Thoughts on turn resolution?

Norm Koger's The Operational Art of War III is the next game in the award-winning Operational Art of War game series. TOAW3 is updated and enhanced version of the TOAW: Century of Warfare game series. TOAW3 is a turn based game covering operational warfare from 1850-2015. Game scale is from 2.5km to 50km and half day to full week turns. TOAW3 scenarios have been designed by over 70 designers and included over 130 scenarios. TOAW3 comes complete with a full game editor.

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Speedysteve
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Thoughts on turn resolution?

Post by Speedysteve »

Hi all,

Trying to get back into this puppy.

How do you normally resolve your turns to ensure maximum usage?

At present i'm resolving Artillery attacks. After they are done I land attack with units next to the enemy already. Then I move my units and attack again. Is this the best approach to ensure maximum usage?

Also. Any detriment to using Artillery forces to bombard several times each turn?

Thanks,

Steven
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golden delicious
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RE: Thoughts on turn resolution?

Post by golden delicious »

Pure artillery bombardments (that is, bombardments on hexes that aren't being directly attacked) tend to be ineffective in TOAW.

With rounds, you just need to make sure you don't attack with units which have less than the maximum % of their move left, except in special circumstances, such as having a very important attack which needs to go in despite the units involved having used up a little more of their move.
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Speedysteve
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RE: Thoughts on turn resolution?

Post by Speedysteve »

Hi GD,
 
So I understand correctly. I want to attack with units that have say 30 out of 30 move points left rather than 15 out of 30?
 
Let's say you had a frontline of 6 units facing off against 6 units:
 
1        2          3          4        5        6
 
1       2           3           4         5         6
 
And then behind your line you had 6 more units.
 
Would you attack in round one with the frontline 6 units OR move up the 2nd line and attack in round 1 with everything?
 
Hope this makes sense.
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Industrial
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RE: Thoughts on turn resolution?

Post by Industrial »

movement has no influence on the remaining of your turn, you can move 99% of your force until all of them have 0 MP left, than attack with the only unit which still hasn't moved, and if they resolve their combat (broke off or succeede) after 1 combat round, you'll have 80% of your turn left.

The other way around, you move only one unit, which has now 1/60 MP left, and than attack with this unit without moving any other unit, your turn will be over after the combat round because that unit used all remaining combat rounds.
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RE: Thoughts on turn resolution?

Post by jungelsj_slith »

ORIGINAL: Speedy
At present i'm resolving Artillery attacks. After they are done I land attack with units next to the enemy already. Then I move my units and attack again. Is this the best approach to ensure maximum usage?

The first thing you want to do is move all of your units. Move columns along roads, etc, even up to their maximum movement. If they're not attacking this turn, you can use their full movement allowance before you initiate any attacks.

You still have 100% of your turn at this point - only attacks reduce your turn time. Your first attacks should be with units that have their full movement allowance left, or very close to it. If you attack with a unit that has 80% of it's movement allowance, it will use up at least 20% of your turn. It can use more if attacks last longer. (the length of attack depends on a number of factors, including how many losses you allow.) Keep an eye on the circle of stars graphic on the right toolbar to observe how much of your turn is left. If you initiate an attack with a unit that has too few movement points (which will use up more of your turn), you'll see this in the graphic. For example, if you have 80% of you turn left, and you attack with a unit that only has 20% of it's movement points left, you'll use up at least 80% of you turn.

Artillery attacks by themselves don't do much damage. If you want to do a 'pure' bombardment, create an attack from one direct attack unit with "minimize losses", and add your artillery to that attack. I assume this has to do something with spotting.

Hope that helps.


Speedysteve
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RE: Thoughts on turn resolution?

Post by Speedysteve »

Excellent stuff. Helps a lot. Thanks.
&nbsp;
When assigning Artillery to attacks (when supporting LCU's) do you have to order them or will they support during combat anyhow.
&nbsp;
With the new AA rules&nbsp;how effective are bombers at supporting attacks? Once more do they have to be manually plotted or will they join automatically?
&nbsp;
Thanks again. Been far too long since I have played this puppy.
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RE: Thoughts on turn resolution?

Post by golden delicious »

ORIGINAL: Speedy

When assigning Artillery to attacks (when supporting LCU's) do you have to order them or will they support during combat anyhow.

Assigning them directly means they use all their strength. Units on "defending" "entrenched" "fortified" or reserve status will support passively, on half strength.
With the new AA rules how effective are bombers at supporting attacks? Once more do they have to be manually plotted or will they join automatically?

Same as artillery, only passive support requires "combat support" status.
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Speedysteve
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RE: Thoughts on turn resolution?

Post by Speedysteve »

Thanks for your help GD[8D]
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