Terrain Effect Charts for TOAW III

Telumar

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Hi, after someone asked for a broken(?) link to a terrain effect chart for TOAW several weeks ago i decided to compile one. Will upload this to the download section, but just thought i'll let you all take a look first if there's something i've forgotten or that could be added etc.

All data was compiled from the manual, most text is literally quoted. I think it's much more clearer than in the manual. :smoke:

There is just one issue: Haven't found anything specific in the manual about equipment that 'moves poorly off-road' (mainly trucks). But i think it's generally +1 MP/off-road hex (?) - i am not sure how it is handled exactly and didn't add this yet to the .doc

And why are footnotes only visible in Page Layout View (is it this in english?) but not in Normal View with MS Word ? :(

EDIT: File updated
 
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Telumar

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Looks good, but the header for the Combat Modifiers has a typo. The "th" in Strength is transposed.
No more. Thank you James. :)

Mir selbst said:
about equipment that 'moves poorly off-road' (mainly trucks)
[...] i think it's generally +1 MP/off-road hex (?)
Can you confirm this?
 
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Heldenkaiser

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And why are footnotes only visible in Page Layout View (is it this in english?) but not in Normal View with MS Word ? :(
"Ansicht -> "Fussnoten". You get a separate, scalable window which is quite useful in some circumstances. :)

Terrain chart could come in handy for Stalingrad if it includes weather ... as we have a snowstorm right now. :surprise:
 

Heldenkaiser

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BTW a question in this respect ... this turn, my units suddenly can't go where they are supposed to be able to go. They spend more MP than the arrow to the target hex indicates. How's that? :surprise:
 

Telumar

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"Ansicht -> "Fussnoten". You get a separate, scalable window which is quite useful in some circumstances. :)
Argh - Danke. Das kommt davon wenn man so gut wie nie die Normal-Ansicht einstellt..

Terrain chart could come in handy for Stalingrad if it includes weather ... as we have a snowstorm right now. :surprise:
Hm.. Snow and Mud are included in the MP table, but not in the combat modifiers. There is nothing in the manual about it.
The same for MP costs and Combat modifiers for locations that are frozen 1-3, very cold etc. James?

BTW a question in this respect ... this turn, my units suddenly can't go where they are supposed to be able to go. They spend more MP than the arrow to the target hex indicates. How's that?
This is dependent upon wether the hex is observed, spotted or unknown. Afaik mud isn't displayed to the player for hexes with 'unknown' status, so your unit follows the ordered path just to discover that one or several hexes they pass through and that had been 'unknown' at the beginning of its movement are actually muddy.

James probably will know more.
 

Heldenkaiser

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This is dependent upon wether the hex is observed, spotted or unknown. Afaik mud isn't displayed to the player for hexes with 'unknown' status, so your unit follows the ordered path just to discover that one or several hexes they pass through and that had been 'unknown' at the beginning of its movement are actually muddy.
Gawd. War's so tricky at times. :rolleyes:

Reckon that's what Clausewitz called friction.
 
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..trucks, and a few, very few, other wheeled types do off-road at half rate. It depends if the "agile" flag is ticked which for some reason negates the "road-bound" flag..

..if i recall the toaw-acow experiments i did correctly, "agile' or not doesn't change the other terrain costs..

..agile tanks ? the mind boggles, what do they do ? swing from trees ?
 
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Telumar

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..trucks, and a few, very few, other wheeled types do off-road at half rate. It depends if the "agile" flag is ticked which for some reason negates the "road-bound" flag..

..if i recall the toaw-acow experiments i did correctly, "agile' or not doesn't change the other terrain costs..

..agile tanks ? the mind boggles, what do they do ? swing from trees ?
I always thought the "agile" flag is only regarded by combat calculations (?)

Btw, the .doc is now uploaded to the download section.

EDIT: I may update the .doc when the 'off-road' and truck issue is cleared..just waiting for James.
 
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Heldenkaiser

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..agile tanks ? the mind boggles, what do they do ? swing from trees ?
Sounds paradoxical, yes, but it's likely meant as *relatively* agile, compared to other vehicles of the same category. So, light tanks, wheeled tanks rather than tracked, maybe airmobile tanks might qualify as agile compared with main battle tanks. Just a guess. :shy:
 

JAMiAM

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Sounds paradoxical, yes, but it's likely meant as *relatively* agile, compared to other vehicles of the same category. So, light tanks, wheeled tanks rather than tracked, maybe airmobile tanks might qualify as agile compared with main battle tanks. Just a guess. :shy:
Agile gives a sort of "saving throw" against hits. In other words, if an agile piece of equipment is "hit" it has a chance to avoid the hit, and negate it. IIRC, this is seen in the TOAWlog as "taking cover".

The moves poorly off-road flag adds +1 to the movement cost, but I believe it is only imposed when a certain proportion of the transportation assets have that flag. Since straggler losses during movement are somewhat randomized, not to mention combat losses, this can sometimes vary for a unit over the course of a turn.
 

Telumar

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Agile gives a sort of "saving throw" against hits. In other words, if an agile piece of equipment is "hit" it has a chance to avoid the hit, and negate it. IIRC, this is seen in the TOAWlog as "taking cover".

The moves poorly off-road flag adds +1 to the movement cost, but I believe it is only imposed when a certain proportion of the transportation assets have that flag. Since straggler losses during movement are somewhat randomized, not to mention combat losses, this can sometimes vary for a unit over the course of a turn.
Thank you, James. Will add the latter part of the post literally to the word doc.

EDIT: Okay..almost literally
 
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macgregr

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Are you sure you mean environmental? Like as in weather? If so, I couldn't find it. I thank you for the effort regardless.
 

Heldenkaiser

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I too would be interested in the effects of weather on combat ... especially of SNOW and VERY COLD weather. You know why ... :shy:

Oh, and on SUPPLY? I suppose there are supply effects of extreme weather?
 

Telumar

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macgregr said:
Are you sure you mean environmental? Like as in weather? If so, I couldn't find it. I thank you for the effort regardless.
Ah, now i got it..:shy:

There is almost nothing in the manual about it. Just a few bits.

PM turns:

  • Ground combat modified by Night Combat Proficiency (only visible in the Editor, default is 33%)
  • Night re-supply is reduced by 33%
  • Air units: Night/All Weather Equipment has 66% Combat Strength during PM turns, all others 33% This is averaged to 83% in 1 day+/turn scenarios for night/all weather equipment and 66% for the rest
Weather:

Visibility affecs Anti-Armour combat (as shown in the manual in appendixes, calculations, notes on combat resoultion). An excerpt:
Open vision locations have no precipitation and no terrain other than open, arid, roads, rivers, rocky, escarpments, canals, or sandy. Restricted vision locations have heavy precipitation, heavy cultivated, urban or urban ruin, or forest terrain.
Visibility affects air unit attack and defense strengths:

  • Fair 100%
  • Hazy 100% for all weather equipment, 66% otherwise
  • Overcast 66% for all weather equipment, 33% otherwise
Heldenkaiser said:
I too would be interested in the effects of weather on combat ... especially of SNOW and VERY COLD weather. You know why ...

Oh, and on SUPPLY? I suppose there are supply effects of extreme weather?
There are supply effects:

Marsh, muddy, snowy, flooded marsh, and mountain locations cut supply by 33%.


That's all that can be found so far in the manual. How precipitation and temperature affect non anti-tank land combat calculations is still a mystery.
 
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