Air power question

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.

Moderators: ralphtricky, JAMiAM

Post Reply
User avatar
Wisdom11
Posts: 6
Joined: Mon Feb 21, 2011 11:01 pm

Air power question

Post by Wisdom11 »

It's been a while since I've played TOAWIII but figured I'd revisit with the new patch.
Q1. I can't recall, but it seems there's a new option when intending to attack air units/airfields. Right clicking over an enemy air unit I see there's an option to either "plan an attack" or attack the "airfield".
Whats the difference, pros & cons?

Q2. Also, I've notices that enemy air power (AI in this case) sends every flying tin can as well as SSM's to decimate the opposing air power and usually succeeds in wiping out air wing after air wing in a few rounds with relatively few losses of its own. My fixed AA's couldn't knock out
I noticed this as I'm playing the original Germany '84 scenario. WARSAW pact preempts and sends hords of Migs and Su's along with SSM's and clears the air. It "seems" only the local airfield units sortie to meet their doom.
I also notices the fixed SAM sites didn't even respond.

However, when I attempted to do in kind, not only did my wings continually get bloody noses, as they encountered not only the wings at the target airfield but it seemed every available air wing in the entire scenario, but to add insult to injury the WARSAW SAM sites were also rising to the occasion causing havoc to my air wings.

So is there proper air strategies to try or are these outcomes typically intended in the scenario designs?

Btw, I usually (unless necessary) do not have my air units on CAS. They are manually changed by me to either Interdict or execute Air Superiority.

I know air/naval units aren't the focus of TOAW but I'm not sure what I'm doing right/wrong. Perhaps NATO airwings and SAM's really can't fight their way out of a wet paper bag as modeled in the game but if it's otherwise I'll look forward to any thougths out there.

"A journey of a thousand miles begins with a single step." - Lao Tzu
Oberst_Klink
Posts: 4921
Joined: Sun Feb 10, 2008 7:37 pm
Location: Germany
Contact:

RE: Air power question

Post by Oberst_Klink »

ORIGINAL: aahari11

It's been a while since I've played TOAWIII but figured I'd revisit with the new patch.
Q1. I can't recall, but it seems there's a new option when intending to attack air units/airfields. Right clicking over an enemy air unit I see there's an option to either "plan an attack" or attack the "airfield".
Whats the difference, pros & cons?

My understandig is - airfield attack; you focus on the planes on it. The other attack option will include all other units on that hex i.e. your AA, combat units, the lot. Refer to manual -

13.4 airfield attacks
Artillery and Aircraft units ordered to attack Airfields will con-
centrate their attacks on Air units in the attacked location, ignor-
ing the presence of enemy Land units.

Q2. Also, I've notices that enemy air power (AI in this case) sends every flying tin can as well as SSM's to decimate the opposing air power and usually succeeds in wiping out air wing after air wing in a few rounds with relatively few losses of its own. My fixed AA's couldn't knock out....

Never played that kind of scenario. The toaw.log file would be helpful to analyze your predicament or what the game system tells us about the attacks and their outcome.
So is there proper air strategies to try or are these outcomes typically intended in the scenario designs?

Depends on the scenario, really. There have been reports that i.e. a bunch of Patriot missile batteries won't be able to down attack choppers. In the WW2 scenarios the system works ace.

kLiNk, Oberst

My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.
User avatar
Wisdom11
Posts: 6
Joined: Mon Feb 21, 2011 11:01 pm

RE: Air power question

Post by Wisdom11 »

Thanks Oberst for replying, I appreciate your feedback and input.  Now if I can only remember where I stored the game manual ;)
"A journey of a thousand miles begins with a single step." - Lao Tzu
Oberst_Klink
Posts: 4921
Joined: Sun Feb 10, 2008 7:37 pm
Location: Germany
Contact:

RE: Air power question

Post by Oberst_Klink »

PDF, Kamerad, PDF...

kLiNk, Oberst

Image
Attachments
TOAW_manual.jpg
TOAW_manual.jpg (86.21 KiB) Viewed 92 times
My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.
User avatar
ralphtricky
Posts: 6675
Joined: Sun Jul 27, 2003 4:05 am
Location: Colorado Springs
Contact:

RE: Air power question

Post by ralphtricky »

You can also toggle the Air Assistant on and off to see what 'Elmer' would do. I'm not recommending you follow all the suggestions, but that should give you a feel for what he does.
Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.
Post Reply

Return to “Norm Koger's The Operational Art Of War III”