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Tactical rounds - 5/12/2011 11:29:39 AM   
X.ray

 

Posts: 35
Joined: 4/18/2009
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Knew this has been discussed in various posts but still feel it's necessary to have a new one. Tactical round is an interesting setting in TOAW III, I like it because it increases the uncertainty therefore the entertainment side of the game, but on the other hand I fell it also reduced the reality side of the game because:

1. if one battle takes more tactical rounds than the others, say 5 vs. 1, the units involved in the other battles will have to wait for the rest 4 tactical rounds until the first one finishes its battle, before they can make the next attack, while in reality those units could have already attacked 4 more times. Therefore the advantage of high mobility is not reflected in the tactical level, though it still can be reflected in the operational level. Usually people try to address this by finishing the 1 tactical round battle first before starting the 5 tactical round battle, but this is not what would happen in reality, and if the 1 tactical round battle results an unexpected turn burn, then you end up lossing the opportunity to even start the 5 tactical round battle. And,

2. in the case of an unexpected turn burn, you end up leaving all units, whether involved in the battle or not, sitting ducks, and you don't even have a chance to do anything about it. In reality, as the general commander of an army group, I should at least be able to ask my other units which are not involved in the battles to defend themselves before the end of the day, and don't get distracted by some unexpected battle results of just one battalion! Also, the unexpected turn burn reflects the scenario that when a battle lasts longer than you expected, you can't interfere / break the battle before it ends. But, it always ends at the beginning of the opponent's turn (!), which is not fair to the attacking side, since the uncertainty should apply to both sides.

By changing how many tactical rounds allowed in one turn doesn't fix the above issues. I still like the tactical round setting, but hope there’s some way to make it to be more close to reality. Here are my two cents:
1. when multiple battles are ongoing at the same time, the game should pause when the first battle finishes, so that the commander can issue new orders to the units which are free. And you can even throw new units into the on-going battles (this may cause these battles to take longer though). However, any units who are already involved in on-going battles can not be re-assigned. They need to finish the battle before they can do anything else.

2. turn doesn't automatically burn out after tactical rounds are exhausted. You will have a final chance, after all tactical rounds are used, to change the status (and only change status, i.e. dig in, tactical reserve, local reserve, loss setting) of your units before hitting the "End Turn" button. Note dig in requires MP, but this can be solved by having a check against the remaining MP of the unit at the end of its last battle or movement, which means that it could have dug in at that time. And,

3. not every battle ends at the beginning of the opponent's turn. If a battle is prolonged for unexpected reason, there should be an implied number of tactical rounds that this battle needs to consume, and the battle only ends when all these tactical rounds are consumed (assuming no new units are thrown into the battle afterwards), no matter it's in my turn or the opponent's turn. For example, if I start a 3 tactical round battle at the 6th tactical round, and I had expected it would end at the 9th tactical round of my turn, but it actually takes 7 tactical rounds to finish, then it should consume 4 tactical rounds in my turn, and another 3 tactical rounds in the opponent's turn. At the beginning of the opponent's turn, he can still move / use his other units, or even through new units into this battle, but he can't stop this battle or reassign any units which are already involved in the battle.

Hope this can be addressed in the next patch (if there is a next patch).
Post #: 1
RE: Tactical rounds - 5/12/2011 2:49:27 PM   
Panama


Posts: 1362
Joined: 10/30/2009
Status: offline

quote:

ORIGINAL: X.ray

Knew this has been discussed in various posts but still feel it's necessary to have a new one.



There's an understatement.

quote:

ORIGINAL: X.ray

1. if one battle takes more tactical rounds than the others, say 5 vs. 1, the units involved in the other battles will have to wait for the rest 4 tactical rounds until the first one finishes its battle, before they can make the next attack, while in reality those units could have already attacked 4 more times. Therefore the advantage of high mobility is not reflected in the tactical level, though it still can be reflected in the operational level. Usually people try to address this by finishing the 1 tactical round battle first before starting the 5 tactical round battle, but this is not what would happen in reality, and if the 1 tactical round battle results an unexpected turn burn, then you end up lossing the opportunity to even start the 5 tactical round battle. And,


Exactly. Been discussed to death. Not resolved. Don't even see it on the 'to do' radar. Unfortunately.

quote:

ORIGINAL: X.ray

2. in the case of an unexpected turn burn, you end up leaving all units, whether involved in the battle or not, sitting ducks, and you don't even have a chance to do anything about it. In reality, as the general commander of an army group, I should at least be able to ask my other units which are not involved in the battles to defend themselves before the end of the day, and don't get distracted by some unexpected battle results of just one battalion! Also, the unexpected turn burn reflects the scenario that when a battle lasts longer than you expected, you can't interfere / break the battle before it ends. But, it always ends at the beginning of the opponent's turn (!), which is not fair to the attacking side, since the uncertainty should apply to both sides.


Because this is a turn based game, at the beginning of the second player's turn you have a time warp. You go back however much time constitutes a turn and start the clock from that point all over again. Unavoidable in turn based games. So actually the day hasn't even started even though the day's events are over.

To pin the second player down would heap abuse upon abuse as he has not even had a chance to react to what the first player has been doing that entire time span.

On the other hand, to pin the first player down in the same fashion might make some sense. But would it be 'fair'?

quote:

ORIGINAL: X.ray

By changing how many tactical rounds allowed in one turn doesn't fix the above issues. I still like the tactical round setting, but hope there’s some way to make it to be more close to reality. Here are my two cents:
1. when multiple battles are ongoing at the same time, the game should pause when the first battle finishes, so that the commander can issue new orders to the units which are free. And you can even throw new units into the on-going battles (this may cause these battles to take longer though). However, any units who are already involved in on-going battles can not be re-assigned. They need to finish the battle before they can do anything else.


Been suggested before. Nothing done. Of course.

quote:

ORIGINAL: X.ray

2. turn doesn't automatically burn out after tactical rounds are exhausted. You will have a final chance, after all tactical rounds are used, to change the status (and only change status, i.e. dig in, tactical reserve, local reserve, loss setting) of your units before hitting the "End Turn" button. Note dig in requires MP, but this can be solved by having a check against the remaining MP of the unit at the end of its last battle or movement, which means that it could have dug in at that time. And,


Since communitcation and knowledge of what has happened on the battlefield at higher command levels takes time a MP check should be made on all of the above.

quote:

ORIGINAL: X.ray

3. not every battle ends at the beginning of the opponent's turn. If a battle is prolonged for unexpected reason, there should be an implied number of tactical rounds that this battle needs to consume, and the battle only ends when all these tactical rounds are consumed (assuming no new units are thrown into the battle afterwards), no matter it's in my turn or the opponent's turn. For example, if I start a 3 tactical round battle at the 6th tactical round, and I had expected it would end at the 9th tactical round of my turn, but it actually takes 7 tactical rounds to finish, then it should consume 4 tactical rounds in my turn, and another 3 tactical rounds in the opponent's turn. At the beginning of the opponent's turn, he can still move / use his other units, or even through new units into this battle, but he can't stop this battle or reassign any units which are already involved in the battle.


Again:

Because this is a turn based game, at the beginning of the second player's turn you have a time warp. You go back however much time constitutes a turn and start the clock from that point all over again. Unavoidable in turn based games. So actually the day hasn't even started even though the day's events are over.

To pin the second player down would heap abuse upon abuse as he has not even had a chance to react to what the first player has been doing that entire time span.

On the other hand, to pin the first player down in the same fashion might make some sense. But would it be 'fair'?

quote:

ORIGINAL: X.ray

Hope this can be addressed in the next patch (if there is a next patch).


I hate to say this but don't hold your breath. Been an ongoing discussion since the game came out many many years ago.

_____________________________


(in reply to X.ray)
Post #: 2
RE: Tactical rounds - 5/12/2011 7:50:25 PM   
ColinWright

 

Posts: 2604
Joined: 10/13/2005
Status: offline
I'll also add that 'in war, no plan survives contact with the enemy.'

There you are executing your nicely-planned grand maneuver -- and the enemy butts in!

The ideal, of course, would be 'we go' -- but failing that, unpredictable turn ending does mean that you can't count on executing a sequence of moves without the enemy being able to respond.

It may be frustrating -- but then, so is war. If this element was removed, TOAW would become less, not more realistic.

Personally, I tend to favor formation-wide, rather than map-wide turn ending. We have this, but only occasionally, and only as a result of combat losses. If there was just some varying chance that any given formation might not be available after each round of moves, it's possible we could get the same effect as the current system without some of the absurdities.

No more 'a butterfly flaps its wings outside Murmansk and Manstein comes to a screeching halt down in the Crimea.' The change might create anomalies of its own, but it should be experimented with.

Indeed, it could dovetail rather nicely with the proposed tiered command structure. If this could happening at varying levels, one might get even more of the desired effect.

< Message edited by ColinWright -- 5/12/2011 7:51:46 PM >


_____________________________

I am not Charlie Hebdo

(in reply to Panama)
Post #: 3
RE: Tactical rounds - 5/13/2011 5:03:43 AM   
X.ray

 

Posts: 35
Joined: 4/18/2009
Status: offline

quote:

ORIGINAL: Panama

quote:

ORIGINAL: X.ray

By changing how many tactical rounds allowed in one turn doesn't fix the above issues. I still like the tactical round setting, but hope there’s some way to make it to be more close to reality. Here are my two cents:
1. when multiple battles are ongoing at the same time, the game should pause when the first battle finishes, so that the commander can issue new orders to the units which are free. And you can even throw new units into the on-going battles (this may cause these battles to take longer though). However, any units who are already involved in on-going battles can not be re-assigned. They need to finish the battle before they can do anything else.


Been suggested before. Nothing done. Of course.


This I suppose shouldn't be too difficult. Maybe because of different views?

quote:

ORIGINAL: ColinWright

Personally, I tend to favor formation-wide, rather than map-wide turn ending. We have this, but only occasionally, and only as a result of combat losses. If there was just some varying chance that any given formation might not be available after each round of moves, it's possible we could get the same effect as the current system without some of the absurdities.



This could solve the issue too but may cause confusion that different formations are travlling at different speed of time?

quote:

ORIGINAL: Panama

quote:

ORIGINAL: X.ray

2. turn doesn't automatically burn out after tactical rounds are exhausted. You will have a final chance, after all tactical rounds are used, to change the status (and only change status, i.e. dig in, tactical reserve, local reserve, loss setting) of your units before hitting the "End Turn" button. Note dig in requires MP, but this can be solved by having a check against the remaining MP of the unit at the end of its last battle or movement, which means that it could have dug in at that time. And,


Since communitcation and knowledge of what has happened on the battlefield at higher command levels takes time a MP check should be made on all of the above.


I'm ok either way. Currently you don't need MP to change loss setting, reserve status etc, which I think also make sense since the time needed to do that in the real world would be in the scale of minutes while dig in would be in the sacle of hours. Key is the day for the whole world shouldn't end because one messed battle.

quote:

ORIGINAL: Panama

quote:

ORIGINAL: X.ray

3. not every battle ends at the beginning of the opponent's turn. If a battle is prolonged for unexpected reason, there should be an implied number of tactical rounds that this battle needs to consume, and the battle only ends when all these tactical rounds are consumed (assuming no new units are thrown into the battle afterwards), no matter it's in my turn or the opponent's turn. For example, if I start a 3 tactical round battle at the 6th tactical round, and I had expected it would end at the 9th tactical round of my turn, but it actually takes 7 tactical rounds to finish, then it should consume 4 tactical rounds in my turn, and another 3 tactical rounds in the opponent's turn. At the beginning of the opponent's turn, he can still move / use his other units, or even through new units into this battle, but he can't stop this battle or reassign any units which are already involved in the battle.


Again:

Because this is a turn based game, at the beginning of the second player's turn you have a time warp. You go back however much time constitutes a turn and start the clock from that point all over again. Unavoidable in turn based games. So actually the day hasn't even started even though the day's events are over.

To pin the second player down would heap abuse upon abuse as he has not even had a chance to react to what the first player has been doing that entire time span.

On the other hand, to pin the first player down in the same fashion might make some sense. But would it be 'fair'?



You are right. Forgot the time wrap issue.

quote:

ORIGINAL: Panama

quote:

ORIGINAL: X.ray

Hope this can be addressed in the next patch (if there is a next patch).


I hate to say this but don't hold your breath. Been an ongoing discussion since the game came out many many years ago.


Then we have a good reason to continue to ask for it

(in reply to Panama)
Post #: 4
RE: Tactical rounds - 5/13/2011 5:31:17 AM   
ColinWright

 

Posts: 2604
Joined: 10/13/2005
Status: offline
quote:

ORIGINAL: X.ray
quote:

ORIGINAL: ColinWright

Personally, I tend to favor formation-wide, rather than map-wide turn ending. We have this, but only occasionally, and only as a result of combat losses. If there was just some varying chance that any given formation might not be available after each round of moves, it's possible we could get the same effect as the current system without some of the absurdities.



This could solve the issue too but may cause confusion that different formations are travlling at different speed of time?




I'm not certain what we're talking about -- but different formations ending their turn at different times wouldn't necessarily be bad.

Ariete stalls out on Rommel.

Montgomery drags his tail moving north from the straits while the Americans are fighting for their lives at Salerno.

So often -- at the Somme, at Anzio, at Nijmegen, formations just sat there and looked at holes. 'Early turn ending' for that formation, in other words.

It'd have to be tested of course, but offhand, I could see the effect working rather well. Better perhaps than the current 'from Stettin on the Baltic to Trieste on the Adriatic' effect. Your formation proficiency could come into its own as a major consideration in planning your attacks and deciding what to hope for. Particularly in East Front scenarios, the Germans could run rings around the Russians in mobile situations, but have a hard time just slugging their way into Sevastopol or Stalingrad -- where formations ending their turn early wouldn't cripple the Russians as much. We could start getting realistic results without having absurd unit proficiency spreads.




< Message edited by ColinWright -- 5/13/2011 5:36:50 AM >


_____________________________

I am not Charlie Hebdo

(in reply to X.ray)
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