is not a satisfactory system. It's not constructive to pretend that it is, as with your 'case closed.' What is constructive is to try to work out a better alternative that would seem to be practical to implement. Right now, to me, that looks like early turn ending on a formation-by-formation basis. You make your attacks, and at the end of the turn, XII Corps enjoyed complete success. IV Corps got hung up by heroic Hungarian machine-gunners and is still only two kilometers past the start line. Much better.
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Oleg Mastruko
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RE: The most frustrating feature of TOAW engine

Post by Oleg Mastruko »

Hm. I don't mean to imply anything but how come this thread is turning into TDG vs The World (with me representing The World [:D] [:D] [:D]).

You TDG guys started out many years ago on a noble mission of producing high quality TOAW scenarios but, with some exceptions, quickly turned into "TOAW Whiners Club Supremo". You wanted TOAW to handle all sorts of funny and downright ridicolous ideas this game was never intended to work with. It never occured to you to actually analyze your own scenarios and their compatibility with the game system, *as Norm intended it to be*? [:D]

OK, we had our fun, time to bring this discussion to closure. We may agree to disagree. I said everything I had to say - I may repeat my basic arguments ad nauseam but it makes no sense. I think anything we say here is moot anyway, because TOAW's future development is already clearly outlined elsewhere and, yes, this discussion is obviously moot for anyone who cared to analyze said posts.

Oleg
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RE: The most frustrating feature of TOAW engine

Post by ColinWright »


You'd have to play real real real bad for this to happen in DNO. I'd even go ahead and say it's downright impossible. Still, hey - it was a historic possibility. Offensives more carefully prepared than Barbarossa bogged down before they started because of this or that.

There's a couple of ways of looking at this statement. First off, it's unlikely to happen in DNO because the Germans have positive shock. Now, sure you can pretty much kill early turn ending by giving one side a preponderance of force and massive shock -- but we can't all be Germans stomping Russians in July 1941 all the time, can we?

Secondly, there wasn't a historical possibility of what you're talking about. Historically, AGS had a much harder time at kick-off than AGC or AGN. Nevertheless, nothing that could have reasonably happened in AGS could have affected Manstein's advance, for example. The Germans in the South can totally stall -- Manstein will still get to Duagavpils just fine, thank you. The only way you could get the historical equivalent of what happens in TOAW is if AGS had suddenly revolted and announced it was joining with the Russians to march on Berlin and overthrow Hitler. That might have produced early turn ending in AGN and AGC.
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ColinWright
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RE: The most frustrating feature of TOAW engine

Post by ColinWright »

ORIGINAL: Oleg Mastruko

Hm. I don't mean to imply anything but how come this thread is turning into TDG vs The World (with me representing The World [:D] [:D] [:D]).

You TDG guys started out many years ago on a noble mission of producing high quality TOAW scenarios but, with some exceptions, quickly turned into "TOAW Whiners Club Supremo"...

Okay, I'll let that one stand on its own merits. Having lost the argument, you are resorting to insults.
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RE: The most frustrating feature of TOAW engine

Post by JJKettunen »

ORIGINAL: Oleg Mastruko

I said it once, and I'll say it again. Offensive B will not "turn into failure" if you ordered it AT ALL. Did you ever have some attack you actually ORDERED not play out because something else "ate" your time?

If you wanted to kick off the attack A, hoping you'll have another phase to trigger attack B, and your hopes went into wind, then there NEVER was attack B except in your dreams.

Why didn't you order both attacks in the same phase if they are so important to you?

That is some operational planning, schedule considerations, with small dose of good (or bad) luck - exactly like it happens in war.

If the attack is triggered, the attack will happen. Do you mean to say otherwise?

If the attack is *NOT* triggered, the attack does *NOT* exist (except in players head). You might have luck to trigger it later in the same turn, you might not. Life's rough.

I think I was pretty clear that I meant offensives triggered at the same phase. Why you have so hard time to understand it, and why you keep on mentioning attacks that never happened, beats me.
You'd have to play real real real bad for this to happen in DNO. I'd even go ahead and say it's downright impossible. Still, hey - it was a historic possibility. Offensives more carefully prepared than Barbarossa bogged down before they started because of this or that.

Really bad? One unlucky dice roll when all the attacks spent only 10% is enough. Never happened to you? Maybe you haven't played the game enough. Btw, I'd be interested to hear about offensives better prepared and in better strategical situation than Barbarossa but which bogged down, although that's beside the point.
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Oleg Mastruko
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RE: The most frustrating feature of TOAW engine

Post by Oleg Mastruko »

ORIGINAL: ColinWright

ORIGINAL: Oleg Mastruko

Hm. I don't mean to imply anything but how come this thread is turning into TDG vs The World (with me representing The World [:D] [:D] [:D]).

You TDG guys started out many years ago on a noble mission of producing high quality TOAW scenarios but, with some exceptions, quickly turned into "TOAW Whiners Club Supremo"...

Okay, I'll let that one stand on its own merits. The next one I won't.

Oh I'm scared [>:]
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RE: The most frustrating feature of TOAW engine

Post by ColinWright »

ORIGINAL: Oleg Mastruko
ORIGINAL: ColinWright

ORIGINAL: Oleg Mastruko

Hm. I don't mean to imply anything but how come this thread is turning into TDG vs The World (with me representing The World [:D] [:D] [:D]).

You TDG guys started out many years ago on a noble mission of producing high quality TOAW scenarios but, with some exceptions, quickly turned into "TOAW Whiners Club Supremo"...

Okay, I'll let that one stand on its own merits. The next one I won't.

Oh I'm scared [>:]

That's the joy of the internet. One can be as obnoxious as one pleases without consequences. It's like driving like a real stud -- proves a lot.
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RE: The most frustrating feature of TOAW engine

Post by JJKettunen »

ORIGINAL: Oleg Mastruko

Hm. I don't mean to imply anything but how come this thread is turning into TDG vs The World (with me representing The World [:D] [:D] [:D]).

Haha, as Colin and co. well know I have nothing to do with TDG, so you are wrong there buddy.

It is sad to see you ran out of other arguments.
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Oleg Mastruko
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RE: The most frustrating feature of TOAW engine

Post by Oleg Mastruko »

ORIGINAL: Keke
I think I was pretty clear that I meant offensives triggered at the same phase. Why you have so hard time to understand it, and why you keep on mentioning attacks that never happened, beats me.

Let me get this clear. You ordered the attack, as in plotted it on the map, and it never happened???

I've never ever seen this, and I played TOAW for many thousands of hours thru many years. Every attack I ordered, actually happened in the game. Some attacks took more time than I expected, but they did happen.

O.
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Oleg Mastruko
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RE: The most frustrating feature of TOAW engine

Post by Oleg Mastruko »

ORIGINAL: Keke
Haha, as Colin and co. well know I have nothing to do with TDG, so you are wrong there buddy.

It is sad to see you ran out of other arguments.

No it's sad to see you on the side of TDG whiners [:D] Instead of picking the side of Democracy and Free World, as represented by me [:D] [:D]

Frankly I'd say we both run out of arguments at nearly same time - perhaps we both said all we had to say.

So we begin to have fun with stupid comments [:D] Nothing wrong with that - my "serious" posts still stand though...
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RE: The most frustrating feature of TOAW engine

Post by JJKettunen »

ORIGINAL: Oleg Mastruko
ORIGINAL: Keke
I think I was pretty clear that I meant offensives triggered at the same phase. Why you have so hard time to understand it, and why you keep on mentioning attacks that never happened, beats me.

Let me get this clear. You ordered the attack, as in plotted it on the map, and it never happened???

I've never ever seen this, and I played TOAW for many thousands of hours thru many years. Every attack I ordered, actually happened in the game. Some attacks took more time than I expected, but they did happen.

O.

LOL! It's a case of communication breakdown here. I haven't spoken about attacks never happening...and it's too late here to continue with this, so gn.
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RE: The most frustrating feature of TOAW engine

Post by JJKettunen »

Well, before I go to bed I'll type this one argument for Oleg to use.[;)] Since supply is basically nothing but a combat power and movement rate reducer in the game, one can attack everywhere all the time. This sudden turn end thingy makes sure that one cannot actually attack everywhere all the time...
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RE: The most frustrating feature of TOAW engine

Post by Capitaine »

The fact is that what happens to a unit on one side of the map should not be able to exert this instantaneous affect on units on the other side of the map. It doesn't matter whether we're talking about Swedish ski battalions of Bolivian infantry brigades.

Ah, but it doesn't, really (have an effect), unless you make it that way. All you need to do is (1) make sure you move all essential moves before you engage in combat; (2) have a good feel for what kind of attack will exhaust a turn; (2) make sure you declare all essential attacks before you order an attack subject to (2) above. If you follow this formula, you are assured of making all your attacks in a given turn. You are not necessarily assured of multiple attacks, but you are assured of at least one.

The reason for the semi-random turn ending has everything to do with your ability to exploit combat realistically. As such, it is one model for depicting that facet when you are playing at the proper scale. Once you get beyond the appropriate scale of simulation, you lose the essence of the model. The model is central to Norm Koger's game and his design intent. It is the single most important thing about the game. It's what makes TOAW such a good simulation even though it is IGO-UGO.

Oleg is correct that all scenarios must appreciate this dynamic if they are to be valid TOAW scenarios. There is no TOAW to be a fan of if you abolish the end-of-turn model. It's a given. If you want to do something else, you need to find another game b/c it's not TOAW.

Play and design operations, at the smaller time and distance scales. Those will generally be better games.
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RE: The most frustrating feature of TOAW engine

Post by Jeremy Mac Donald »

ORIGINAL: Oleg Mastruko

Hm. I don't mean to imply anything but how come this thread is turning into TDG vs The World (with me representing The World [:D] [:D] [:D]).
Well its worth pointing that only a small proportion of our members are on the thread at all (after a quick look I think its just Colin and myself) and that Keke, for example, is not a member of TDG. So in part this idea that early turn ending is seen as a problem exclusivly or nearly exclusivly by TDG is simply not the case.

That said you'll tend to get broad agreement in TOAW topics by speciifc groups much of the time. In the case of TDG we have argued many aspects of TOAW out for years. Essentially that process has a tendency to lead to a concensus among the group. So I figure everyone or nearly everyone at TDG agrees with the idea that early turn ending is hardly satisfactory the way it stands.

Furthermore there is a high proportion of designers or people involved in playtests of designers works at TDG. Its here much of the time that the problems of early turn ending crop up.

Because of early Turn Ending (among other aspects) uniformity is a mantra in TOAW scenario design. Evertime some one strays from uniformity the TOAW engine, as it stands, starts to display its weakness. The result is everytime a designer puts in chrome units or has units with very high proficiency ratings he ends up having the rest of the membership jumping all over him, usually on the basis that he is screwing up the scenario because TOAW can't handle what he is trying to do. Hence by this point TDG members are very likely to be aware of the frustration involved in trying to make their scenarios both unique and full of interesting aspects without making them actually unrealistic because of TOAWs eccentricies which force scenarios into uniformity.
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Jeremy Mac Donald
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RE: The most frustrating feature of TOAW engine

Post by Jeremy Mac Donald »

ORIGINAL: Oleg Mastruko
You TDG guys started out many years ago on a noble mission of producing high quality TOAW scenarios but, with some exceptions, quickly turned into "TOAW Whiners Club Supremo". You wanted TOAW to handle all sorts of funny and downright ridicolous ideas this game was never intended to work with. It never occured to you to actually analyze your own scenarios and their compatibility with the game system, *as Norm intended it to be*? [:D]
It occures to us all the time to analyze how our scenarios work with the actual engine. Its when we whack into walls in regards to the engine that we become unhappy. It may well be the case that Norm never intended the engine to handle much of what we would like it to handle. That does not mean that if improvements are going to be made to TOAW fixing these problems should not be on the map. The engine was revolutionary but it was not perfect. Many many years of playing and designing with this engine have exposed many of its flaws. In cases where those flaws can be fixed they should be.
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Jeremy Mac Donald
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RE: The most frustrating feature of TOAW engine

Post by Jeremy Mac Donald »

ORIGINAL: Capitaine
The fact is that what happens to a unit on one side of the map should not be able to exert this instantaneous affect on units on the other side of the map. It doesn't matter whether we're talking about Swedish ski battalions of Bolivian infantry brigades.

Ah, but it doesn't, really (have an effect), unless you make it that way. All you need to do is (1) make sure you move all essential moves before you engage in combat; (2) have a good feel for what kind of attack will exhaust a turn; (2) make sure you declare all essential attacks before you order an attack subject to (2) above. If you follow this formula, you are assured of making all your attacks in a given turn. You are not necessarily assured of multiple attacks, but you are assured of at least one.
The above is true - though I don't think its particualrly relivent to the point.

It does however note another aspect of early turn ending that I feel is a weakness in the model. You mention that all attacks should be done with a good 'feel' for whether or not they are going to cause early turn ending. I agree completely. Its critical in TOAW to have a good 'feel' for your units. A new player often makes the mistake of thinking that very high proficiency units like varous SS formations are good to attack with - in reality its often the worst thing you can do with them since they are simply not going to break off, and if the defenders hold, large amounts or the entire turn will be used up. So the current model rewards the idea that elite units are bad to attack with.

The problem with this is it makes the game that much more punishing to new players or players that are not experts on the TOAW eccentricies. This is hardly a good thing for the game in general. Nor do I particularly think that Norm sat down to make it intentional that elite units should not be used early in the turn. Its a side effect of what was created and probably was not really exploited by players until they had had many years of experience with TOAW and had come to realize that some units should never be attacked early in the turn and that some units should never be used in attacks not on the basis of any kind of historical validity but simply because TOAW will punish you if you do it this way by sucking up the rest of your turn.
The reason for the semi-random turn ending has everything to do with your ability to exploit combat realistically. As such, it is one model for depicting that facet when you are playing at the proper scale. Once you get beyond the appropriate scale of simulation, you lose the essence of the model. The model is central to Norm Koger's game and his design intent. It is the single most important thing about the game. It's what makes TOAW such a good simulation even though it is IGO-UGO.
I don't at all concede to the idea that early turn ending is the single most important feature of the game and that we don't have TOAW if its modified in any way.

Its certianly important that some kind of random stop event takes place for units some of the time - otherwise its far to easy for us to set up and exploit attacks. But that can be handled on a formation by formation basis with a fair amount of validity.

Oleg is correct that all scenarios must appreciate this dynamic if they are to be valid TOAW scenarios. There is no TOAW to be a fan of if you abolish the end-of-turn model. It's a given. If you want to do something else, you need to find another game b/c it's not TOAW.
Its not a given - early turn ending is not some sacred cow that we can not modify in any way, any more then the rather half hazard naval model we have is the epitomy of TOAW design, and changing it would some how ruin TOAW or make it substantially some different game.

One might as well argue that the fact that people can cheat was part of Norms deeper philosophy and tinkering with that fundementally destroys the TOAW experience.
Play and design operations, at the smaller time and distance scales. Those will generally be better games.
The problem has almost nothing to do with time and distance scales. In fact the smaller time and distance scales make this problem worse not better. Fall Grau's Division sized units and 50km hexs does not really suffer to badly from this. The size and scope of the scenario means that generally your not doing all that many attacks in most turns and early turn ending is more of a nuissance then something thats really breaking the scenario.

Its when one has regiments and battalions by the hundreds and are attacking along a slew of critical roads - which have to be cleared themselves and their shoulders have to be widened for the offencive to work that the problem really gets highlighted. Such scenarios involve very heavy use of support elements and careful positioning of units to accomplish ones goals and a single case of bad luck when some Enginier Battalion refuses to give and the attacking regiment refuses to break off causes everything to to suddenly and abruptly come to a grinding halt. In such a scenario Early Turn ending causes a great deal of frustration and makes play balancing the thing significantly more of a crap shoot since very large amounts of luck are deciding what happens to a great many units.

Possibly what you mean is that all TOAW scenarios should have only a few dozen pieces a side and should only cover a single attack. In such a case TOAWs turn ending model works fine at whatever scale one opts to use from corps down to companies and 50km hexs or 2.5 km ones because so few units are involved. Its also worth noting that longer games in terms of the total number of turns actually played tend to allieviate the problem. If I only have 8 turns in a scenario having any one of them abruptly end is an absolute disaster - if I have 100 turns then my turn endings and my opponents turn endings will tend to equal out (presuming players of roughly equal skill) and pure chance will be factored out.

So as it stands the best TOAW scenarios should have no more then a few dozen pieces a side at any given time and should be as long as possible. That is the ideal scenario in terms of how the current model works.
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RE: The most frustrating feature of TOAW engine

Post by ColinWright »

So don't make an unimportant low-odds attack on the first round -- because why? What military reason is it that forces 36th infantry to stop clearing that town? How exactly will just going ahead with the attack cause Panzer group Colin on the other side of the country to come to a halt?

I'm sorry, but the logic here goes as follows. All aspects of TOAW as it exists will be defended. There are never to be any changes -- ever. The system is perfect, damnit!

Hey, it worked for the Medieval Church.

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RE: The most frustrating feature of TOAW engine

Post by ColinWright »

ORIGINAL: Jeremy Mac Donald
ORIGINAL: Capitaine
The fact is that what happens to a unit on one side of the map should not be able to exert this instantaneous affect on units on the other side of the map. It doesn't matter whether we're talking about Swedish ski battalions of Bolivian infantry brigades.

Ah, but it doesn't, really (have an effect), unless you make it that way. All you need to do is (1) make sure you move all essential moves before you engage in combat; (2) have a good feel for what kind of attack will exhaust a turn; (2) make sure you declare all essential attacks before you order an attack subject to (2) above. If you follow this formula, you are assured of making all your attacks in a given turn. You are not necessarily assured of multiple attacks, but you are assured of at least one.
The above is true - though I don't think its particualrly relivent to the point.

It does however note another aspect of early turn ending that I feel is a weakness in the model. You mention that all attacks should be done with a good 'feel' for whether or not they are going to cause early turn ending. I agree completely. Its critical in TOAW to have a good 'feel' for your units. A new player often makes the mistake of thinking that very high proficiency units like varous SS formations are good to attack with - in reality its often the worst thing you can do with them since they are simply not going to break off, and if the defenders hold, large amounts or the entire turn will be used up. So the current model rewards the idea that elite units are bad to attack with.

The problem with this is it makes the game that much more punishing to new players or players that are not experts on the TOAW eccentricies. This is hardly a good thing for the game in general. Nor do I particularly think that Norm sat down to make it intentional that elite units should not be used early in the turn. Its a side effect of what was created and probably was not really exploited by players until they had had many years of experience with TOAW and had come to realize that some units should never be attacked early in the turn and that some units should never be used in attacks not on the basis of any kind of historical validity but simply because TOAW will punish you if you do it this way by sucking up the rest of your turn.
The reason for the semi-random turn ending has everything to do with your ability to exploit combat realistically. As such, it is one model for depicting that facet when you are playing at the proper scale. Once you get beyond the appropriate scale of simulation, you lose the essence of the model. The model is central to Norm Koger's game and his design intent. It is the single most important thing about the game. It's what makes TOAW such a good simulation even though it is IGO-UGO.
I don't at all concede to the idea that early turn ending is the single most important feature of the game and that we don't have TOAW if its modified in any way.

Its certianly important that some kind of random stop event takes place for units some of the time - otherwise its far to easy for us to set up and exploit attacks. But that can be handled on a formation by formation basis with a fair amount of validity.

Oleg is correct that all scenarios must appreciate this dynamic if they are to be valid TOAW scenarios. There is no TOAW to be a fan of if you abolish the end-of-turn model. It's a given. If you want to do something else, you need to find another game b/c it's not TOAW.
Its not a given - early turn ending is not some sacred cow that we can not modify in any way, any more then the rather half hazard naval model we have is the epitomy of TOAW design, and changing it would some how ruin TOAW or make it substantially some different game.

One might as well argue that the fact that people can cheat was part of Norms deeper philosophy and tinkering with that fundementally destroys the TOAW experience.
Play and design operations, at the smaller time and distance scales. Those will generally be better games.
The problem has almost nothing to do with time and distance scales. In fact the smaller time and distance scales make this problem worse not better. Fall Grau's Division sized units and 50km hexs does not really suffer to badly from this. The size and scope of the scenario means that generally your not doing all that many attacks in most turns and early turn ending is more of a nuissance then something thats really breaking the scenario.

Its when one has regiments and battalions by the hundreds and are attacking along a slew of critical roads - which have to be cleared themselves and their shoulders have to be widened for the offencive to work that the problem really gets highlighted. Such scenarios involve very heavy use of support elements and careful positioning of units to accomplish ones goals and a single case of bad luck when some Enginier Battalion refuses to give and the attacking regiment refuses to break off causes everything to to suddenly and abruptly come to a grinding halt. In such a scenario Early Turn ending causes a great deal of frustration and makes play balancing the thing significantly more of a crap shoot since very large amounts of luck are deciding what happens to a great many units.

Possibly what you mean is that all TOAW scenarios should have only a few dozen pieces a side and should only cover a single attack. In such a case TOAWs turn ending model works fine at whatever scale one opts to use from corps down to companies and 50km hexs or 2.5 km ones because so few units are involved. Its also worth noting that longer games in terms of the total number of turns actually played tend to allieviate the problem. If I only have 8 turns in a scenario having any one of them abruptly end is an absolute disaster - if I have 100 turns then my turn endings and my opponents turn endings will tend to equal out (presuming players of roughly equal skill) and pure chance will be factored out.

So as it stands the best TOAW scenarios should have no more then a few dozen pieces a side at any given time and should be as long as possible. That is the ideal scenario in terms of how the current model works.

Other ways of minimizing the chances and effects of early turn ending -- i.e., 'designing good scenarios.'

1. Positive shock.

2. Select a turn length so short that it'll be rare for either side to get in more than two rounds anyway -- so who cares if you only get one round occasionally?

Notice what we're doing here? Designing around the flaw in the system. That sure as hell doesn't mean the flaw isn't there. It's like building a road with lots of switchbacks and then saying 'what mountains? There are no mountains.'

I don't have a problem with early turn ending per se. I do have a problem with why it happens and how broadly it happens.
I am not Charlie Hebdo
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