Amyrlin said:
Oh, let's look at my list of desired additions to TOAW:
-The ability to launch a "skirmish" attack, that will last one round and ONLY one round. As it is, even minimize losses/limited attack CAN take up more than one round.
-The ability to order units to bombard an adjacent unit with artillery. I'd like to be able to have my entrench infantry divisions with organic artillery bombard opposing entrenched infantry divisions, without launching actual infantry attacks.
-The ability to put units on "reconnaisance" deployment. This would make the unit - ideally, one with a high proportion of units with the recon ability or motorized units - spread out, making all hexes within a certain radius "observed". The unit would then fight not as well.
-Allow units with the "transport" symbol (truck thing or wheel) to enable motorized transport of infantry units. This can either be like helocopter transport or on a one-to-one ratio, i.e. infantry unit moves onto transport units, mounts, then transporter moves and infantry dismounts.
-Have a "disengage" modifier to loss tolerances: units flagged by the player to "disengage" will automatically attempt to retreat from enemies, as opposed to standing and fighting.
-At lower scales, enable units to carry out an "ambush": the unit becomes hidden or harder to detect, and then carries out an automatic one-round attack at a high shock level on any enemy units moving into its hex. (Think Vietnam, company level)
-Multi-level order of battle. Have a separate "Force Management" window which would enable the player to graphically change the order of battle within certain constraints: a Wehrmacht player could assign units to an ad-hoc Kampfgruppe or Korpsgruppe, which would then be assigned as any other formation to a higher echelon formation, and so on. Allow the scenario designer to put on a "headquarters limit" on the number of headquarters units per force; all ad-hoc formations must have a headquarters attached; if there are empty headquarters slots a new one will be created; if not the player must use an existing one. One advantage to multi-level OOBs is that we no longer have distinctions on effect by "force", "formation", and "unit": a scenario designer can designate any effect to affect a certain formation at whatever level of the OOB - whether it be the topmost formation (think OKH or SACEUR), a middle one (think 6th Panzer Army which may contain LXVII, I SS Pz, and II SS Pz Korps), or down to a specific unit. The effect would then affect all units within the designated area.
-Multiple players! World War 2: one player controls UK/US/France/Poland/whatever, one controls Axis nations and allies, and one controls Soviet Union - that way, we can have the Winter War accurately modeled.
-A graphical force editor for scenario development. Designers would be able to create unit templates, create the formation structure, and drag-and-drop units onto formations as desired. Designers could set all unit & formation parameters easily through the editor. Here's my ideal situation for this: a kind soul creates an OOB for the German Army, 1944, down to regiment level or whatever. A designer would be able to import the whole OOB, highlight units/formations to delete to trim to his or her area of interest, and set the standard unit level to battalion - the editor would then pre-populate regiments with numbered battalions - and voila! the designer has a stress-free OOB for his scenario!
I'm sure I could think of things ad nauseum, but you get the idea.
GOOD IDEAS MOSIEUR! I especially liked the skirmish, and ambush, along with recon in force, meaning a recon, to find out a unknown units strength, and if it's a weakling, and possibly retreats, the unit follows it! Ofcourse, you will need veery good vehicles to do this, or small scale, where a company or platoon of inf can do it..
And for the air dimention, like with arty primary target's for interdiction, and combat support... meaning if these units do not need to be acted upon, the fly boys are free for other duties, also depending on how many dots, ie, one dot for this units CS and the two others for general purpoce...
And a cabrank, that the allies developed, where amongst a battle, you can ask, if you have the forward observer- the question comes, sqn 232 ready for support ok? Yes, no...
Also, areas for defence, say, this bridge, or general area of these beaches the more you divide in hexes the less percentage of protection it get's.
A much more clear way of defining the troops that get the asap supplies and re-inforcements in men and materiel.
Also,, a way of saying if a combat ensues, the trucks are ready for being in the back, I always find it stupid that i loose a third of my trucks, and a tenth of my fronline troops, what is the machine doing sending Bedfords into the fray???
Perhaps, the shock value, of troops could go away, with the incoming presence of the hq, and the finally awaited leaders! Yes, the famous one's!
Just like in Avalon Hills 'Panzerkrieg, von Manstein on the steppes of Russia', remember?
The best generals, had troop boosters, and so and so.
So that a red unit, that gets Patton next to it, turns two notches toward green automatically!
Also, the idea of strategic bombing, the wrekking of milages of railway, hexes can be pointed out like bridges....
Also, tank manouver, will they follow into retreating hex, this can be desided, and radio contact of every troop, so that the one's with no radio's, just get their orders and live with them like now, the ones with late war radio's in ww2, ask, for an advance after enemy retreat, ect...
ok enough, I have seen the vote, and TOAW is still the most loved pc game for strategy! Nooooooo guestions, cannot understand why someone doesnt make a toaw 2 soon?
All the gaming community's pages with patches, should tell them something!
Do we have grand feth auto patches? NO! *Because this is the place for strategy gamers, and you don have to change the terrain image, thus saving thousands in developement whith no snotty designer graphic bloke draining all the money into crap!
Only mathematics in the end, and that's so simple for a pc, c'mon! get it together!
TOOOOOOOOAAAAAAAAAAWWWWWWWWW 2!