View Full Version : Workshop for New Players
We'll be having a workshop for those new to TOAW or who just want to have the oportunity to have veterans guide them along in a scenario.
What we need is for two veteran players to come forward with the time to be a team captains (basically this means you spend time motivating the team, giving general advice, and giving specific advice for your team), and several more veteran players to come forward to be lieutenants (playing a game against a lieutenant on the opposite side and giving pointers based on your game, as well as giving specific advice on new players games by reviewing their save files and commenting).
As soon as we have enough (at least a Cap and two Lts per turn) vets we'll advertise here and at Matrix that we're having a new player Workshop shortly after the next patch come out.
SO SOUND OFF!
Captains Available:
None so far
Lieutenats Available:
General Staff
Menschenfresser
Foggy
Schmindrick
Rasmus
Nemo
Scenario:
Undecided
Menschenfresser
13 Jul 07, 19:32
What will be the scenario used?
What will be the scenario used?
Good question. Last time we used 2WiN.
We need somethign short and relatively simple.
Suggestion box open.
Kasserine?
Does it come with T3, or will it have to be downloaded from RD?
I'll happily be a lieutenant on one team, subject to what's playing and the side I get to support. So we need that finalized. But my time limited due to involvement in a 'duel to the death' with some ex-Soviets elsewhere on other topics.
General Staff has voiced his support.
Does it come with T3, or will it have to be downloaded from RD?
it was in COW, it may be one of the tutorial scenarios in T3
Menschenfresser
14 Jul 07, 20:17
Should be in the classic scenario folder.
What about one of Klemme's WWI scens? Tannenberg, Balkans 1912...
@Kasserine: Right. Forgot. I was looking in the Med folder.
I'd like to stay WWII-ish because that'll teach combined arms operations.
Good question. Last time we used 2WiN.
We need somethign short and relatively simple.
Suggestion box open.
Road to Rimini 1944 - in the WWII - Mediterranean folder. When do you plan to have the workshop open? I might just a well get involved but it depends on the timing.
Road to Rimini 1944 - in the WWII - Mediterranean folder.
Right, that's another good, short one.
When do you plan to have the workshop open? I might just a well get involved but it depends on the timing.
Well, there's a new patch comming out soon which will have, among other improvements, a new flanking system. So, as long as enough veterans volunteer I'd like to start the workshop very shortly after the patch comes out.
ralphtrickey
16 Jul 07, 17:37
Right, that's another good, short one.
Well, there's a new patch comming out soon which will have, among other improvements, a new flanking system. So, as long as enough veterans volunteer I'd like to start the workshop very shortly after the patch comes out.
I'm curious about what other people feel about the new flanking system. :yummy:
I still think it is pretty understandable, but...
Ralph
I'm curious about what other people feel about the new flanking system. :yummy:
I still think it is pretty understandable, but...
Ralph
Well, Matrix site seems to be down at the moment, would you care to expound on this?
I'm curious about what other people feel about the new flanking system. :yummy:
I still think it is pretty understandable, but...
Ralph
I wasn't aware the flanking rules had been fully (or at all) explained...
ralphtrickey
16 Jul 07, 21:46
Well, Matrix site seems to be down at the moment, would you care to expound on this?
I'll give it a try.
It's really pretty simple, and designed to fix the problem of horizontal fronts.
Look at the below diagram.
:cool:...:cool:
...:nuts:
:mad:...:mad:
...:mad:
The problem is that if you have a straight line on defense, with the current rules,you can still flank :nuts: , even though it makes no sense logically.
The new rules say basically that if you have a unit that has someone covering both your flanks, or if they're otherwise covered (Lake, Border, etc.) then you can't be flanked.
He still has 3 adjoining hexes he can occupy, so you can outnumber him, but you can't flank him because of the way that the hex grid is laid out.
If he can attack you from opposite sides, you are still flanked:hissyfit:, even if you are otherwise surrounded by friendly units.:(
That's all it is.:eek:
I'm feeling a little :nuts: now. the "new rules"===new toaw III rules or new rules going to be implemented in upcoming patch??
From what I gather--you gan only flank with a another unit on the exact oppisite side form your initial unit. with diaghram below with nuts =target unit, red mad unit ==your attacking unit and green cool unit ==target's own units,
:cool: :cool:
:nuts:
:mad: :mad: :mad: You can't get a flank bonus with first hitting it w/ the second from left red mad unit and then attacking with the far left red mad unit
Only flank bonus could come about by below??:
:mad:
:nuts: :cool::cool:
:mad:
Oh--and I'm in as a noob for the upcoming workshop. Will it be posted on matrix also--or is everything going to be handled here??
Ralph is explaining the optional flanking rules that will be available in the upcoming patch.
Keep in mind that when Ralph states this...
The problem is that if you have a straight line on defense, with the current rules, you can still flank, even though it makes no sense logically.
...he is referring to a "straight line" that runs East-West. Any such "straight-line" follows a wave, due to the hex grain pattern, and allows every other hex to have flank attacks on it, in the current default rules, due to the presence of three hexes to attack the hex from.
Contrast this with a line that is running North-South, where the hex grain is indeed straight, and you'll see that there is a bit of effective difference between the ease in which an attacker can break a line, by launching flank attacks against units on the exposed, convex portions of the enemy line.
Some scenarios may play better with the new rules, while others may play worse. It depends on the specifics, as to which way it will go. However, since it will be optional, and off by default, it will offer to players and designers an additional means of fine-tuning their playing experience, beyond what is currently in place.
Ralph is explaining the optional flanking rules that will be available in the upcoming patch.
Keep in mind that when Ralph states this...
...he is referring to a "straight line" that runs East-West. Any such "straight-line" follows a wave, due to the hex grain pattern, and allows every other hex to have flank attacks on it, in the current default rules, due to the presence of three hexes to attack the hex from.
Contrast this with a line that is running North-South, where the hex grain is indeed straight, and you'll see that there is a bit of effective difference between the ease in which an attacker can break a line, by launching flank attacks against units on the exposed, convex portions of the enemy line.
Some scenarios may play better with the new rules, while others may play worse. It depends on the specifics, as to which way it will go. However, since it will be optional, and off by default, it will offer to players and designers an additional means of fine-tuning their playing experience, beyond what is currently in place.
It'll probably be more helpfull for WWI scenarios, but may be less suited to...say, barbarossa scenarios, where the Axis player's advance is generally more fluid.
Oh--and I'm in as a noob for the upcoming workshop. Will it be posted on matrix also--or is everything going to be handled here??
The New Players' WOrkshop will be handled here. Under the 'New Player Workshop' sub-forum.
ralphtrickey
17 Jul 07, 19:24
It'll probably be more helpfull for WWI scenarios, but may be less suited to...say, barbarossa scenarios, where the Axis player's advance is generally more fluid.
Probably. The big thang that I'm hoping it will do is to get people to thnking more about anchoring lines and similar things, and removing the ability to get flanking attacks when they logically shouldn't exist (The east-west wavy lines.) We'll see how it works in practice.
Probably. The big thang that I'm hoping it will do is to get people to thnking more about anchoring lines and similar things, and removing the ability to get flanking attacks when they logically shouldn't exist (The east-west wavy lines.) We'll see how it works in practice.
I like the theory.
Probably. The big thang that I'm hoping it will do is to get people to thnking more about anchoring lines and similar things, and removing the ability to get flanking attacks when they logically shouldn't exist (The east-west wavy lines.) We'll see how it works in practice.
Can't wait to try it out, Ralph! Idiot that I am, I never even noticed the problem, just thought it was 'the way things happen now and then', eh?
Dmn, now I might have to rethink attacks all over again, LOL!
On the other hand, I've always 'anchored' and thought even Elmer did, too. All this time, and I wonder how many units were broken down just to use for covering the flanks, and how many 'served King and Country' to hold same for no particular purpose.
What a thought! Looks like I'll be reviewing some 'saves' to see what the difference might be, especially after I get 'patched' again, eh!
Sure glad your smarter than I am, LOL!
PirateJock
18 Jul 07, 07:20
Any ideas when the patch will be out - as this looks like it'll affect when the workshop starts. And to get an idea, how many turns do you aim for in a week / month etc? Wouldn't want to sign up and then get a bad rep if don't keep up :upset:
Any ideas when the patch will be out - as this looks like it'll affect when the workshop starts. And to get an idea, how many turns do you aim for in a week / month etc? Wouldn't want to sign up and then get a bad rep if don't keep up :upset:
We'll be matchign people up largely based on how many turns a week you can do.
PirateJock
18 Jul 07, 16:42
Count me in then - as a Learner. Once I know the size of the scenario being used I'll be able to see how much brain power / time I'll need for a turn.
Count me in then - as a Learner. Once I know the size of the scenario being used I'll be able to see how much brain power / time I'll need for a turn.
Well, I, personally, like the idea of Road to Rimini. Once I have enough veterans sign on, we'll prolly put out a poll and see how people feel.
Schmindrick
19 Jul 07, 06:41
:smoke: I 'll sign up if I can get the Rasmus to add a couple of install ments to our AAR : )...besides this way he can take me to school again, for another good woopn' - : )
S
It is on my to do list as item number 3;)
Sign me up.
As a Lieutenant, I assume?
:smoke: I 'll sign up if I can get the Rasmus to add a couple of install ments to our AAR : )...besides this way he can take me to school again, for another good woopn' - : )
S
As a Lieutenant, I assume?
I can help as well - as long as it does'nt interfere w/playtesting, Eastern front games - Toaw III etc. I will do better than the last workshop - there was no paycheck involved like now:halo:
Schmindrick
19 Jul 07, 18:54
You got to like that sense of humor that Rasmus has...;)
You got to like that sense of humor that Rasmus has...;)
I've seen the 3rd round scen - will be impressed if I can play the leaders to date:smoke:
Captains Available:
None so far
Lieutenats Available:
General Staff
Menschenfresser
Foggy
Schmindrick
Rasmus
Scenario:
Undecided
Schmindrick
20 Jul 07, 05:44
2 Foggy's....? I think you should call them Foggy 1 and Foggy 2 (heh, heh)
just kiddin' :D
As a Lieutenant, I assume?
YES1234678
Hi Friends
I think the choice of Chuck's Rimini as newbie training is a very good one.
Few interaction of Air Force except during the 1st turns. Heavy weight of Artillery support. And need to manouver and exploit breakthrough. That 's for the Ally player. Need to use correctly the recon units allong with the Engineers
How to split German force to be abble delay enemy advance (allies have only 10 turns to win) learn to use the "landscape hill, forest, rivers. how to retreat in order troops put them in second line to rest and entrenchAS the game has evolved in version I hope that the training/learning article I did about this scenario is still valid? It is up to you to use it. You can find it here http://www.gamesquad.com/toaw/?p=71
You can ask Heinz57 to join you again in this workshop ?
Best Regards
Der WanderJamiamIWaitYourTurn:cry:
____________________________
The Best weapon ever:a good Joke. The Best shield ever: Humour
JLBETIN© Aka Der Wanderer TOAW Section Leader is a ███ WHQ/SZO/XG® product since 01/2003
The Birth of European Army Tournament round one and two 1st results have look here (http://www.gamesquad.com/forums/wfhq-ld-tourney-details.php?id=63#rounds)
2 Foggy's....? I think you should call them Foggy 1 and Foggy 2 (heh, heh)
just kiddin' :D
:laugh: :laugh: Oops.
Hi Friends
I think the choice of Chuck's Rimini as newbie training is a very good one.
Few interaction of Air Force except during the 1st turns. Heavy weight of Artillery support. And need to manouver and exploit breakthrough. That 's for the Ally player. Need to use correctly the recon units allong with the Engineers
How to split German force to be abble delay enemy advance (allies have only 10 turns to win) learn to use the "landscape hill, forest, rivers. how to retreat in order troops put them in second line to rest and entrenchAS the game has evolved in version I hope that the training/learning article I did about this scenario is still valid? It is up to you to use it. You can find it here http://www.gamesquad.com/toaw/?p=71
You can ask Heinz57 to join you again in this workshop ?
Best Regards
Der WanderJamiamIWaitYourTurn:cry:
Excellent. I'll read 'er later.
EDIT: Heinz57 I have not heard from for a while. When he comes back I hope he will be able to again help out.
PirateJock
20 Jul 07, 16:54
Hey jlbetin
So I can do my homework ;) and assuming we go for Road to Rimini, is there any way of getting hold of the downloads from the SZO site - the links just keep directing to the GameSquad site.
Thanks
a white rabbit
21 Jul 07, 06:40
..okkkk
..i'm up for a training run..
..all you'll get is very general, almost chinese aphorisms, tho written in clear and concise English..
..pick yr scen, pick yr side, tell me..
ralphtrickey
21 Jul 07, 17:57
Hey jlbetin
So I can do my homework ;) and assuming we go for Road to Rimini, is there any way of getting hold of the downloads from the SZO site - the links just keep directing to the GameSquad site.
Thanks
To be more specific, the save games and pictures are missing. There is a lot of text, though<g>. I'll try to play it through with the new patch.:paperbag:
Ralph
Road to Rimini looks liek a good little scenario for the Workshop. Does anyone have any grave misgivings about using it?
Anyone not going to be able to participate as a lieutenant if this is the scenario used?
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