ColinWright -> RE: The most frustrating feature of TOAW engine (10/25/2005 6:07:41 PM)
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ORIGINAL: steveh11Matrix quote:
ORIGINAL: golden delicious quote:
ORIGINAL: steveh11Matrix A bit of a Straw Man argument here: if you want to model Seelowe in TOAW you start with the RAF and RN defeated, and work on from there. Great. One doesn't even need TOAW for this simulation. The Germans win every time. Hmm....depends on the supply assumptions, but broadly, yes. quote:
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In general, I'd say that TOAW focusses primarily on land warfare and that therefore any use of naval forces in a scenario should be restricted to their use in support of the land campaign. If you want to model the PTO in WW2, play WitP. I don't, but I do like to play land campaigns where naval warfare has an impact. This can't always be done using events. I think that, in such cases, trying to use TOAW is a mistake, like using a hammer to drive a screw - you can do it, but it's harder and the results aren't as good. [:)] I really do think that for these truly combined-arms-at-the-operational-level situations a standalone game is required, that can take due account of the actual situation. Trying to bend TOAW to fit simply isn't going to work. Mark you, if Matrix were able to kinda-sorta fit the WitP Naval-Air model into a TOAW setting, it really, really would be good. [:)] quote:
Anyway, you're right in that TOAW shouldn't be made into a detailed naval model. That's not what it's for. I just want it to produce realistic results from naval warfare to impact on the land campaign. I don't really want to have to think about naval strategy. I do want to be able to ask the navy to interfere with the seaborne supplies of my opponent. Something like stopping supply from getting into Sevastopol or Leningrad when you've laid siege on the landward side, for example? Yes, I think I would certainly agree with you there. I'd even go so far as to allow for naval interceptions, if they could be programmed in easily and bug-free, and without unforseen complications. But to me at any rate TOAW is primarily a game of operational warfare on land, and that is where it's emphasis should remain. I see tweaks to the naval side as being of relatively low priority. Doesn't mean I can't see their utility, just that there are other things to do. Like stopping the silly-end-of-turn, for example.... [;)] Steve. ...too bad this board doesn't make it easy to select just part of a post to reply to. Anyway, I agree with most of your conclusion, although I'd hardly assign improving the naval model/air model a low priority. There are just too many campaigns where this limitation hamstrings simulation with TOAW. I don't expect an engine that will permit TOAW to simulate primarily naval campaigns. However, I do want air/naval warfare simulated well enough so that it can function reasonably well as a subsidiary part of the whole picture. A good comparision would be to the state of the way air combat is currently modelled with reference to land warfare. That has its flaws too -- but it more or less works as long as one stays focussed on the land combat. You can't do the Battle of Britain, you can do Kursk. If naval/air war could be brought to the same level of simulation, we'd really be cooking with gas.
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