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Operation Torch

Posted: Fri Nov 24, 2017 2:04 pm
by tverse
Has anyone tried this scenario with TOAW 4? I played it about half-way through in TOAW 3. So I tried it today
in TOAW 4 and I am not sure it is converted over from TOAW 3. First off most of the ships seem to have equipment on them
like artillery, etc. Many of the ships don't even have an attack factor. Also I can't seem to land any troops except in the Safia area.
Any ship or troop movement draws interdiction fire. In the first turn, through rounds 1 and half of round 2, I received 159 interdiction
strikes from the coastal batteries. They have sunk about 75% of my landing troops. I have tried firing on the batteries before moving into
the areas, I tried running Destroyers through the are trying to deplete the battery fire, nothing seems to work. Oh by the way this is a night
movement. So either Vichy French have precision guided coastal batteries with radar or I am approaching the landings incorrectly or the scenario has not been converted to TOAW 4. When I played this in TOAW 3 I did not have this trouble as I recall.

RE: Operation Torch

Posted: Fri Nov 24, 2017 10:41 pm
by sPzAbt653
I have not tried it, I think ever. I don't know much about this one but I can help a little. The designer of that scenario created equipment slots to break ships down into separate components, so that is why you see 'artillery' in the unit reports.
I'm not sure what you mean by you can only land troops at Safi. I read the briefing and still am not sure how to land units in this one.
The shore batteries are overpowered due to the new naval rules. I will adjust that and post a new version in the Scenario section.

RE: Operation Torch

Posted: Fri Nov 24, 2017 11:18 pm
by tverse
Thanks. I have toyed with the scenario editor but not anything more than tinker. I am reading “An Army At Dawn” by Rick Atkinson. It starts with Operation Torch so I thought I might play that scenario.

RE: Operation Torch

Posted: Fri Nov 24, 2017 11:41 pm
by sPzAbt653
I just posted it here:
tm.asp?m=4386170&mpage=1&key=&#4386170

Let me know if you think it is ok. I played the first two turns and I think the idea is that your embarked troops must sit off the beaches for one turn, then next turn they can disembark and move inland. If we have continued confusion we can try contacting Erik, he goes by Erik2 these days and works on another game somewhere here in the forums.

RE: Operation Torch

Posted: Sat Nov 25, 2017 2:32 pm
by tverse
Seems to play better. At least now you can get troops to the shore. Thanks for the help.

RE: Operation Torch

Posted: Sat Nov 25, 2017 3:35 pm
by sPzAbt653
Excellent ! Thanks for taking the time to report.

RE: Operation Torch

Posted: Sat Nov 25, 2017 4:27 pm
by Custer7
I haven't tried it yet. I did playtest the original. Many of the new naval rules and units were not invented back then. We were getting creative in the early days. I noticed that a few of my scenarios with modified equipment didn't convert quite right. They also crashed because of the mixed equipment. There were unit equipment files that were manually modified to change values too. The idea of multiple kinds of equipment was meant to allow damage to a ship and not always sink it. Like the destruction of a gun turret on battleship. In the early version there was a lot of house rules for naval units. They are not required now as shore batteries and ships fire back. I do not know if Erik the designer had a chance to review it.

RE: Operation Torch

Posted: Sat Nov 25, 2017 6:10 pm
by tverse
The ships will still need some work since the are still showing the various equipment as you described. The coastal guns are now more reasonable.