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Alpha: Golan Heights 5km 2010 - AOS

Posted: Mon Sep 26, 2016 7:05 am
by spec111
Golan Height 2010 5km - Army Operation Study.

Map: Classic TOAW
Design: spec111

Era: 2010's
Timeframe: 6 hours turns. 28 turns (1 week)
Hex-size: 5km per hex

Hello. This is my version of classical Golan Heights problem. Here we see nice study of army level operations. Your task is breakthrough with one of side and try to encircle part of enemy formation. Have fun!

https://vk.com/doc-77838036_437953079

RE: Alpha: Golan Heights 5km 2010 - AOS

Posted: Mon Sep 26, 2016 7:55 am
by Catch21
From this player's perspective it looks too crowded. Did you consider using 2.5Km/hex and 1/2 day turns (I find 6 hour turn scenarios don't work for me).

1/2 day turns would mean it would be 14 turns long, and I think the scenario universe could use more shorter scenarios.

Just my 0.02.

RE: Alpha: Golan Heights 5km 2010 - AOS

Posted: Mon Sep 26, 2016 8:17 am
by spec111
I doesnt have 2.5km Golan Heights map. [:(]

And some 0.02 about crowding. This crowding on Golans i fact very-very close to reality and modern BNs cover zone - about 3-4km.

RE: Alpha: Golan Heights 5km 2010 - AOS

Posted: Mon Sep 26, 2016 9:04 am
by Catch21
Israel's Next War 2006 has a 2.5km scale map (of entire Middle East) and 1/2 day turn scale you could use as start? You could cut out Golan Heights area and merge what your scenario has onto his. There are ways to export/import OOBs- if you need help, just ask, I'm sure there's a (retired?) TOAW scenario designer or two still left out there somewhere.

Always a good idea to get permission first. I've met Piero Falotti and if you asked I don't think he wold mind you using his scenario as a starting point.




RE: Alpha: Golan Heights 5km 2010 - AOS

Posted: Mon Sep 26, 2016 5:38 pm
by josant
I dont like the 2.5Km scale map for modern scenarios, I think that this scale is only valid for scenarios of world war 1 and world war 2. The antitank combat is not treated as the antipersonel combat (in which you can attack units located several away hexes)
In a modern scenario, in the antitank combat you use weapons with a range more than 2.5km (like ATGMs, tank guns) but the game engine can not model this, in the Anti tank combat, the unit only can attack an adjacent enemy unit (can not attack a unit located two hexes away).

RE: Alpha: Golan Heights 5km 2010 - AOS

Posted: Tue Sep 27, 2016 12:09 pm
by spec111
Huge thx, guys!

Josant. Im totally agree with you about this points, but i know too, that more free spaces works very fine for TOAW3 combat dynamics and "feel" of reality in game.