MP and Sercuity

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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dayrinni
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MP and Sercuity

Post by dayrinni »

What roles does these play (in fite hehe) and whats the best way to use them? thx!!
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freeboy
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RE: MP and Sercuity

Post by freeboy »

The security troops are not good front line troops but can e used in a pinch.. they work best split up into componmenet parts and assigned to areas for Partisan control
I like the mps, they are designed to be used at high road use hex to loer the penelties, but as they are VERY mobil, I like to use them as breakout and capture terrian units, especially int he begginning as your panzers and other follow up troops pay a smaller movement usegae penalty moving on owned hexes.
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SMK-at-work
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RE: MP and Sercuity

Post by SMK-at-work »

And they're great for filling in that last hex to surround someone too....
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FaneFlugt
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RE: MP and Sercuity

Post by FaneFlugt »

As the soviets I use them as roadblocks. Place them on crossroads or behind destroyed rivers. It will slow down the germans.... for a few minutes[:(]



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golden delicious
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RE: MP and Sercuity

Post by golden delicious »

ORIGINAL: FaneFlugt.DK

As the soviets I use them as roadblocks. Place them on crossroads or behind destroyed rivers. It will slow down the germans.... for a few minutes[:(]

Since the Soviets can't divide units, such small units should be used to help evacuate divisions from outflanked positions, preventing disengagement penalties.

Anyway, all these are very gamey uses which result for the units having different capabilities to their historical counterparts. MPs should have no engineers, no motorcycle squads and no trucks. Then they are more likely to be used as MPs.
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Zort
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RE: MP and Sercuity

Post by Zort »

Golden, so for FITE what do you think the composition should be. I am willing to change the units to reflect a more realistic unit. I know the game has an issue that smaller units are harder to kill then big ones. Maybe taking out some of the extra squads will make them more vulnerable.
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FaneFlugt
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RE: MP and Sercuity

Post by FaneFlugt »

Yep forgot that use. And yes its a bit gamy.

I like to leave a NKVD unit in important cities. And roleplay that they are busy burning documents and likvidating enemies of the state!



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freeboy
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RE: MP and Sercuity

Post by freeboy »

OK, to say a unit use is gamey may be valide, but it is VERY possible that like units could have been created for these purposses. Like mini little action groups... easy to imagine the use of small detachments, and I dare say if we did the research componenet elements of the larger groups PROBABLY worked as we use these units...
In games that fudge units composition and break down to such large degrees, trust me we need it! the "misuse" of units I find often errors on the side of reality. IE yes THESE units could not do this historically, but component parts of larger mobile units raced ahead to capture vast areas of space, privided surround support and other uses. IMO
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SMK-at-work
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RE: MP and Sercuity

Post by SMK-at-work »

This would all change, of course, if hex stacking penalties were dynamic - ie the game counted how many units had moved through the hex already and based movement penalties on that rather than how many were there now.
 
then MP untis would quickly become traffic lights IMO
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FaneFlugt
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RE: MP and Sercuity

Post by FaneFlugt »

Smart



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freeboy
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RE: MP and Sercuity

Post by freeboy »

good call S.. I thought the game DID do that,, my error.. the mps could easily be restricted with house rules...
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SMK-at-work
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RE: MP and Sercuity

Post by SMK-at-work »

I'm full of good ideas - I'm just glad I don't have to try to make any of them reality!! [:D][:D]
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golden delicious
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RE: MP and Sercuity

Post by golden delicious »

ORIGINAL: Zort

Golden, so for FITE what do you think the composition should be. I am willing to change the units to reflect a more realistic unit. I know the game has an issue that smaller units are harder to kill then big ones. Maybe taking out some of the extra squads will make them more vulnerable.

MP Squads only. As to the number, set supply and readiness of a unit really low, and see how few MP squads you have to give it before its traffic control level starts to drop off below 99%. That's how many squads it should have.
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Telumar
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RE: MP and Sercuity

Post by Telumar »

Maybe some trucks?!
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golden delicious
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RE: MP and Sercuity

Post by golden delicious »

ORIGINAL: Telumar

Maybe some trucks?!

I wouldn't recommend it. If you make these units even semi-motorised they will get used as light cavalry. The Panzer divisions have a platoon of MPs in the HQ anyway- you don't need motorised MP regiments keeping up with the spearheads.

Something similar goes for motorised flak. The stronger of these units- the ones with some squads- I push ahead with the panzertruppen and use to complete encirclements. The weaker ones get used to convert terrain. AA may be more deadly in TOAW III (conceivably too deadly), but the Russians just aren't flying over me. So the AA gets used for something else in the early going. Now, these units were genuinely motorised, but I'd say tone it down a bit. Then you'll get some more realistic behaviour.
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
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