B/snafu
Posts: 112
Joined: 6/14/2007 From: North Carolina Status: offline
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quote:
ORIGINAL: VZ Purchased TOAWIII two days ago (download and boxed version). Might be that I will come up with several noob questions Atm I try to get the basics. What confuses me is that my turn is often over while their is plenty more stuff left to do (attacks, redeployements, movements etc). This has been especially tough for me since I have been use to systems where as long as an individual unit has movent points --that unit can attack--wheras I get (hope I'm correct) that the ability to attack for any given unit in toaw is determined by the movement points left for all the combined units on the map. Some pointers from one noob learning this game's mechanics to another ----(I hope this isn't bad information and I do not lead you astray--hope also one of the more knowledgeable members here correct it if I am wrong). Ex: playing "a bridge too far" right now-----In any given turn I start off by: 1. Moving the units that I need to move longer distance's (ie-XXX corps units up the highway). If you conduct major attacks before this step you will notice their movement allowence very much reduced. 2. I then set the deployment status of most of my units that I will not be attacking with (digging in, tac reserve,etc) 3. I then make some minor flank attacks across the map (one unit set at at minimal losses per individual attack) for places that I plan on attcking in force later in the turn. then hit resolve attacks. 4. I then do some final positioning for my attacks and then plan out all of my major attacks on the map and hit resolve 5. If I have some turn left, I might move some units I left alone intentionally for follow up breakthroughs, dig in the units I had previously attacked with, or conduct a last attack if I'm lucky and the conditions are right. In most cases using this method I average two combat rounds per turn (sometimes three)--it works for me right now against elmer but I'm sure a human would hand it to me. Also when resolving attacks---I've noticed if you have a lot of arty dug in -in range of your attack- that eats a lot of the movement percentage up (more units involved- more turn eaten up?? ) I attack mostly with limit losses set but I tend to use an abundance of units in a given attack --3 to 5 vs. 1 unit ratio (ex: 2 to 3 set at limit loss attack, 1 or 2 units set at limited losses limited attack, and always at least one HQ unit arty support and a lot of times with supporting arty units in support. This is what I believe really eats up my rounds percentage. (especially if I have any air units set on combat support during my attacks-- I get one combat round and the turn is over) Which reminds me---make sure you have your air units set on the missions you want them (air superiority, interdiction, rest, etc.) around the first or second step that I described above or you risk the turn ending before you have a chance. As I said, I am a noob to this game also so take these pointers as such--I could be completly off with my method--but this way has helped me "get moving " in the game to enable me to learn as I go. The Toaw mechanics are still frustating to me sometimes but imho the breadth and scope of this system makes other games pale in comparison.
< Message edited by B/snafu -- 7/16/2007 8:40:44 AM >
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"How can you buy eggs in Malta for seven cents apiece and sell them at a profit in Pianosa for five cents?? "
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