gbaby
Posts: 180
Joined: 2/2/2016 Status: offline
|
When I started with TOAW years ago, I hated it. The time impulse turn was confusing, hard to accept when all I wanted was a good operational turn based game. I kept coming back to TOAW, there were so many scenarios. I was puzzled how some folks loved this thing, what was I missing? Finally on TOAW III I got it, the impulse turn is actually really a good thing and it is simpler than the explanations. It really just needs time to experience it in play and it will come to you as just a good logical way of doing it. And then you really can play without understanding all the ins and outs. Starting I just paid attention to supply by having every hex show supply values, then the "colored square" on the counters give you an overall estimate of status, like supplied, readiness, etc. Very convenient for quick play. Don't fight with red, move up and fight with green. Move red to higher supply, rest it. Combat planner (double click on unit being attacked) really makes attack plans simple. You can play many scenarios this way just to get the feel and win!!! Then you can learn the internals as you go, trying to figure what best for each combat plan, like using only units from same organization (learning what those flags mean), etc. Learn at your own pace, and improve your play. Then TOAW IV comes along and boy I wish I had it since TOAW III. I would of figured out impulse turn play a lot faster. And the status panel is a lot more convenient for quickly accessing health/status of your units. So I would obviouslyl recommend as a buy now. You need to have patience with it, but it is lot easier to play then many other titles. And you can read the rule book to pull other "oh, I didn't realize that!" gems while you continue to play, but read at your own pace, you do not have memorize it at all. Not needed, but of course helps. Oh yea!!! There is a quick combat move where instead of using the combat planner, you may have a strong unit and right click "move" it over a weak enemy unit. If it gets an arrow (planned attack), you can clear or user planner to add other units to attack. OR, and most times, if the unit is weak, it will retreat, taking casualties. Using a cavalry unit and doing this to foot, you end up chasing the one unit down until it "evaporates". Its fun to do. But of course, it eats up impulses for that one unit, so it won't participate in other combat, but it was chasing the enemy down! Makes sense. AI does this too!!! So you need to protect your HQ units!
< Message edited by gbaby -- 11/17/2017 3:58:14 AM >
|