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View Full Version : Haste vs. Speed


Heinz57
24 Jul 06, 06:17
It seems useful to comment on a few points having to do with "game time". With this scenario, at first glance, one is likely to think..."Only 13 turns? I'm really going to have to rush to win". Yes and no...

13 turns is a LOT of time in TOAW, a lot can happen.

Examine where your objectives are - assess the distance to them, divide the number of turns remaining by that distance to determine the average rate of advance you need. If you need to go 24 hexes and have 8 turns, you need to advance at least 3 hexes per turn. With unit movement rates of 12+ sometimes close to 30, this would be easy, so the only obstacle is...of course, the enemy.

Engage to move everything that you can that is not needed for conducting attacks. Expand the amount of territory that is yours. Find out where the enemy is...get units adjacent to them to "hold them in place" - they may move, but they will incur Movement Point + Supply + Readiness Costs to change their positions. Engage to force the opponent to expand his front and cover his flanks or risk your units running unopposed into his Headquarters and artillery.

As in chess, the movement of pawns (1-2 squares) may seem inconsequential to what the knight, bishop or queen can do...but the pawns are useful and essential to "preparing the battlefield" - which is to make future combat more advantageous for your units and less so for the enemy.

Rushing units into unsupported attacks only increases your casualties and reduces future combat effectiveness. Haste makes waste. Concentration of force employing artillery and/or air support, infantry and armor will achieve better overall results faster, especially when you get the flank attacks...or surround the enemy.

As units are freed up after eliminating the enemy in one area, the offensive becomes a cascade. You will have more forces fighting fewer defenders. Attacking them head on might be the only possibility in some situations. In the majority of situations, there are other alternatives...which might only start with working the one hex protrusions where you can get flank attacks for the sake of getting more flank attacks. But also, it may be a matter of spending a turn or two, or maybe even three to go around the enemy's flank.

Once a front begins to collapse, its collapse tends to accelerate. The first turn or two might seem slow-going. But that third turn might leave you wondering what all the fuss was about as everything on the line is routed, retreated, surrounded or destroyed.

TOAW is a game that promotes method and playing methodically will have better long-term consistent results than mad-dashes. Elmer is not able to do this to any signficant extent. When you get two players with the same skill level, the game will have you on the edge of your seat as nothing can be taken for granted.

Disasters don't usually "just happen" in TOAW. In some scenarios, yes, but that is usually part of the design consideration to model history. In most scenarios, disasters develop, and it is always possible to circumvent them - if you are willing to pay the price...which can vary widely.

For the defender it is largely a matter of buying time...and forcing you to attack in situations not advantageous to you. The defense can win by losing 99% of its army IF it manages to keep you out of the victory objectives. Destruction of the enemy is not always the route to victory.