Impules (Full Version)

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LewFisher -> Impules (7/18/2006 7:16:29 PM)

I am sorry if this has been presented earlier but has there been any adjustments to the impulse system in TAWO III? I realie what separates a good played from an excellent player is the use of the impulse system is used. Don't get me wrong, I don't think the old system was incorrect. Just wondering if there has been any changes one way or the other?[X(]




golden delicious -> RE: Impules (7/18/2006 7:25:30 PM)

The round system is unchanged.




JAMiAM -> RE: Impules (7/18/2006 7:28:20 PM)


quote:

ORIGINAL: LewFisher

I am sorry if this has been presented earlier but has there been any adjustments to the impulse system in TAWO III? I realie what separates a good played from an excellent player is the use of the impulse system is used. Don't get me wrong, I don't think the old system was incorrect. Just wondering if there has been any changes one way or the other?[X(]

Scenarios that have units with low movement rates (i.e., less than 10) see a benefit from TOAW III, in that the initial attacks aren't as delayed as they were in CoW.

The Max Rounds Per Battle feature, when set to a low number in the scenario editor for a scenario, will act as a limiter to the problems of "turn-burning" attacks, from all earlier versions of TOAW. Please note that we did NOT go back into all the scenarios and set MRPB's. It will be up to the scenario designers to determine which levels should be appropriate for their creations. In general, a setting of 3 is safe. If you change it for a scenario that you play, then you should note the setting value in the scenario briefing, and inform any opponents that you are playing as to the change.




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