Initial Comparisons with TOAW III

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
Post Reply
mamnich24
Posts: 103
Joined: Wed Dec 29, 2004 4:01 am

Initial Comparisons with TOAW III

Post by mamnich24 »

Dear Folk,
What are your initial game play impressions comparing TOAW IV and III? I understand the new features, but am interested in game play differences like speed of battle resolution, differences in intuitive use of the interface, sound, animations, etc. Another way to put it may be what are differences in how the game "feels", "looks", "acts".
Or are most of the differences "under the hood", so only scenario designers notice much difference?
Thanks,
Mike
User avatar
r6kunz
Posts: 1106
Joined: Thu Jul 04, 2002 7:30 pm
Location: near Philadelphia

RE: Initial Comparisons with TOAW III

Post by r6kunz »

Good question, Mike,
the big difference I find is the Battle Planner. I could never really understand the rounds per turn, "turn burn", finding the culprit unit using too much of the "ring of stars", and my turn suddenly ending. Battle Planner gives a chance to see how many rounds each combat used before committing. And if one of the planned attacks consumes 2x the turn it is easy to find the outlier and if cancel it. Or leave it as the case me be.
One of many new features.

It may be overstating, but it has revolutionized my gameplay.

At the download price, it is a bargain!

Enjoy! cheers

Avatar image was taken in hex 87,159 Vol 11 of
Vietnam Combat Operations by Stéphane MOUTIN LUYAT aka Boonierat.
JPJ
Posts: 130
Joined: Sat Jul 15, 2017 11:03 am

RE: Initial Comparisons with TOAW III

Post by JPJ »

Among other things, I find the Combat Chart a great new addition.
The Full Report is still there to read what happened in a combat (like a telex, line by line), and now the Chart shows that a glance, also linking it visually to the rounds. Excellent!
User avatar
Olorin
Posts: 1026
Joined: Tue Apr 22, 2008 2:35 pm
Location: Greece

RE: Initial Comparisons with TOAW III

Post by Olorin »

ORIGINAL: mamnich
speed of battle resolution

Same as before. The big difference is in the initial turn calculations. Much faster in IV.
ORIGINAL: mamnich
differences in intuitive use of the interface

Here is the big step forward. The new interface is a vast improvement. Combat charts in particular are a big help in managing your forces.
ORIGINAL: mamnich
sound, animations, etc. Another way to put it may be what are differences in how the game "feels", "looks", "acts".

Sound hasn't changed a bit. Animations are the same, but the map and counters are "prettier" and have a crispier, more modern feel.

The under the hood changes are more important: the naval component is much improved, new supply dynamics and the most important of all, imo, battle stamps.
Plus lots and lots of smaller changes.
User avatar
gbaby
Posts: 185
Joined: Tue Feb 02, 2016 12:35 pm
Location: Riverview, Florida

RE: Initial Comparisons with TOAW III

Post by gbaby »

The game play is pretty much the same, which means no one broke it. That is a good thing. So far the changes have enhanced the play without disrupting what worked before.

If you have played previous versions, especially advanced rules, you will feel at home.

However, for veteran TOAW players of previous versions, it is well worth the asking price. I haven't been as pleased on a war game purchase since... well, forever.

It is hard to explain, since I bought the SAME game again! But the folks who worked on TOAW IV obviously play the game themselves, so they didn't break, they enhanced.

UI is the first thing you notice. It improves game play. The UI panel is very helpful, like ability to change from viewing top unit in stack to group composition. Organization of buttons is more intuitive.

Graphics update impact is impressive, much cleaner maps and units, UI, reports, etc. Huge benefit for tired eyes compared to TOAW III.

Battle stamps really helps, gray crossed swords from previous combats, gold crossed swords for planned combats, and red crossed swords for previous combats that apply movement penalties to any unit moving into that hex.

Under the cover improvements are all beneficial, like naval combat, extended supply, new bridge rules (really needed), mud & snow, all of it enhancing, not breaking.

Obviously the folks who brought us TOAW IV are fellow players and love the game.

Cfant
Posts: 515
Joined: Sun Dec 12, 2010 10:16 am

RE: Initial Comparisons with TOAW III

Post by Cfant »

Mainly better ui and more infos,e.g. turn end because of failed prof check. Much more transparent. Bts makes time burn less tragic and makes the game much better to get in for new players. Navy improved. Same game,much better. Like panzer corps is just panzer general,just better and more modern 😉
Anonymous

[Deleted]

Post by Anonymous »

[Deleted by Admins]
User avatar
gbaby
Posts: 185
Joined: Tue Feb 02, 2016 12:35 pm
Location: Riverview, Florida

RE: Initial Comparisons with TOAW III

Post by gbaby »

ORIGINAL: larrybush
Well for my two cents the editor is rather buggy now!

I was addressing "play wise", but I agree, the editor didn't seem to get any attention. I've not messed with it yet, has it new problems or just the same as TOAW III?

Anyway, we can only hope that it will get some attention in the future.
DanNeely
Posts: 305
Joined: Tue Oct 18, 2005 1:05 am

RE: Initial Comparisons with TOAW III

Post by DanNeely »

This was posted in regards to scaling for high DPI screens; but since the developer said the editor is all old code I'd assume it's still basically unchanged since TOAW III.
ORIGINAL: ralphtricky

I can take a look, but the editor is all 'Old Code' so answer will almost certainly be 'not soon.' You'll have to use the other method of setting the overall screen resolution.
Did you ever see history portrayed as an old man ... weighing all things in the balance of reason?
Is not [it] an eternal, imploring maiden, full of fire, with a burning heart and flaming soul, humanly warm and humanly beautiful?
--Zachris Topelius
User avatar
gbaby
Posts: 185
Joined: Tue Feb 02, 2016 12:35 pm
Location: Riverview, Florida

RE: Initial Comparisons with TOAW III

Post by gbaby »

Personally, I'm happy they didn't hold back the release of TOAW IV for editor work, if there is any plan to touch it in the future. Any work there that makes it easier to use is worth it, in my opinion.

Doesn't change one iota about how I feel about the TOAW IV release. I'm glad it is in my hands, I'm glad I can play my old scenarios on it, I'm glad TOAW never died! Count me as one of the satisfied customers, if I didn't make it clear already. [:)]

User avatar
sPzAbt653
Posts: 10155
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Initial Comparisons with TOAW III

Post by sPzAbt653 »

since the developer said the editor is all old code I'd assume it's still basically unchanged since TOAW III.
Just to clarify, he said it is old code, not that it was entirely unchanged. For example, open a scenario in the editor and hit 'U' to see some preliminary work. Anyone familiar with III will see the difference.
rtropp
Posts: 30
Joined: Sat Feb 12, 2011 12:02 pm

RE: Initial Comparisons with TOAW III

Post by rtropp »

I just downloaded it and it is much easier on these old eyes. The first few minutes working with time stamps and it seems to be easier for me to grasp and use. But, time will tell.
The one negative I have, so far, is that you cannot generate a jpg of the current map. One of the fun things for me is to generate a jpg, down load to a graphics package and print, and then write all over it as I plan the round. At the beginning of the next round I can reference it to see what I attempted compared to how it came out. Hopefully they will fix that soon.
Richard
Post Reply

Return to “The Operational Art of War IV”