Movement after resolving Battles

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
snoopy100
Posts: 18
Joined: Wed Feb 28, 2018 3:13 pm

Movement after resolving Battles

Post by snoopy100 »

im having a though Time getting my Head around this Situation: in a East Front Barbarossa Scenario i do a Attack on Minsk which took longer than expected leads to a Unit near Leningrad (about 800 kilometres Distance)doing absolutely nothing is loosing Movement Points because the Battle at Minsk takes so long.Makes no sense at all.
User avatar
Lobster
Posts: 5468
Joined: Thu Aug 08, 2013 2:12 pm
Location: Third rock from the Sun.

RE: Movement after resolving Battles

Post by Lobster »

Time is passing for everyone at the same time. It's not like GG WitE where time is fairly ignored. While I type this time is passing for you too even if you were on the other side of the planet. So if you use 40% of your turn in a battle then 40% of the day is gone for everyone. That's why it's a good idea to move all of your units you plan on moving before a combat is resolved. You have to think about what you are going to do and what may or may not happen. I know, right?
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
tverse
Posts: 349
Joined: Sun Oct 09, 2016 10:53 pm

RE: Movement after resolving Battles

Post by tverse »

Sometimes if my planned battles are going to use up 40% of the turn and I don’t want to fully commit the movement of certain units I may just move them appx. 40% of the movement allowance.
AAR Carry out Operation Husky
tm.asp?m=4420472
User avatar
Curtis Lemay
Posts: 14721
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

RE: Movement after resolving Battles

Post by Curtis Lemay »

ORIGINAL: snoopy100

im having a though Time getting my Head around this Situation: in a East Front Barbarossa Scenario i do a Attack on Minsk which took longer than expected leads to a Unit near Leningrad (about 800 kilometres Distance)doing absolutely nothing is loosing Movement Points because the Battle at Minsk takes so long.Makes no sense at all.
If the battle at Minsk had been an exception - there were a suite of other battles that only took a single round - then the BTS system would have only consumed one round, with a BTS in Minsk.

The BTS system solves the above issue IF the player only makes a mistake or two per combat phase. But, if you balls-up the entire phase, you get what you deserve.
My TOAW web site:

Bob Cross's TOAW Site
snoopy100
Posts: 18
Joined: Wed Feb 28, 2018 3:13 pm

RE: Movement after resolving Battles

Post by snoopy100 »

ok, guess i played to much old school igo- yugo games,old habits die hard:)
User avatar
r6kunz
Posts: 1105
Joined: Thu Jul 04, 2002 7:30 pm
Location: near Philadelphia

RE: Movement after resolving Battles

Post by r6kunz »

Snoop..
Good question.
and very good answers.
An igo-yugo workaround that makes TOAW4 a great game. Now that we have the Combat Planner, you can have a feeling for where the clock is.
RAK
Avatar image was taken in hex 87,159 Vol 11 of
Vietnam Combat Operations by Stéphane MOUTIN LUYAT aka Boonierat.
User avatar
Fred98
Posts: 4019
Joined: Fri Jan 05, 2001 10:00 am
Location: Wollondilly, Sydney

RE: Movement after resolving Battles

Post by Fred98 »

The solution is to plan your moves and plan your battles.

When you plan a battle, before the battle occurs, you can check how much time the battle will take.

When you move a unit, you cannot check how much time the move will take. Its a big oversite and wrecks planning.

If you move units in just the right sequence then the problem of the OP does not occur.

I find trying to work out the sequence extremely tedious. No enjoyment here.
.




Post Reply

Return to “The Operational Art of War IV”