Assault movement point feature?

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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Abnormalmind
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Assault movement point feature?

Post by Abnormalmind »

I'm not sure why I haven't noticed before, but it seems that it only takes 1 movement point to assault along a road although the regular movement cost is sometimes 2 or 3 mvt points due to mud (and maybe snow etc?). Anyone else notice this? If anything, there should be a movement point cost to initiate an assault as it takes far more resources to prepare an attack than to traverse ground.
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RE: Assault movement point feature?

Post by larryfulkerson »

I quite agree.  So of course I'm wondering too.
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RE: Assault movement point feature?

Post by ralphtricky »

ORIGINAL: larryfulkerson

I quite agree.  So of course I'm wondering too.
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It looks like it does take an extra cost for moving through one ZOC, and an additional cost if there's an enemy unit adjacent, but I'm not sure that there is any other cost right now. I'd think that at least, you should pay the same cost as if there were an enemy unit adjacent.

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Curtis Lemay
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RE: Assault movement point feature?

Post by Curtis Lemay »

ORIGINAL: ralphtrick

ORIGINAL: larryfulkerson

I quite agree.  So of course I'm wondering too.
Mee three[:D]
It looks like it does take an extra cost for moving through one ZOC, and an additional cost if there's an enemy unit adjacent, but I'm not sure that there is any other cost right now. I'd think that at least, you should pay the same cost as if there were an enemy unit adjacent.

I don't think units advancing after combat pay the costs of ZOCs - nor should they. First of all, the advancing units are engaged with the enemy, making enemy support from adjacent hexes difficult. Furthermore, this is not the movement phase, it's the combat phase, and adjacent enemy units must be focused on their own defenses during that phase.

Now, if there are valid terrain costs that aren't being applied then they should be. Let's just be sure they're valid.
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