76mm -> RE: TOAW IV features (3/6/2020 7:04:09 PM)
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ORIGINAL: rhinobones To avoid confusion maybe the word “operational” should be dropped from the title. Within the limitations of a turn based hex game, the engine functions for attack, defense and maneuver seem to work just fine at all scales. The new time and hex scales introduced by TOAW IV make this possible. I don't really agree with this--I think that TOAW remains primarily an operational game, and is generally a poor choice for strategic or tactical games. Just because they added the time and map scales for strategic and tactical doesn't mean that the rest of the game mechanics have been revised accordingly. I think that TOAW is not well-suited for strategy games because it lacks such things as production and more robust treatment of naval units. Sure, at some point there is little difference between large-scale operational and small-scale strategic games, but I don't think that TOAW is a good choice for a true strategy game. While it might be possible to use events to cover strategic issues to some extent, that would be a real chore. That said, I think that will relatively limited tweaks TOAW could become a pretty good choice for strategic games. TOAW is even less suited for tactical games. Things such as LOS, facing, etc. are totally absent. Ranged fire, another critical aspect for tactical games, AFAIK could only be implemented through the artillery rules, which doesn't make much sense. Various other issues are also generally designed around operational warfare--the engineering rules are one example, I'm sure others could point out more.
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