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RE: The most frustrating feature of TOAW engine

 
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RE: The most frustrating feature of TOAW engine - 10/26/2005 3:57:48 PM   
Fidel_Helms

 

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quote:

ORIGINAL: sstevens06


quote:

ORIGINAL: Fidel_Helms


quote:

ORIGINAL: sstevens06

I think this is a key point Oleg is making - a number of scenarios, including some on the original CD, seem to ignore this. In the example of the 1973 Arab-Israeli war, it simply doesn't make sense to simulate both the Golan Heights and Suez Canal fronts on the same map in the same scenario...


Ironically, Norm designed two scenarios which did exactly that.




Do you think they're any good?



They were fun from a strictly gaming point of view. I agree with you regarding how such a scenario functions as a simulation. I just wanted to point out the existence of two essentially strategic level scenarios that were designed by the game creator since people were getting into defending what I think are pretty obviously flaws in TOAW based on a divination of some mythical "appropriate" scale.

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RE: The most frustrating feature of TOAW engine - 10/26/2005 3:58:59 PM   
Capitaine

 

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quote:

True enough, but then again, that's how I "perceive" the game was designed. At the army level, you can only do so much. You are constrained by things like time, logistics and intelligence.

I understand what you guys want and believe, but I perfer the "operational" constraints placed on me by the game rather than try to simulate "some wierd amalgamation of OKH and all the subordinate HQs."

When I play, I AM OKH. And the subordinate HQ's follow my orders. That is what I believe the game was intended to do.


Excellent points Lava. The problem on this thread is with some gamers' perception of the premise of TOAW. I think that accounts for most of the disagreements. The design issue thus hinges on who has the correct premise, and that is where the oft-cited "godlike" guidance of Norm Koger may well have a proper place. Those who don't identify Norm's premise yet insist it's broken don't really want to "fix" the game, but rather take it over and remake it in their image.

If Norm had a flawed premise, I wouldn't have a problem with changes to the game (I find many games have incorrect premises that I would like changed). But no one has stated or proven that Norm's overall premise was wrong, so I have a lot of concern about his creative legacy being tossed aside by those who wish to create but lack the talent to build their own game engine.

Cobbling together a new game out of a complex existing game without knowing all the thought processes involved with the original engine is a recipe for disaster.

< Message edited by Capitaine -- 10/26/2005 4:01:37 PM >

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RE: The most frustrating feature of TOAW engine - 10/26/2005 4:01:09 PM   
golden delicious


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quote:

ORIGINAL: Lava

Hopefully, with all the material out there, I should think that there are individuals who would willing provide their scenarios to Matrix for publication and credit.


Yeah, I would be. But there's a limit to how far I'm interested in producing new scenarios when the tools retain the same limitations.

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Post #: 213
RE: The most frustrating feature of TOAW engine - 10/26/2005 4:02:39 PM   
golden delicious


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quote:

ORIGINAL: Capitaine

Excellent points Lava. The problem on this thread is with some gamers' perception of the premise of TOAW. I think that accounts for most of the disagreements. The design issue thus hinges on who has the correct premise, and that is where the oft-cited "godlike" guidance of Norm Koger may well have a proper place. Those who identify Norm's premise, and still disagree with it don't really want to "fix" the game, but take it over and remake it in their image.


Right. Tell me what Norm's premise was, and how people seek to change it.

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RE: The most frustrating feature of TOAW engine - 10/26/2005 4:03:41 PM   
Fidel_Helms

 

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quote:

ORIGINAL: Capitaine
I have a lot of concern about his creative legacy being tossed aside by those who wish to create but lack the talent to build their own game engine.


TOAW is intended to be a toolkit. I would like to see it made as freely editable as possible. Not so much changing to game engine as opening it up.

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RE: The most frustrating feature of TOAW engine - 10/26/2005 4:10:00 PM   
Fidel_Helms

 

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quote:

ORIGINAL: Lava

Wow man, you really do have an attitude. Just what TOAW needs, and just what I have been saying over and over again.

You guys walze in here, thinking now were going to have the game made the way "WE" want it, and if "we" don't get what "we" want, "we" will tell the world how crap the game is.


Yeah. We hate TOAW so much that we've run a website and forum dedicated to it for four years.

quote:


I don't call that being a "grog", I call that being destructive. And that kind of destructive, almost suicidal, attitude has become synonomous with "grogs" and wargames.

Good wargames are few and far apart, and thanks to "destructive grogs" they are becoming an endangered species.

Ray (alias Lava)


Good automobiles are few and far apart, and thanks to "Consumer Reports" they are becoming an endangered species.

Companies will sell to any market. As I told Ben, it really doesn't matter if the customers are assholes or not. In fact, most customers are assholes, and successful companies know how to deal with this.

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RE: The most frustrating feature of TOAW engine - 10/26/2005 4:11:50 PM   
*Lava*


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quote:

ORIGINAL: golden delicious


quote:

ORIGINAL: Capitaine

Excellent points Lava. The problem on this thread is with some gamers' perception of the premise of TOAW. I think that accounts for most of the disagreements. The design issue thus hinges on who has the correct premise, and that is where the oft-cited "godlike" guidance of Norm Koger may well have a proper place. Those who identify Norm's premise, and still disagree with it don't really want to "fix" the game, but take it over and remake it in their image.


Right. Tell me what Norm's premise was, and how people seek to change it.


Well, I believe it was to provide a game which constrained the player by "operational" considerations.

Now... if I remember correctly, someone has a list of "100 bugs or changes." THAT kinda sounds like remaking to me...

Ray (alias Lava)

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RE: The most frustrating feature of TOAW engine - 10/26/2005 4:23:49 PM   
JMS2


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quote:

ORIGINAL: Lava

quote:

ORIGINAL: golden delicious


quote:

ORIGINAL: Capitaine

Excellent points Lava. The problem on this thread is with some gamers' perception of the premise of TOAW. I think that accounts for most of the disagreements. The design issue thus hinges on who has the correct premise, and that is where the oft-cited "godlike" guidance of Norm Koger may well have a proper place. Those who identify Norm's premise, and still disagree with it don't really want to "fix" the game, but take it over and remake it in their image.


Right. Tell me what Norm's premise was, and how people seek to change it.


Well, I believe it was to provide a game which constrained the player by "operational" considerations.

Now... if I remember correctly, someone has a list of "100 bugs or changes." THAT kinda sounds like remaking to me...

Ray (alias Lava)


But since you haven't bothered to read those 100 bugs, you missed the fact that many of them are intended to fix actual bugs in the game, for example SAMs that don't work, communication levels that don't work, etc. Do they invalidate the game as a simulation? not at all, but they are tools that are unavailable to the designer because they don't work.

Now, who's going to fix it? Matrix, but to fix it, Matrix must know they are there, which is why this forums are here. According to you we should just shut up, just in case fixing this bugs kills the hobby, a non-sequitur, if I have seen one.


< Message edited by JMS2 -- 10/26/2005 4:24:50 PM >


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RE: The most frustrating feature of TOAW engine - 10/26/2005 4:32:19 PM   
Capitaine

 

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quote:

ORIGINAL: golden delicious

Right. Tell me what Norm's premise was, and how people seek to change it.


I believe Norm's premise was to account for the variable amount of time within a single turn that any given attack could require, and reflect the overall command ramifications of this attack on the operation as a whole.

Unlike you and others, I do not see multiple rounds of combat within a turn as being guaranteed or even expected. They may occur and they are often beneficial in the right circumstance when set up properly. Therefore, if you've set up your main attack to use multiple rounds of combat, and this attack is essential, do not attack elsewhere. Save those "regular" attacks for a later round of combat -- once your main attack has achieved what you desired. Why delay the regular attacks? Because that is how Norm designed the time usage factor to work and no one has suggested how the same premise can be accomplished through less drastic means. The game is, by nature, sequential after all.

Remember, the game unit is still the "turn", not the phases thereof. The game system suggests that you can have unfinished activities in any given turn if you don't plan accordingly. This, I think, is patently obvious from the design itself. So it seems to me that you're simply disenchanted with the premise of the game itself if you complain that "realistically" you should be able to coordinate everything perfectly within the [indefinite] phases of a turn. The indefinite nature of a turn is, patently, central to the game.

If some players "game" the turn to squeeze out more activities, then that is just the way the game can be played. At some level, the game decides that the attacks made can be resolved quickly enough to permit further action. It's a system that requires real life thought processes, but does not necessarily yield real life results in every single case. It is a game, after all.

It's a matter of which aspect of operational warfare is to be emphasized. I think the game system itself distincly shows the aspect Norm had in mind. If Norm were to personally state that this assumption was wrong, and that the time usage aspect of the game was secondary to the aspects deemed essential to other players, I would concede immediately. That is why I maintain the the time usage/turn ending feature is central to the design of TOAW.

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RE: The most frustrating feature of TOAW engine - 10/26/2005 4:46:54 PM   
Fidel_Helms

 

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quote:

ORIGINAL: Capitaine

I believe Norm's premise was to account for the variable amount of time within a single turn that any given attack could require, and reflect the overall command ramifications of this attack on the operation as a whole.


These ramifications are appropriate at some scales. At others, they aren't. By having the effect be editable(say a toggle between the current global effect and a more localized[formation level] one), you open up new possibilities for scenarios, which are the life blood of this game system.

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RE: The most frustrating feature of TOAW engine - 10/26/2005 5:59:13 PM   
steveh11Matrix


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I still think this discussion has been covered, and somewhat better covered too, over at the SZO forum, where the OP and chief responder has been Brian "Siberian Heat" King. He is, in case you'd all forgotten in the heat (sorry!) of the moment, the guy who's actually going to be in charge of the ME of the game, not Norm. So personally, I'd consider taking this discussion over there if you actually want to influence the game.

Later, I expect these forums to take over. But for now, while not the wrong venue, it's certainly not the best one for influencing things.

My opinion. YMMV.

Steve.

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RE: The most frustrating feature of TOAW engine - 10/26/2005 6:42:54 PM   
JAMiAM

 

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quote:

ORIGINAL: golden delicious


Mm. When JAMiAM says something will work in the game, I believe him. He's thought a lot about this. However, the point here is to figure out how to change the system so he'll have to relearn it

No! Don't do THAT!!!
LoL.

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RE: The most frustrating feature of TOAW engine - 10/26/2005 7:02:27 PM   
golden delicious


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quote:

ORIGINAL: Lava

Well, I believe it was to provide a game which constrained the player by "operational" considerations.


Great. Not being able to use 10th Army and 14th Army at once isn't a real operational constraint.

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RE: The most frustrating feature of TOAW engine - 10/26/2005 7:18:16 PM   
golden delicious


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quote:

ORIGINAL: Capitaine

I believe Norm's premise was to account for the variable amount of time within a single turn that any given attack could require, and reflect the overall command ramifications of this attack on the operation as a whole.


I thought you were talking about the whole game's premise.

Anyway, the purpose of the way Norm handles the round system is obviously to prevent the player from doing things like clearing enemy resistance away with one unit then, after that one has used all its movement points, advancing to the next position with another unit. I don't think Norm ever intended the Theatre-wide consequences, but rather just wanted to prevent an exploitation of the turn-based system to get too much done too quickly in a single area.

There are a number of solutions to this which don't have the theatre-wide side effects.

quote:

Because that is how Norm designed the time usage factor to work and no one has suggested how the same premise can be accomplished through less drastic means.


One could have a) early turn ending on a formation-by-formation basis and b) movement costs for hexes which contained enemy units earlier in the turn which mean that units cannot move through these hexes freely until after they have been cleared.

quote:

The game system suggests that you can have unfinished activities in any given turn if you don't plan accordingly.


Yeah. There needs to be a mechanism for this in the game. Hence the need for early turn ending on a formation-by-formation basis.

quote:

So it seems to me that you're simply disenchanted with the premise of the game itself if you complain that "realistically" you should be able to coordinate everything perfectly


You must be thinking of someone else. I have never said anything of the sort. Generally, you seem to have failed to grasp my point altogether. I'm not for throwing out the round system or the danger of units being caught unexpectedly out of position at the end of the turn. I'm for applying the model Norm uses at a formation rather than a force level. What's more, since the existing model is already coded, I reckon that it and any alternative should both be options available to designers and players in the finished game.

quote:

It is a game, after all.


It's a game, but it's also so much more. See the introduction in the game manual. The words "simulation" and "model" appear before the word "game".

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RE: The most frustrating feature of TOAW engine - 10/26/2005 7:21:13 PM   
golden delicious


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quote:

ORIGINAL: steveh11Matrix

So personally, I'd consider taking this discussion over there if you actually want to influence the game.


Well a) I don't think Brian is actually deciding what changes will go into the game, merely making suggestions. b) this is the forum of Matrix Games, and developers who will be working on TOAW have posted in this forum before. c) I already posted on the thread you indicated. d) I prefer this forum to WHQ (aka SZO).

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RE: The most frustrating feature of TOAW engine - 10/26/2005 8:42:36 PM   
JAMiAM

 

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quote:

ORIGINAL: Fidel_Helms


Alright, I've misunderstood you then. This would work. Going back to my original point, it is still counterintuitive that a lower proficiency unit would be more useful in game terms than a higher proficiency unit.



Indeed, it may seem counterintuitive, but only if your intuition is based on a faulty understanding of the purpose of the parameter in question, and its use within the game engine. A unit's proficiency basically serves two purposes in the game. The determination of a unit's "Strength" and its "Quality". These both serve two different purposes in the game, and are each highly influenced by a unit's "proficiency". Pardon me, if you already know some of this stuff, but for the benefit of the viewers at home...

Unit Strength is the amount of a unit's equipment that will actually participate in a given combat, and is given by the function Strength = equipment strength x (2 x proficiency+readiness+supply)/4. Given two units, each with the same equipment, readiness and supply, the higher proficiency unit will indeed fight more effectively, subject to the myriad probability checks (dice rolls) during the course of any combat, because it will have more chances to attack and inflict loss on the opposing unit. However...

Unit Quality is the determining factor in whether a unit fails a morale check during several steps within the course of a combat. In other words, whether it breaks off the atack, or runs. This is given by the function Quality = (2*proficiency+readiness)/3. Without going into mind-numbing detail, during each tactical round, there are several points during the series of attacker fires and defender fires, that a quality check is made to determine whether a unit has suffered enough casualties to either break off the attack, or to retreat from the combat (defender). This quality check is based on both the unit's "Quality" as well as its loss tolerance setting. Given two units, equal in equipment, readiness, supply, and with the same loss tolerance settings, the higher proficiency unit is not only more likely to cause higher damage, as shown before, but is also more likely to remain in the combat, and ignore the casualties imposed on it.

The problem that some players have in attacking with high proficiency units is due primarily to their failure in one or more of the following:
1. To have a distinct purpose for each and every attack.
2. Match the tools (units) at hand to this set of possibly divergent purposes, in the most efficient means available.
3. Set the tools to work, with the understanding of the full range of their behavior within the game engine, to accomplish those purposes.
4. Accept that **** happens, and you sometimes can't roll the dice to save your soul.

I know this seems basic, but I see many players attacking merely to be attacking, and not with any degree of planning or tactical finesse whatsoever. Every attack should be planned to accomplish a specific tactical result, within the larger framework of your operational maneuver. I also see the wrong tools employed for the wrong situations. There is an abysmal lack of understanding of how the game engine operates, even from people who have played, or designed for, this game for years. Finally, when points 1,2,3 are ignored, there are too many who throw up their hands in disgust and blame the engine for their own lack of competence, or in the case of point 4, luck.

Now, to deal with the following statement...
quote:

ORIGINAL: Fidel_Helms


I would hold it up as an engine flaw because the optimization technique you mention has little to do with reality. I would like to see as much symmetry as possible between TOAW and the real world. A player should be able to make decisions based on real world criteria. Whenever your thinking strays from that and into what makes sense in terms of the game engine, you've probably hit on an area which could be improved.

...I'd like to create a little example. Let me state up front that I consider TOAW's supply model to be very basic, and not very "realistic", or even intuitive. It works best on the assumption that a "normal" state of affairs with units is 1% supply, and that anything higher should be considered various stages of "oversupply".

Let's say that you are attacking some line, scenario scaled to divisions, with the occasional corps level artillery support, and/or air power available. Your opponent has had some time to fortify his line, and has no discernable weakspots. However, the line is not straight, and so you decide to work the corners, since this will allow you to maximaze the number of flanking attacks that you can make. Many of your divisions are elite units with high proficiency 90-100%, while your opponent has units averaging 70-80%. Simply rushing headlong at the defenders will likely set you up for failure due the very problem that you dread, the high proficiency attackers staying in battles too long against stubborn (assume ignore losses, loss tolerance settings), heavily entrenched, well supplied defenders. So, utilize the "symmetry...between TOAW and the real world" and work the defenders, as you would in the real world.

Split some of your units. Now, your proficiencies on the sub units range from 72-80%. This is "realistic" due to the units no longer having the full integration of the parent unit's TO&E, so it will not fight as well (Combat Strength). Also, since it is a sub group, unsupported by the possibility of the parent shifting reserves to cover losses, etc., it will "realistically" break off combat more readily if subjected to casualties. Now you have some tools to begin the attacks against the enemy lines. Whenever possible, using support assets, probe the enemy lines, early in the turn. Utilize minimize losses for your probing units loss tolerances. In this way, as long as your units are facing adequate defenders, then they should break off without too much loss of time. Sometimes the scenario movement scales are do not allow for many rounds period, so these preliminary attacks may be truncated as necessary to enhance the probability of later, more full-scale efforts. During your probing attacks, you will likely lose more equipment that the defender, unless they are overstacked. Your sub units, as well as his entire defending stacks will lose readiness, and supply. You may have drawn defensive reserves to the front lines, and you have gathered intelligence on the enemy dispositions, using asymmetrical use of force, a standard "real-world" set of events, considering the IGO-UGO format game assumption that you are exercising some sort of local (or temporal, if you wish) initiative, through the force of command decision.

Next, you will want to follow up on the successes, and mark the failures, of your previous probing. On weakened spots, where the defenders have suffered proportionally higher losses, and have lost some of their entrenchment bonuses, you may want to recombine some of these sub units, to take advantage of your units higher proficiencies. Also, whenever possible, use overwhelming force on these already weakened defenders. This way, they will cause more damage to the defenders, increasing the probability that the combat lasts fewer tactical rounds and be more likely to advance in after combat, setting up further weaknesses to be exploited later in the turn. This corresponds to the real world operational doctrines of concentration of force, and reinforcing success.

Further discussion, regarding making sure that your weapons systems are appropriately matched per the objective, opponent, and situation might be in order, but I think that from the above, the TOAW engine does indeed show a considerable "symmetry" to real world operational doctrine and end results, when utilized properly by the player, in a scenario properly designed, by a designer who knows how to play the game effectively.

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RE: The most frustrating feature of TOAW engine - 10/26/2005 9:22:21 PM   
golden delicious


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quote:

ORIGINAL: JAMiAM

The problem that some players have in attacking with high proficiency units is due primarily to their failure in one or more of the following:


You misunderstand (I think). Grant etc. don't have problems with high proficiency units in the game, because they've learnt how to treat these units. The problem is that in an ideal wargame, high proficiency units would not be such a burden.

quote:

So, utilize the "symmetry...between TOAW and the real world" and work the defenders, as you would in the real world.

Split some of your units.


... is this symmetry with the real world? I don't think so. How can it be, when this is only the appropriate approach when you have units with very high proficiency? Further, see Manstein's assault on Sevastopol. It didn't sound like his units were divided in TOAW terms.

quote:

Your sub units, as well as his entire defending stacks will lose readiness, and supply.


Is this symmetry with the real world? Again, no. Actually, I don't think anyone would debate this. Supply-draining attacks are so widely acknowledged a problem that many players ban them by honour rule in their PBM matches.

Again, this discussion as it stands isn't about how to win at TOAW. Actually, I personally don't enjoy discussing that very much at all since I prefer to draw my own conclusions. As you saw in Crete the result, whilst not perfect, is at least pretty good.

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RE: The most frustrating feature of TOAW engine - 10/26/2005 9:31:31 PM   
JJKettunen


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The above buzzsaw approach of an offensive is very effective and based on its supply soaking nature will cut through any defense...and that's why some exprerienced gamers like the sudden turn end, cause it is the only thing that can stop it.

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RE: The most frustrating feature of TOAW engine - 10/26/2005 9:39:24 PM   
Fidel_Helms

 

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quote:

ORIGINAL: JAMiAM

Indeed, it may seem counterintuitive, but only if your intuition is based on a faulty understanding of the purpose of the parameter in question, and its use within the game engine. A unit's proficiency basically serves two purposes in the game. The determination of a unit's "Strength" and its "Quality". These both serve two different purposes in the game, and are each highly influenced by a unit's "proficiency".


I don't see how this supports your point. Higher proficiency leads to higher unit strength and higher unit quality. However, because of the vagaries of the engine, the unit with the highest unit strength and/or quality may not necessarily be the best unit to put in your attack. That's why I call it counterintuitive; one would expect that, all other things being equal, a 100% prof unit would be the most useful. I also can't think of a real world parallel in which committing your largest/best trained/most experienced unit is a bad idea for the same reasons that it is in TOAW.

quote:


Split some of your units. Now, your proficiencies on the sub units range from 72-80%. This is "realistic" due to the units no longer having the full integration of the parent unit's TO&E, so it will not fight as well (Combat Strength).


The problem is that the unit will in many ways fight better. Unless you're suffering from a lack of maneuver elements, the only reason you'd have to split your units is to exploit this increase in utility.

quote:


Further discussion, regarding making sure that your weapons systems are appropriately matched per the objective, opponent, and situation might be in order, but I think that from the above, the TOAW engine does indeed show a considerable "symmetry" to real world operational doctrine and end results, when utilized properly by the player, in a scenario properly designed, by a designer who knows how to play the game effectively.


In general, TOAW does this very well, I agree. Probably better than any other PC wargame out there. But there are still plenty of areas which could be improved without sacrificing fun.

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RE: The most frustrating feature of TOAW engine - 10/26/2005 9:49:20 PM   
JAMiAM

 

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Supply soaking is such a misnomer, based on incorrect assumptions. Supply level only directly accounts for a quarter, at best, of a unit's strength. It is the readiness hits to a unit that is much more telling, since that affects both the unit's Strength, as well as its Quality. The sequential attacking by assymetric forces - lesser forces in probes, and greater forces in attacks intended to take the hex - is reflective of the real world tactics of probing for recon, and to disorder the defense, and then the committment of reserves into the weakened areas identified for breakthrough and exploitation.

If you want to make attacks without recon, then go right ahead, but don't whine when they run into unexpectedly high levels of resistance. Sometimes the defense falls apart according to the hasty attackers timetable, and sometimes not. Take the Battle of the Bulge, for an example of both situations. Some spots in the US lines were blown wide open as the defense melted away, while other stubborn groups held out against all odds, severely "burning the German's turn out" in some areas.

< Message edited by JAMiAM -- 10/26/2005 9:51:07 PM >

(in reply to JJKettunen)
Post #: 230
RE: The most frustrating feature of TOAW engine - 10/26/2005 9:51:34 PM   
steveh11Matrix


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Yes, I agree - and they didn't "burn the turn out" in others, which meant that 5th PzA were able to punch a nice deep hole, but 6th SS PzA weren't. One formation vs another...have we heard this before?

Steve.

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(in reply to JAMiAM)
Post #: 231
RE: The most frustrating feature of TOAW engine - 10/26/2005 9:57:56 PM   
JAMiAM

 

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quote:

ORIGINAL: steveh11Matrix

Yes, I agree - and they didn't "burn the turn out" in others, which meant that 5th PzA were able to punch a nice deep hole, but 6th SS PzA weren't. One formation vs another...have we heard this before?

Steve.

Yes, breaking down the timekeeping, on a formation by formation basis, is certainly a worthwhile potential enhancement to the engine. No argument from me on that.

(in reply to steveh11Matrix)
Post #: 232
RE: The most frustrating feature of TOAW engine - 10/26/2005 10:02:34 PM   
*Lava*


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quote:

ORIGINAL: JMS2

But since you haven't bothered to read those 100 bugs,


Hi!

You mean like being able to destroy a bridge with artillery? To tell you the truth, that doesn't even enter on my radar.

I'll repeat my main premise. It is not necessary "the what", but the manner in which the discussions are being carried out. Guys are overblowing the problems, exaggerating situations (a jeep stopping a division.. ), and basically acting like children who, if not pleased, are going to take their scenarios/expertise and go home.

It is meant to badger the producers into pleasing them to shut them up, knowing full well that many "fixes" create more problems than they solve. YOU may want that, I don't.

Such condescending, arrogant conduct is unbecoming, and is a really poor start for the creation of a new community here at Matrix games. But the truth be known, you probably aren't really interested in that either.

Ray (alias Lava)

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(in reply to JMS2)
Post #: 233
RE: The most frustrating feature of TOAW engine - 10/26/2005 10:16:05 PM   
JAMiAM

 

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quote:

ORIGINAL: Fidel_Helms

I don't see how this supports your point. Higher proficiency leads to higher unit strength and higher unit quality. However, because of the vagaries of the engine, the unit with the highest unit strength and/or quality may not necessarily be the best unit to put in your attack. That's why I call it counterintuitive; one would expect that, all other things being equal, a 100% prof unit would be the most useful. I also can't think of a real world parallel in which committing your largest/best trained/most experienced unit is a bad idea for the same reasons that it is in TOAW.

6th SS Pz Army units banging their heads against Elsenborn Ridge, Battle of the Bulge, WWII. Wrong unit, in the wrong situation, and too high a proficiency (think dedicated) to know when to break off and try something different.

German 6th Army, struggling house to house in Stalingrad. Too stubborn to break off the attack, ordered by a stubborn commander (Hitler), to do what it shouldn't have done.

Rommel's DAK at Alam Halfa. Wrong unit at the wrong place squandering its esprit de corps, trying too hard to take a position.

The French Armies in Alsace-Lorraine, 1914. High proficiency units fed into the grinder, and wasted.

Need I go on?

(in reply to Fidel_Helms)
Post #: 234
RE: The most frustrating feature of TOAW engine - 10/26/2005 10:20:20 PM   
JJKettunen


Posts: 3530
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From: Finland
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quote:

ORIGINAL: JAMiAM

Supply soaking is such a misnomer, based on incorrect assumptions. Supply level only directly accounts for a quarter, at best, of a unit's strength. It is the readiness hits to a unit that is much more telling, since that affects both the unit's Strength, as well as its Quality. The sequential attacking by assymetric forces - lesser forces in probes, and greater forces in attacks intended to take the hex - is reflective of the real world tactics of probing for recon, and to disorder the defense, and then the committment of reserves into the weakened areas identified for breakthrough and exploitation.


It may be a misnomer, but you know exactly what I mean. It's exploiting a weakness of the game engine...and you know it although you keep disguising it under concepts of real-time procedures (nothing wrong with them).

quote:

ORIGINAL: JAMiAM
If you want to make attacks without recon, then go right ahead, but don't whine when they run into unexpectedly high levels of resistance. Sometimes the defense falls apart according to the hasty attackers timetable, and sometimes not. Take the Battle of the Bulge, for an example of both situations. Some spots in the US lines were blown wide open as the defense melted away, while other stubborn groups held out against all odds, severely "burning the German's turn out" in some areas.


Yeah, all who criticise supply soaking tactics don't have a clue about real life tactics and war history.

Jam, I think you are aware that I can play the game very well, and in fact have learned a lot from you. I'm not here defending novice skills and how the game should fit them, but I strongly disagree with the view that exploiting the game engine with supply soaking attacks, which is fun I admit, is some sort of realization of real world combat doctrines.

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Jyri Kettunen

The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.

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(in reply to JAMiAM)
Post #: 235
RE: The most frustrating feature of TOAW engine - 10/26/2005 10:22:46 PM   
JJKettunen


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quote:

ORIGINAL: JAMiAM

quote:

ORIGINAL: steveh11Matrix

Yes, I agree - and they didn't "burn the turn out" in others, which meant that 5th PzA were able to punch a nice deep hole, but 6th SS PzA weren't. One formation vs another...have we heard this before?

Steve.

Yes, breaking down the timekeeping, on a formation by formation basis, is certainly a worthwhile potential enhancement to the engine. No argument from me on that.


At least on this we agree.

_____________________________

Jyri Kettunen

The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.

- A. Solzhenitsyn

(in reply to JAMiAM)
Post #: 236
RE: The most frustrating feature of TOAW engine - 10/26/2005 10:32:18 PM   
JAMiAM

 

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quote:

ORIGINAL: Keke

It may be a misnomer, but you know exactly what I mean. It's exploiting a weakness of the game engine...and you know it although you keep disguising it under concepts of real-time procedures (nothing wrong with them).


I rather prefer to think of it (the above bolded section) as "efficiently utilizing a design feature of the game engine". You may disagree with that terminology though, and I can respect that. I don't think that I presume too much though, to believe that we are friends enough at least to agree to disagree.

(in reply to JJKettunen)
Post #: 237
RE: The most frustrating feature of TOAW engine - 10/26/2005 10:35:42 PM   
JJKettunen


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quote:

ORIGINAL: JAMiAM


quote:

ORIGINAL: Keke


I rather prefer to think of it (the above bolded section) as "efficiently utilizing a design feature of the game engine". You may disagree with that terminology though, and I can respect that. I don't think that I presume too much though, to believe that we are friends enough at least to agree to disagree.


Fair enough.

_____________________________

Jyri Kettunen

The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.

- A. Solzhenitsyn

(in reply to JAMiAM)
Post #: 238
RE: The most frustrating feature of TOAW engine - 10/26/2005 11:06:15 PM   
golden delicious


Posts: 5575
Joined: 9/5/2000
From: London, Surrey, United Kingdom
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quote:

ORIGINAL: JAMiAM

Supply soaking is such a misnomer, based on incorrect assumptions. Supply level only directly accounts for a quarter, at best, of a unit's strength. It is the readiness hits to a unit that is much more telling, since that affects both the unit's Strength, as well as its Quality.


Right. The effect is the same.

quote:

The sequential attacking by assymetric forces - lesser forces in probes, and greater forces in attacks intended to take the hex - is reflective of the real world tactics of probing for recon,


This might be valid if you were making those probes for the purposes of recon. You're not. You're making them to drain the enemy's supply.

quote:

Take the Battle of the Bulge, for an example of both situations. Some spots in the US lines were blown wide open as the defense melted away, while other stubborn groups held out against all odds, severely "burning the German's turn out" in some areas.


This is a perfect example. The attacks which faced no resistance rolled on right ahead- regardless of the failure of the attacks elsewhere. If this were TOAW, ALL the attacks would have stalled on the start line, because the German player would have had early turn ending.

... I see from another post you agree with me on the turn ending question.

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"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to JAMiAM)
Post #: 239
RE: The most frustrating feature of TOAW engine - 10/26/2005 11:08:33 PM   
golden delicious


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Joined: 9/5/2000
From: London, Surrey, United Kingdom
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quote:

ORIGINAL: Lava

Such condescending, arrogant conduct is unbecoming,


What a condescending, arrogant remark.

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to *Lava*)
Post #: 240
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