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“Why should a battle in North Africa screw up action in the Ukraine” was the complaint. Obviously, this didn’t make any realistic sense, and tended to sour even veterans on the game. Huge scenarios were thus often harried by such combats, far more so than smaller, simpler scenarios – just because they had more combats. And the bigger the scenario, the more such attacks each combat phase tended to have. So, really complex combats with lots of determined units on both sides could last several rounds – even the entire player turn.
The operational art of war iv full screen manual#
But, even if they didn’t, and hung around long enough to figure out the deal with using late units in attacks, there was another way to get the early turn ending that stymied even veteran players: Attack Complexity.Īs the manual said, battles continued till one entire side broke off.
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This is where newbies often got off the TOAW bandwagon.
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And note that there isn’t even a reason given for the early turn ending or even which combat was the issue. There were a potential ten combat phases, and you only got one. After they are all resolved, you get this screen: Perhaps you go on to setup several more attacks. But, as a newbie, you’re unaware of this. This attack is going to cause your turn to end. So this unit has a Time Stamp of 9 out of 10. The 5 remaining MPs amount to only 18% of its original movement allowance. Note that the unit has expended 23 of its 28 MPs. One attack involves a foot unit that has moved quite a distance: You fire up the CFNA scenario and start setting up Axis attacks.
The operational art of war iv full screen series#
Individual battles are resolved in a series of tactical rounds. If you perused the manual you might have seen these few items: You’re a newbie just starting out with the game. Let’s take a trip back in time to about 2002.
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