Earth v1_3 (Full Version)

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biddrafter2 -> Earth v1_3 (9/24/2021 4:34:13 PM)

Hi All,

Thought I'd share some screens of a scenario I've been working on. It is (obviously!) a hypothetical, designed around my personal beer and pretzels approach to wargaming.

The main design consideration was randomized starting positions for units. If the whole Earth is a battlefield I didn't want to presume nations, or starting locations, to the degree possible allowed by TOAW. I partially succeeded. A main army group for each side is fixed on each of the six theaters. An additional army group for each theater is randomly withdrawn on game initialization, leaving two different starting positions for each theater per side. In addition, multiple ancillary units are randomly allocated to the map.

As I mentioned on a tools thread awhile back, QGIS allows a very nice hex overlay of any map with a known projection. I decided to map out the Earth using three equal area projections. Distortions are greatest along US Pacific coast, the middle of the Atlantic, and central Asia.

200KM hexes, 2 week turns, mostly 1940 equipment. It is a *slow* scenario. In fact, movement is so slow I'm trying to find a way to mitigate this..

Questions for the experts on here:

1. Are naval units worth adding? I've seen differing opinions on naval units on here over the years. So far I have not added them because of the distorted oceans. For example, there is no Pacific Ocean! Sea transport is allowed.

2. I have little experience with air units. So far they seem mostly useful for blowing bridges. Fighters appear to be useless overall, although I suppose air superiority may change that over time. Any suggestions for how to get better, so I can evaluate if my unit balance is right?

3. Does the geographical location of air units matter for air superiority? Is AS an overall map measure, or is it "theater" based? Another way of saying it, does each hex have an unrevealed AS measure or is the summary value I see all there is?

4. Is coming up with a good supply value for each side more a matter of experiment or is there a heuristic I can use? So far it seems like the best approach is to throw a number out and play a few turns and see how frustrated I get.

There is no PO in this scenario because of the random starting positions. Since this was not really an option the objectives tracks are for my convenience (objective values) and non-sensical


[image]local://upfiles/23726/56E80625CCCA41B19EE14C0B9D9D0179.jpg[/image]




biddrafter2 -> RE: Earth v1_3 (9/24/2021 4:35:36 PM)

And a wider scale view. Sorry for the enormous images! I didn't realize that the forum would not scale or iframe images from my widescreen monitor.

[image]local://upfiles/23726/4D45A537BF174289A64C979C2CC617AA.jpg[/image]




rhinobones -> RE: Earth v1_3 (9/24/2021 5:01:18 PM)

Grand global strategy, very nice. Interested to see the finished product.

Regards




lion_of_judah -> RE: Earth v1_3 (10/8/2021 4:16:56 AM)

This scenario looks rather interesting. Any time frame when this will be ready?




andy77 -> RE: Earth v1_3 (10/9/2021 7:26:20 PM)

I admit that you have done an excellent job, but I think that you should not try to make a global strategy out of toaw. The Toaw engine is not built for that. Toaw has no economy, no diplomacy, rivers on your map take up huge spaces. And how Britain and Italy look like - you can't look without tears))




biddrafter2 -> RE: Earth v1_3 (10/10/2021 7:49:05 PM)


quote:

ORIGINAL: lion_of_judah

This scenario looks rather interesting. Any time frame when this will be ready?


Not sure. I've been doing a hotseat playtest and it seems to be working, although I have a list of 20 small issues to resolve. I'm not too formal about these things. If you want a copy as-is I'm happy to send it.




biddrafter2 -> RE: Earth v1_3 (10/10/2021 7:55:51 PM)


quote:

ORIGINAL: andy77
And how Britain and Italy look like - you can't look without tears))


Equal area at 200km is a cruel mistress. Interestingly, UK is bigger in my map than it is in real life [;)]




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