TOAW 4, some considerations

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++.
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rob89
Posts: 330
Joined: Wed Apr 24, 2013 10:31 am

TOAW 4, some considerations

Post by rob89 »

Hi all,

I played TOAW since the first edition and now I really appreciate this new one.
I have some questions, suggestions and wishes for everybody

1) I note that counterbattery fire works only from the target units.
But, in the scenario at rgt level (5/10 km scale), usually Div HQ (with arty) is
divided from the line regiments and in a back position.
In this case counterbattery (with the present routine) doesn't work
It would be nice if the counterbattery fire worked (from HQ/support units) for all
the formation sub-units.

2) In the eqp database there is no flag to distinguish between tracked and wheeled
vehicles. So, there are no difference in the movement capability in the mud and or
other difficult terrain (I know that there is a 'roundbound flag', but it usually
marks only trucks, not wheeled combat vehicles ...)

3) Tac Recon is a littel bit undeestimated. Tac Recon planes are not present,
neither configurable.
It would be nice if there were a kind of 'Tac Recon' capability linked to the air
superiority level ...

4) Supply : the model managed the supply distribution, but not the available stocks
So, pratically, if a supply line exists and works, there is no limit (within the
percentage defined with scenario parameter) to the amount of supply allocated.
So, it's better to consume ammo in unnecessary arty fire when the unit's stock is
at 150%, since there is no advantage in saving.
Obviosly it would be wonderful if it were possible to separate POL (fuels) from all
other supply.

5) Combat Report : I really miss a report with the total estimated losses of the enemy
at the end of every single turn and from the beginning, to evaluate the situation.
For ex., now - in the montre scenario - it's very difficult to manage the number of enemy
divisions destroyed, estimated KIA, tanks etc. It misses a 'virtual' intelligence branch.

6) Last, very trivial : the Unit Health index should not consider 'future' eqp.
Now, considerin it as missing assets, is a little bit misunderstanding (for our own
and enemy units ...)

thank you for your attention and for every answer / consideration on these issues.

Rob
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