commentator
15 Feb 04, 16:55
This post is a slightly revised copy of a letter I wrote about a year or so ago to Norm Kroger. I apologize in advance for its length, and for the misconceptions it surely contains, but do feel that there is enough meat here to be worth considering.
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Comments on The Operational Art of War: A Century of Warfare (version 1.0.6)
You've been told it before, I'm sure, but I'll say it again: This is a brilliant game. Your willingness to continue development after a certain game company dropped the ball on one of the most valuable franchises in wargaming history is vastly appreciated.
The below is a long list of critiques and requests, certainly, but I'm having a good time, right now. Please accept them as a thank-offering, a small tip for a game that's worth considerably more than I paid for it. I am deeply impressed. One feature I especially appreciate is TOAW's stability; as I know from personal experience, software that works as intended doesn't just happen, it takes work!
Many of the critiques are informed by two other operational-level wargames: 1) Atomic Games' "World At War" (superb interface and time-handling), 2) Greg Grisby's "War in Russia" (the best treatment of air power I've ever seen in a land-oriented wargame). The comments on documentation are informed by my own experience in writing them for other games.
The comments often do not follow a natural progression of thought. Major themes are developed in fits and starts, interspersed among other topics. Also, there is a fair amount of straight-up confusion working here; there are things about TOAW I do not fully understand. If anything is unclear, or appears misdirected, just let me know.
Respectfully yours,
Commentator
--------------------
Supplies:
- No supply by sea or air: if an island, salient, or beachhead does not have its own supply source, it gets nothing. If it does, it gets everything. In reality, one can airdrop supplies, bring them over the beach or (more efficiently) through ports and airports, especially if the enemy isn't nearby. It is amusing to see the contortions that scenarios make to accommodate this.
- All supply sources are the same strength.
- Strange "bulges" of supply around supply points in theatres that would logically seem to have a smoother flow of supply. The Sicily scenario that ships with the game has this problem, and fails to depict Patton's end run in large part because of this (the other problem being overly-determined Italians).
- Supply should be hindered when the supply line has to go through enemy owned terrain. Sure every hex isn't filled with military police, as you say, but it is worrisome to drive a truck through hostile territory - a single machine-gun or a militia roadblock can make for a lot of trouble.
- In areas far from a supply source, locations connected by road to that supply source should do better than locations not connected or offroad.
- It should be harder to supply a lot of units than a few. This is a real problem when representing any amphibious assault or boondocks deployment (North Africa in WW2, say).
- There needs to be more documentation on supply consumption, and on the effect of lack of supply.
- Recently played a scenario depicting the Italian invasion of Ethiopia in 1936. Raiding Ethiopians captured all the Italian supply locations, and the entire Italian force began to starve. Their indicators turned red (most of them, anyway), but their strength values were little affected. I only realized that they were easy meat when I accidentally moved a unit into a large enemy stack and got an automatic victory. The display and the battle planner were of little help, and the rules of thumb learnt in other scenarios were totally invalidated. I had to guess-and-by-God the rest of the battles.
- I am given a single value for the effectiveness of my interdiction efforts, even in scenarios with large maps compared to the range of my aircraft. Does this value affect all enemy supply everywhere (this would be strange), or only within the range of the aircraft (this would make it misleading)? Maybe let the mini-map display interdiction zones.
Interface:
- When units are engaged in battle, I cannot right-click on them to get more information about them.
- I am aware that you have already considered this, but the fact that any strength 1 unit has the same apparent strength as any other strength 1 unit is indeed a problem in a number of scenarios that ship with the game. There are at least three possible solutions: make it easier to design scenarios that cause normal units to have fairly large strength values, display a second digit, or supply an indicator of how close the unit is to disintegration.
- In after-battle reports, it would be amazingly helpful if I got more hints about what exactly hurt my men when I expected to win easily, or failed to hurt them when I expected a slogging match. I can guess at probable success or failure, but the butcher's bill is almost always a surprise.
- Related to this, perhaps the cause of this: The display of strength and antitank (armour?) values, and their comparison in the battle planner, leads one to expect a strength and AT/armour-based combat calculator. But this is not the case (at least I think it is not the case). All sorts of things, like a few near-unkillable tanks, to terrain, to dug-in positions, to readiness, to proficiency, to heavens-knows-what, can make all the difference. But the interface only vaguely hints at this, and I am fairly confident that it fails to warn of the strength multipliers for terrain or fortifications. I have won repeatedly at odds of 1.5 to 1. I have had my head handed to me repeatedly at odds of 10 to 1 (with no enemy supporting fire).
- To sum up: There is a crying, desperate need to harmonize the display and the internal combat rules.
- In sharp contrast to this lack of information, one gets a perfect inventory of all enemy units whenever one engages in battle. Buzz a mech battalion with some fighters, and the pilots carefully count every squad, every tank, and every gun. But there's no way to recall even a partial order of battle for fully-observed enemy units - all you can do is look at the unit pictures (which, especially for combined-arms units, are often misleading).
- Range values for artillery, planes, and ships are that of the longest-ranged equipment in that unit (even if that equipment type is actually not present). Some warning of disparate ranges would be helpful, if it were clearly presented.
- It would be nice to see a guess of enemy losses or reserves during gameplay. Having some reasonable idea of how attrited your opponent is can make all the difference. Of course, human optimism (and sometimes pessimism) enters into all this...
- Need to see a display of shock values and other "gotchas" in the daily briefing.
- Would like to be able to move ships in groups (as opposed to one by one).
- Display of hex contents on the main screen often runs off the right edge (I use a 15" monitor). Was not able to find a menu item, button, or hotkey to display info on a hex, preferably with reminders of combat effects.
- There should be an option in 2D display mode to show the most "typical" equipment type in a unit as an icon. I find this really helps keep track of my heavy AA guns and Tiger tanks.
- Should be able to rename units and formations.
- Displayed unit strength seems to top out at 99. If display space permits, getting rid of this limitation would be very helpful.
- There should be hot keys to dig in, go to a specific point, and perform many other actions.
- The location of units on the minimap does not update when they move.
- A command to display units on the mini-map of a given formation, or a given type (artillery), or all the air or sea units would help players avoid losing them. Related to this is a way to quickly determine where the enemy has concentrated his armour.
- In short: There is a real need - and opportunity - to allow the minimap to display more things.
- I can understand that deep snow would cover things, but I find the masking of terrain due to "very cold" conditions to be annoying.
- I have seen jungle covered in snow!
- The minimap often does not show units at the edges. This can cause players to miss reinforcements. It displays one side's forces in blue, which is hard to distinguish from water, and gives an often false impression of "good guy, bad guy".
- Need a separation of total hard defence from total hard attack values. Maybe display the hard attack after the soft attack value, and the hard defence strength after the soft defence value? I may well be confused about all this - I really don't know what happens when a 2+10 unit attacks a 2+3 one.
- In the air briefing, many units marked as doing useful things may in fact be reorganizing and not available at all.
- It should be possible for objectives to be neutral at game start (or is this already allowed?).
Combat:
- It would be nice if unit-by-unit or local-area shock effects were possible, triggerable by HQ damage, events, surprise, etc..
- When units are forced to retreat into already filled hexes, they apparently are crushed entirely. This is most unrealistic; a better rule might be to retreat them several hexes and cause them to rout (or, if of good quality, merely to reorganize).
- When cut-off forces are attacked, they can sometimes escape through a weakly held part of the encirclement, but only if it is involved in the battle. They should be able to escape through any adjacent weak unit, but normally just force it to retreat instead of crushing it.
- The documentation on terrain effects is hard to remember. In addition (or even instead) of listing by effect, consider listing by terrain type. There are also some uncertainties; I know attacking /from/ a super river is trouble, but how about attacking /into/ a super river? The problem is that a good case can be made for either penalties or advantages; the only certainty is that there should be /some/ effect. I know of some games that have rivers between, not in, hexes.
- There should be a "great canal" terrain type, with effects identical to the "Suez canal" terrain.
- Setting units on local and tactical reserve does not seem very useful. The computer is very fond of this, and it seems to do little good - I still win or inflict great losses.
- Anti-air units seem to be pretty useless, even when large numbers of them are massed to defend airfields. But it is hard to be sure; no report of the planes they shoot down is available.
- I was not able to learn anything about long-range (multiple hex) AA fire from the documentation.
- The rules for artillery are curious. An artillery unit, even a towed one, can strike at (full?) strength after spending its entire turn moving. It can support (at half-strength) early-round attacks regardless of movement points remaining. Artillery that bombards loses any dug-in advantages. There appears to be no counter-battery fire, unless an artillery unit is actually being attacked. Enemy artillery that fires is revealed, but when your turn comes, you can't see them any more.
By careful attention to combat rounds, you can make artillery advance, attack, retreat, dig in, and stand ready for defensive fire missions, all in the same turn. Artillery that can raid like this is a recent development, available in few armies even today.
All in all, I much prefer a single choice between targeting a given hex, opportunity/harassing fire, and defense and counter-battery missions, with strength dependent on time invested (a certain amount each round) and time spent moving and setting up. Some guns are much less affected by set-up time than others: I have heard that some WW1 heavy artillery took several days to set up, while American MLRS systems take only minutes.
- Maybe formation proficiency should improve with battle.
- Allow scenario designers to tweak the rate of learning (proficiency gain)?
- When a unit bombards an enemy off to one side (nearly east or west), the attack direction indicator is often (always?) incorrectly placed.
- The combat planner claims that limited attacks are carried out with half defence? If this is true, it would seem to largely defeat the advantage of taking half normal casualties.
- Artillery units cannot bombard enemies adjacent to them - they instead conduct conventional attacks. Because of the large number of scenarios in which most artillery pieces only have a range of one, this is a real nuisance.
- Enemy air interdiction levels sometimes rise absurdly high (20%, say), then decline over time. This only happens in some scenarios, usually at or near game start, and so far only when the enemy has a weaker airforce than mine. It's no fun getting zapped every other move!
- I should like to be able to give infantry units with attached artillery pieces bombardment orders. No reason why I shouldn't; an artillery piece is an artillery piece.
- The documentation has no indication that mountains improve any defensive value, despite the fact that hills do.
- A unit marked as "retreated" can become "mobile" by assigning it to attack, and then canceling.
- One can issue bombardment commands at a range that no remaining equipment in the unit can actually reach.
Naval Rules:
- Ships should not get Automatic Victories, nor should they suffer them.
- Ships should be able to be moved in groups, like land units.
- They should not be able to move freely within bombardment range of hostile ships.
- It should be less effective to move and attack in the same turn.
- Naval attacks should not be so difficult. 2 to 1 odds is dicey on land, but at sea it is very effective. I have taken greater losses than my enemies when attacking at about 10 to 1 odds! If this is not changed, people will continue to abuse the computer player (who seems to have a need to attack at all times).
- Ships should not be able to inflict so much damage on hostile ships in a single turn. One ship-to-ship combat a turn is enough for most scenarios. This applies with double force to bombarding enemy ships outside of their own range - in real life, they normally would either charge or flee.
- It should be harder to wipe out enemy fleets with airpower. It was actually kind of difficult to kill large numbers of destroyers with planes in WW2.
- Land units are sometimes found floating on water (not in transports or near the land) after a sea-to-sea attack. Either find a transport or drown, boys!
- Amphibious assaults might be modeled better if units of two sides could occupy the same hex - "locked in combat".
- The combat speed of ships is crucial. A slow ship with heavy guns can't catch much; a fast ship with popguns can often run away. A fairly good, and simple-to-code method is that of the game Imperialism, by SSI.
- There should be less information on ships far away from friendly units, and more on those within sighting or radar range, including a guess of their numbers.
- In general: Sea-to-sea and land versus sea combat is modeled poorly. This is important; many of the battles people like to turn into TOAW scenarios are amphibious assaults. One good way to improve matters is to allow "opportunity fire". Another is to change from a hex-based to a zone-based depiction of watery areas.
(see reply post for remainder)
--------------------
Comments on The Operational Art of War: A Century of Warfare (version 1.0.6)
You've been told it before, I'm sure, but I'll say it again: This is a brilliant game. Your willingness to continue development after a certain game company dropped the ball on one of the most valuable franchises in wargaming history is vastly appreciated.
The below is a long list of critiques and requests, certainly, but I'm having a good time, right now. Please accept them as a thank-offering, a small tip for a game that's worth considerably more than I paid for it. I am deeply impressed. One feature I especially appreciate is TOAW's stability; as I know from personal experience, software that works as intended doesn't just happen, it takes work!
Many of the critiques are informed by two other operational-level wargames: 1) Atomic Games' "World At War" (superb interface and time-handling), 2) Greg Grisby's "War in Russia" (the best treatment of air power I've ever seen in a land-oriented wargame). The comments on documentation are informed by my own experience in writing them for other games.
The comments often do not follow a natural progression of thought. Major themes are developed in fits and starts, interspersed among other topics. Also, there is a fair amount of straight-up confusion working here; there are things about TOAW I do not fully understand. If anything is unclear, or appears misdirected, just let me know.
Respectfully yours,
Commentator
--------------------
Supplies:
- No supply by sea or air: if an island, salient, or beachhead does not have its own supply source, it gets nothing. If it does, it gets everything. In reality, one can airdrop supplies, bring them over the beach or (more efficiently) through ports and airports, especially if the enemy isn't nearby. It is amusing to see the contortions that scenarios make to accommodate this.
- All supply sources are the same strength.
- Strange "bulges" of supply around supply points in theatres that would logically seem to have a smoother flow of supply. The Sicily scenario that ships with the game has this problem, and fails to depict Patton's end run in large part because of this (the other problem being overly-determined Italians).
- Supply should be hindered when the supply line has to go through enemy owned terrain. Sure every hex isn't filled with military police, as you say, but it is worrisome to drive a truck through hostile territory - a single machine-gun or a militia roadblock can make for a lot of trouble.
- In areas far from a supply source, locations connected by road to that supply source should do better than locations not connected or offroad.
- It should be harder to supply a lot of units than a few. This is a real problem when representing any amphibious assault or boondocks deployment (North Africa in WW2, say).
- There needs to be more documentation on supply consumption, and on the effect of lack of supply.
- Recently played a scenario depicting the Italian invasion of Ethiopia in 1936. Raiding Ethiopians captured all the Italian supply locations, and the entire Italian force began to starve. Their indicators turned red (most of them, anyway), but their strength values were little affected. I only realized that they were easy meat when I accidentally moved a unit into a large enemy stack and got an automatic victory. The display and the battle planner were of little help, and the rules of thumb learnt in other scenarios were totally invalidated. I had to guess-and-by-God the rest of the battles.
- I am given a single value for the effectiveness of my interdiction efforts, even in scenarios with large maps compared to the range of my aircraft. Does this value affect all enemy supply everywhere (this would be strange), or only within the range of the aircraft (this would make it misleading)? Maybe let the mini-map display interdiction zones.
Interface:
- When units are engaged in battle, I cannot right-click on them to get more information about them.
- I am aware that you have already considered this, but the fact that any strength 1 unit has the same apparent strength as any other strength 1 unit is indeed a problem in a number of scenarios that ship with the game. There are at least three possible solutions: make it easier to design scenarios that cause normal units to have fairly large strength values, display a second digit, or supply an indicator of how close the unit is to disintegration.
- In after-battle reports, it would be amazingly helpful if I got more hints about what exactly hurt my men when I expected to win easily, or failed to hurt them when I expected a slogging match. I can guess at probable success or failure, but the butcher's bill is almost always a surprise.
- Related to this, perhaps the cause of this: The display of strength and antitank (armour?) values, and their comparison in the battle planner, leads one to expect a strength and AT/armour-based combat calculator. But this is not the case (at least I think it is not the case). All sorts of things, like a few near-unkillable tanks, to terrain, to dug-in positions, to readiness, to proficiency, to heavens-knows-what, can make all the difference. But the interface only vaguely hints at this, and I am fairly confident that it fails to warn of the strength multipliers for terrain or fortifications. I have won repeatedly at odds of 1.5 to 1. I have had my head handed to me repeatedly at odds of 10 to 1 (with no enemy supporting fire).
- To sum up: There is a crying, desperate need to harmonize the display and the internal combat rules.
- In sharp contrast to this lack of information, one gets a perfect inventory of all enemy units whenever one engages in battle. Buzz a mech battalion with some fighters, and the pilots carefully count every squad, every tank, and every gun. But there's no way to recall even a partial order of battle for fully-observed enemy units - all you can do is look at the unit pictures (which, especially for combined-arms units, are often misleading).
- Range values for artillery, planes, and ships are that of the longest-ranged equipment in that unit (even if that equipment type is actually not present). Some warning of disparate ranges would be helpful, if it were clearly presented.
- It would be nice to see a guess of enemy losses or reserves during gameplay. Having some reasonable idea of how attrited your opponent is can make all the difference. Of course, human optimism (and sometimes pessimism) enters into all this...
- Need to see a display of shock values and other "gotchas" in the daily briefing.
- Would like to be able to move ships in groups (as opposed to one by one).
- Display of hex contents on the main screen often runs off the right edge (I use a 15" monitor). Was not able to find a menu item, button, or hotkey to display info on a hex, preferably with reminders of combat effects.
- There should be an option in 2D display mode to show the most "typical" equipment type in a unit as an icon. I find this really helps keep track of my heavy AA guns and Tiger tanks.
- Should be able to rename units and formations.
- Displayed unit strength seems to top out at 99. If display space permits, getting rid of this limitation would be very helpful.
- There should be hot keys to dig in, go to a specific point, and perform many other actions.
- The location of units on the minimap does not update when they move.
- A command to display units on the mini-map of a given formation, or a given type (artillery), or all the air or sea units would help players avoid losing them. Related to this is a way to quickly determine where the enemy has concentrated his armour.
- In short: There is a real need - and opportunity - to allow the minimap to display more things.
- I can understand that deep snow would cover things, but I find the masking of terrain due to "very cold" conditions to be annoying.
- I have seen jungle covered in snow!
- The minimap often does not show units at the edges. This can cause players to miss reinforcements. It displays one side's forces in blue, which is hard to distinguish from water, and gives an often false impression of "good guy, bad guy".
- Need a separation of total hard defence from total hard attack values. Maybe display the hard attack after the soft attack value, and the hard defence strength after the soft defence value? I may well be confused about all this - I really don't know what happens when a 2+10 unit attacks a 2+3 one.
- In the air briefing, many units marked as doing useful things may in fact be reorganizing and not available at all.
- It should be possible for objectives to be neutral at game start (or is this already allowed?).
Combat:
- It would be nice if unit-by-unit or local-area shock effects were possible, triggerable by HQ damage, events, surprise, etc..
- When units are forced to retreat into already filled hexes, they apparently are crushed entirely. This is most unrealistic; a better rule might be to retreat them several hexes and cause them to rout (or, if of good quality, merely to reorganize).
- When cut-off forces are attacked, they can sometimes escape through a weakly held part of the encirclement, but only if it is involved in the battle. They should be able to escape through any adjacent weak unit, but normally just force it to retreat instead of crushing it.
- The documentation on terrain effects is hard to remember. In addition (or even instead) of listing by effect, consider listing by terrain type. There are also some uncertainties; I know attacking /from/ a super river is trouble, but how about attacking /into/ a super river? The problem is that a good case can be made for either penalties or advantages; the only certainty is that there should be /some/ effect. I know of some games that have rivers between, not in, hexes.
- There should be a "great canal" terrain type, with effects identical to the "Suez canal" terrain.
- Setting units on local and tactical reserve does not seem very useful. The computer is very fond of this, and it seems to do little good - I still win or inflict great losses.
- Anti-air units seem to be pretty useless, even when large numbers of them are massed to defend airfields. But it is hard to be sure; no report of the planes they shoot down is available.
- I was not able to learn anything about long-range (multiple hex) AA fire from the documentation.
- The rules for artillery are curious. An artillery unit, even a towed one, can strike at (full?) strength after spending its entire turn moving. It can support (at half-strength) early-round attacks regardless of movement points remaining. Artillery that bombards loses any dug-in advantages. There appears to be no counter-battery fire, unless an artillery unit is actually being attacked. Enemy artillery that fires is revealed, but when your turn comes, you can't see them any more.
By careful attention to combat rounds, you can make artillery advance, attack, retreat, dig in, and stand ready for defensive fire missions, all in the same turn. Artillery that can raid like this is a recent development, available in few armies even today.
All in all, I much prefer a single choice between targeting a given hex, opportunity/harassing fire, and defense and counter-battery missions, with strength dependent on time invested (a certain amount each round) and time spent moving and setting up. Some guns are much less affected by set-up time than others: I have heard that some WW1 heavy artillery took several days to set up, while American MLRS systems take only minutes.
- Maybe formation proficiency should improve with battle.
- Allow scenario designers to tweak the rate of learning (proficiency gain)?
- When a unit bombards an enemy off to one side (nearly east or west), the attack direction indicator is often (always?) incorrectly placed.
- The combat planner claims that limited attacks are carried out with half defence? If this is true, it would seem to largely defeat the advantage of taking half normal casualties.
- Artillery units cannot bombard enemies adjacent to them - they instead conduct conventional attacks. Because of the large number of scenarios in which most artillery pieces only have a range of one, this is a real nuisance.
- Enemy air interdiction levels sometimes rise absurdly high (20%, say), then decline over time. This only happens in some scenarios, usually at or near game start, and so far only when the enemy has a weaker airforce than mine. It's no fun getting zapped every other move!
- I should like to be able to give infantry units with attached artillery pieces bombardment orders. No reason why I shouldn't; an artillery piece is an artillery piece.
- The documentation has no indication that mountains improve any defensive value, despite the fact that hills do.
- A unit marked as "retreated" can become "mobile" by assigning it to attack, and then canceling.
- One can issue bombardment commands at a range that no remaining equipment in the unit can actually reach.
Naval Rules:
- Ships should not get Automatic Victories, nor should they suffer them.
- Ships should be able to be moved in groups, like land units.
- They should not be able to move freely within bombardment range of hostile ships.
- It should be less effective to move and attack in the same turn.
- Naval attacks should not be so difficult. 2 to 1 odds is dicey on land, but at sea it is very effective. I have taken greater losses than my enemies when attacking at about 10 to 1 odds! If this is not changed, people will continue to abuse the computer player (who seems to have a need to attack at all times).
- Ships should not be able to inflict so much damage on hostile ships in a single turn. One ship-to-ship combat a turn is enough for most scenarios. This applies with double force to bombarding enemy ships outside of their own range - in real life, they normally would either charge or flee.
- It should be harder to wipe out enemy fleets with airpower. It was actually kind of difficult to kill large numbers of destroyers with planes in WW2.
- Land units are sometimes found floating on water (not in transports or near the land) after a sea-to-sea attack. Either find a transport or drown, boys!
- Amphibious assaults might be modeled better if units of two sides could occupy the same hex - "locked in combat".
- The combat speed of ships is crucial. A slow ship with heavy guns can't catch much; a fast ship with popguns can often run away. A fairly good, and simple-to-code method is that of the game Imperialism, by SSI.
- There should be less information on ships far away from friendly units, and more on those within sighting or radar range, including a guess of their numbers.
- In general: Sea-to-sea and land versus sea combat is modeled poorly. This is important; many of the battles people like to turn into TOAW scenarios are amphibious assaults. One good way to improve matters is to allow "opportunity fire". Another is to change from a hex-based to a zone-based depiction of watery areas.
(see reply post for remainder)