How to interdict specific hexes?

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
Fred98
Posts: 4019
Joined: Fri Jan 05, 2001 10:00 am
Location: Wollondilly, Sydney

How to interdict specific hexes?

Post by Fred98 »

I notice some of my air units are set to interdiction.

How do I target a specific hex for interdiction?


,
SMK-at-work
Posts: 3396
Joined: Mon Aug 28, 2000 8:00 am
Location: New Zealand

RE: How to interdict specific hexes?

Post by SMK-at-work »

You don't and can't.

Interdiction gives the unit a small chance of attacking any moving unit every time it moves through any hex - so if you are playing something like a Barbarossa campaign as the Soviets, the Luftwaffe can often hit a travelling unit several times in 1 move!!
Meum est propisitum in taberna mori
User avatar
Fred98
Posts: 4019
Joined: Fri Jan 05, 2001 10:00 am
Location: Wollondilly, Sydney

RE: How to interdict specific hexes?

Post by Fred98 »

OK, how should I use my own AA units?

The enemy has the ability to interdict my ground units and I wish to protect them.

.
.
SMK-at-work
Posts: 3396
Joined: Mon Aug 28, 2000 8:00 am
Location: New Zealand

RE: How to interdict specific hexes?

Post by SMK-at-work »

Put fighters covering the area on air superiority :)

AA will protect individual hexes with important targets like artillery or HQ's - not sure if it protects units travelling through when they have an interdiction attack or not.
Meum est propisitum in taberna mori
ogar
Posts: 297
Joined: Sun Sep 06, 2009 8:31 pm

RE: How to interdict specific hexes?

Post by ogar »

As SMK writes, air interdiction covers all the 'enemy' territory within aircraft range. It's a pseduo-random call as to whether interdicting air will attack a certain hex at a certain point. Interdiction is heavier over smaller map areas (Anzio, Two Weeks..) vs larger like FitE

Anti-air does participate against interdiction, as does defender air units on AS. If you have 'extra' anti-air units, and your opponent is not a bridge-bombing mad-man (like I am), then putting anti-air along your most traveled roads/railroads can be helpful.

What's even better is good traffic management... move your armored units first (includes armored artillery); then move anti-air units (they do defend, but not as well as when they are unmoving); then infantry/AT/engineer; then artillery; then HQs. Move each unit, NOT each stack, a few hexes (4-9), then go to the other side of the map, and move one unit a few hexes, then move to another part of the map, and move another. Air interdiction will happen, but armor is pretty robust, and by jumping over the map, you spread the air interdiction "attention". Eventually, your AS and your anti-air, and the interdictors' running low on supply/readiness will limit/cease air interdiction.
Yes, this traffic management is a major P I T A. You could ignore this but I suspect you know what the reality is when under heavy interdiction.

And closer to the front lines, artillery set into T/D/E/F status will also interdict within its range and according to its supply/readiness. And right at the front, opposing ground units will interdict when/if you try to disenage a unit from contact. Against this type of interdiction, anti-air, of course, is not much help. Setting some of your artillery into T/D/E/F means they may respond in a counter-battery against the interdicting artillery. And of course, temporarily shifting a high-recon unit (sometimes, this means HQs) into the hex, to help with the disengagement. Then, you have the problem of shifting the high-recon unit so make sure you have sufficient MPs first.
SMK-at-work
Posts: 3396
Joined: Mon Aug 28, 2000 8:00 am
Location: New Zealand

RE: How to interdict specific hexes?

Post by SMK-at-work »

Thanks Ogar - that's helpful info :)
Meum est propisitum in taberna mori
Post Reply

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