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Offline Asid

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The Operational Art of War IV
« on: April 12, 2017, 12:57:00 PM »
The Operational Art of War IV - The legend is back!


Daniele

"First, a big thank to all the community for the patience regarding the long development time for The Operational Art of War IV. Despite some bumps along the way, the TOAW Development Team is working very hard to deliver the great wargame everyone is awaiting.

Today, we are very proud to announce that this project is in its final stages!"

Check out its official Product page for more information!

Stay tuned for further updates!

« Last Edit: November 07, 2017, 01:50:15 PM by Asid »
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Offline Asid

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Re: The Operational Art of War IV - The legend is back!
« Reply #1 on: April 19, 2017, 02:01:46 PM »
The Operational Art of War IV opens the gates for Beta Recruitment!

The Operational Art of War IV development is proceeding straight forward and today developers are very proud to announce the game is ready to enter the Beta Phase!

If you think to have what it takes enlist here and help us in giving the final touches to the game!

The Operational Art of War IV is the new generation of operational wargames. With more flexibility than before and with a new array of exciting features, it will make you relive the most iconic battles from the dawn of the 20th Century to modern day, including the ones that never occurred!

More than 200 scenarios like the Battle of Marne, Dien Bien Phu, the Battle of Arnhem, the Falkland Invasion - and lots more! - will forge your strategy skills and ability to master all kind of troops and terrains!

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Offline Asid

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Re: The Operational Art of War IV - The legend is back!
« Reply #2 on: April 24, 2017, 01:44:19 PM »
BATTLEFIELD TIMESTAMPS
by Bob Cross[/center][/size]


Let’s take a trip back in time to about 2002.  TOAW exists, but as “ACOW”.  You’re a newbie just starting out with the game.  If you perused the manual you might have seen these few items:

Individual battles are resolved in a series of tactical rounds.  Each player turn is divided into ten tactical rounds, and individual battles begin on the round that most closely corresponds to the proportion of the attacking units’ movement allowance expended before the combat.  …

Battles continue until all units of one side have broken off, but not beyond tactical round 10.  …

After combat, all of your units will have their remaining movement allowances adjusted to reflect the highest tactical round needed to resolve all attacks.  …

Your turn will end if either of the following conditions apply:
•   You have launched no attacks.
•   The mean remaining movement allowance of your entire force is too small to allow for successful exploitation of your attacks.
•   Your force fails a proficiency check.

But, in a huge manual, those scattered tidbits can be missed, or their importance overlooked.  You want to get started.

You fire up the CFNA scenario and start setting up Axis attacks.  One attack involves a foot unit that has moved quite a distance:



Note that the unit has expended 23 of its 28 MPs.  The 5 remaining MPs amount to only 18% of its original movement allowance.  So this unit has a Time Stamp of 9 out of 10.  This attack is going to cause your turn to end.  But, as a newbie, you’re unaware of this.  Perhaps you go on to setup several more attacks.  Then you execute your attacks.  After they are all resolved, you get this screen:





You stare at it in disbelief.  There were a potential ten combat phases, and you only got one.  And note that there isn’t even a reason given for the early turn ending or even which combat was the issue.  You are left to gape in wonder.

This is where newbies often got off the TOAW bandwagon.  But, even if they didn’t, and hung around long enough to figure out the deal with using late units in attacks, there was another way to get the early turn ending that stymied even veteran players:  Attack Complexity.

As the manual said, battles continued till one entire side broke off.  So, really complex combats with lots of determined units on both sides could last several rounds – even the entire player turn.  And the bigger the scenario, the more such attacks each combat phase tended to have.  Huge scenarios were thus often harried by such combats, far more so than smaller, simpler scenarios – just because they had more combats.  Obviously, this didn’t make any realistic sense, and tended to sour even veterans on the game.  “Why should a battle in North Africa screw up action in the Ukraine” was the complaint.  And they were right.  Something had to be done.

Move forward to about 2007 and TOAW III.  Two features were added:  The “Circle of Stars” and MRPB.

The “Circle of Stars” reflected both the current round, and the max start round that had been setup in planned combats.  So, if properly monitored, this feature could alert players to the presence of late units in attacks.  But it did require that monitoring.  Fail to notice and you could have the same result as in the first example.

MRPB (Max Rounds per Battle) could put a limit on individual battles lasting very many rounds.  But, it required designer action before it could have any effect.  And a value below three induced some strange combat effects (not to mention removing most of the skill required to play the game).  Since most existing scenarios won’t ever see designer action again, and a limit of three still can waste two rounds, this was still not ideal.

Finally move forward to 2017 and TOAW IV.  New feature: Battlefield Timestamps.

Under the Battlefield Timestamp system, after all combats are resolved, the player-turn will advance to the combat round of the MEDIAN length combat.  In other words, if there were seven combats that lasted 1, 1, 2, 2, 3, 3, & 6 rounds respectively then the player turn would advance only two rounds, instead of the six rounds of before.  Note that this means that three combats lasted longer than the round of the new combat phase.  This will be accounted for by placing a TIME STAMP in those three hexes that will equal their actual ending round.

TIME STAMP definition:  The fraction of the player-turn, in tenths, that has been expended.  This applies to the Player-Turn itself, to Units (the fraction of their MPs that they have expended), and now to battlefield hexes.

Movement effects of Battlefield Time Stamps:  Any unit that enters a hex with a Battlefield Time Stamp will have its movement points reduced until its unit time stamp is at least equal to that of the hex.

Combat effects of Battlefield Time Stamps:  Combats planned for a hex with a Battlefield Time Stamp will start on a combat round as if the player-turn is the same as the hex’s time stamp.  All units that participate in a combat that results in a Battlefield Time Stamp have their time stamps increased to the resulting time stamp of the battlefield.

Combat creation of Battlefield Time Stamps: If a combat lasts longer than one round, it creates a Battlefield Time Stamp equal to the last round that combat expended.

In addition, if a defender was prevented from retreating from a combat by non-participating enemy units then the combat’s Battlefield Time Stamp is the greater of the time stamps of the blocking units and the time stamp of the last round of the combat.  So, if the combat ended on round five, but there was a blocking unit that prevented the defenders from retreating and it had a time stamp of seven, then the Battlefield Time Stamp would be set to seven (and all participating units would have their time stamps increased to seven).  Note that this ends the time-machine effect of blocking units that the game had endured up to this point (This part of the feature is still under development).

RBC creation of Battlefield Time Stamps:  Whenever a defender is forced to retreat-before-combat (RBC, also referred to as Overrun) by a unit with a Time Stamp greater than the Player-Turn’s Time Stamp, there is a Battlefield Time Stamp created in the hex equal to the time stamp of the overrunning unit.  Note that this ends the time-machine effect of overrunning units.

Battlefield Time Stamps are shown on the map by a dedicated graphic (see below) and their effect on movement is incorporated into the path feature and shown in the unit panel.  Note that there is now an option to display the unit’s time stamp on its counter.


After all combats are resolved and the combat phase has been advanced, all Battlefield Time Stamps on the map that are either less than or equal to the new time stamp of the player-turn are erased.  So all Battlefield Time Stamps are erased by the end of the player-turn.

Note that by advancing to the MEDIAN instead of the MINIMUM combat length the game retains a requirement for a level of skill in marshalling the player’s combats.  Players still need to try to minimize the number of combats that last multiple rounds to get the best amount of combat exploitation.  But now a single slip-up or bad break won’t ruin an entire player-turn.

Now let’s try it out in a game.

Here’s a shot showing several attacks set up in Kaiserschlacht 1918 (note the six gold crossed swords).   But note the Unit Panel:  Somewhere one of the attacks has been set up with a late unit in the attack.  We know this because the Current Round is shown as 1, while the Progress Bar (replacement for the Circle of Stars) shows four rounds set to expire upon execution.  Note that the unit in the Unit Panel has moved 5 of its 12 MPs.  It is late.




This can also be seen by the new Planned Combats dialog:





As shown, of the seven battles (there’s a seventh battle south of the first screen shot) six have no delay – they have been planned without late units.  But one has not.

But, despite the clear warning, let’s go ahead and execute the planned attacks.

This shot shows the results:




Note the Progress Bar has one round consumed, the Current Round is 2.   So only one round expired on the map – except in one location.  Note the six silver crossed-swords showing where battles took place.  But one such location also has a bronze crossed-swords in it.  That is the Battlefield Timestamp (BTS) symbol.

Now look at the new Combat Results dialog:



Note that one combat consumed 5 rounds, while the other six only consumed 1 round.  Remember that under the previous system, that would have meant that the player turn would have advanced to round 6, not round 2.  The BTS system has saved four rounds.  Only the one hex that had the delayed combat in it has any adverse effects.  This was because the median length combat of the seven combats was one round.  (1, 1, 1, 1, 1, 1, 5).  In order to get this result, most of the combats need to be conducted correctly.  The BTS system will shield the player from a minority of slipups or bad breaks.  It will not shield him from a majority of screw-ups.  Furthermore, note that if you have the idea that you can trick the BTS system with a bunch of one-round bombardments, know that the median formation only includes bombardments if no non-bombardments are involved.

So, skill is still required.  Complete boneheaded play will still waste rounds.

To illustrate this, this shot shows just such a boneheaded play:  Only one attack is set up – a bombardment with a very late unit.  (Note the Progress Bar in the Unit Panel).



The attack is executed.  As one would expect, this consumes the remaining rounds in the player turn.  (There were no non-bombardments in this combat phase, and only one bombardment – making that bombardment the median).  But, unlike back in ACOW, there is now a message informing the player why his turn ended early:



Had the reason been a Force Proficiency Failure, that would have been in the message instead (note that Force Proficiency Failures are not changed by the BTS system – they are legitimate checks on force plans based upon how organized the force is).  So, at least the player doesn’t have to wonder what when wrong.  If there is any doubt, the Combat Results dialog should clear them up:



Note that the bombardment consumed all remaining rounds.

There is still the issue of BTS’s generated by RBC’s.  While RBC’s are not combat, and so will not result in early turn endings, they do force enemy units out of the way of friendly forces.  If the unit that forced the RBC had moved a long way to get there to do the RBC, while the nearby units available to exploit the gap forced by the RBC are fresh and unmoved, you can see the time-machine effect the RBC can generate.  That’s why such RBC’s now generate BTS’s.

Let’s see this via an example:



A number of armored battalions have moved adjacent to an enemy position.  Most came from just across the boundary line, expending only 3 MPs.  But one (the top one) came from quite a bit further.  As shown, it has expended 11 MPs.

If we now RBC the defender with that unit, this is the result:



Note that there is now a BTS in the RBC’d hex.  That BTS is equal to the Timestamp of the overrunning unit.  As a result, the exploiting units behind it will have to pay an extra cost to enter the BTS hex – equal enough to raise the exploiting unit’s Timestamp to the same as the BTS.

Let’s look at that cost:



Note that I continued the overrunning unit’s advance, generating another BTS, while evaporating the defender.  But now one of the exploiting units is trying to follow its lead.  Normally, the cost to enter an empty, unconverted sand hex would be 3 for a motorized unit.  But here it is 11.  That’s the cost to both enter the hex AND adjust the unit’s Timestamp to the BTS.  So, no advantage was attained by using a distant unit to effect the overrun while leaving the nearby exploiting units unmoved.  The BTS system has fixed the Time-machine effects of RBC’s.

Only one more thing about RBC induced BTS’s:  If you RBC a weak unit all over the map, you’ll now leave BTS’s all over the map as well.  That can leave you with a barrier to exploitation.  It’s more important than before that such small units are corralled and eliminated, instead of engaging in such silly chases.

Happy Wargaming!


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Offline Asid

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Re: The Operational Art of War IV - The legend is back!
« Reply #3 on: May 10, 2017, 02:40:30 PM »
TOAW IV SUPPLY ENHANCEMENTS
by Bob Cross



Supply enhancements contained in TOAW IV include a new supply state that falls between “Supplied” and “Unsupplied”, an option to reduce the movement cost of motorized units on Improved Roads by a factor of from 2 to 10 – impacting supply broadcast along such roads, and the removal of the 50% limit on Unit Supply Recovery per turn.

I.   Overextended Supply State:

There is now a new supply state that falls between “Supplied” and “Unsupplied”.  It’s called “Overextended”.  If used, it will allow a designer to realistically impede units from continuing to press on indefinitely at red unit-supply conditions.  Units in this state will have to slow down enough to keep their unit supply levels above their desertion levels – or wither away.

•   A unit is “Overextended” if it has a line-of-communications to a supply point but is far enough from any supply source to be in a hex with lower location supply level than the designer-set “Overextended Supply Threshold”.  For example, if that threshold were 6, then any hex with a supply level of 5 or lower would be “Overextended”.
•   The default setting for the threshold is 0 – making it impossible for any hex to qualify for the new state.  Therefore, only scenarios specifically edited for it will employ this feature.
•   “Overextended” units receive supply normally.
•   However, they also suffer desertion losses (see below) during the interturn calculations the same as if they were “Unsupplied” – except that those losses go to the “On Hand” pool, not the dead pile.  To review, such losses start when the unit supply-level drops below (100 - unit proficiency).  The percent loss per turn is scaled by turn intervals per week and by how far below the threshold they are.
•   “Overextended” units only receive replacements if they are not suffering desertions (their unit-supply level is above (100 - unit proficiency)).
•   “Overextended” hexes have a different supply font from the normal supply font in the supply display, for information purposes.


This shot shows the pull-down access to the Force Extended Supply Threshold.  (Note that it is a Force Parameter – each side has one).  You have to have the Force Editor active for these options to be listed:



Clicking on the parameter brings up this dialog.  The default setting is zero.  But, as shown, this scenario (Soviet Union 1941 Mobile Variant) has been given a setting of 4.  So, all locations less than 4 will be overextended:



After playing that scenario to turn 18, this is the Supply View around Moscow.  Note that as you go east of Moscow, the locations become overextended (note the change in supply view value color):



Now I made the units visible in that shot.  The Germans have proficiencies greater than 80 in this scenario, so they need to have unit supply levels of at least 20 just to exist in overextended locations.  To carry out offensive actions, they need to have nearly full unit supply.   Note the few red-lined units I’ve identified that are now overextended (the supply radius just changed in the scenario, putting those units in this situation).  They need to be extracted from these locations and moved to the west – being replaced by units in better health.



Recognize that in previous versions of TOAW there would have been no need for such unit shifts.  Red-lined units could proceed indefinitely in such conditions without adverse consequences, with no limit on how far from their supply source they ranged.  This puts an end to the “infinite supply line” problem.

Note that, although not a factor in this scenario (because the Soviets are falling back on their supply network and so are not on a supply tightrope, like the Axis), Soviet units have proficiencies in the 30s here.  They would need unit supply levels in the 70s to just exist in such locations and offensive operations would be nearly impossible even for units at full supply.  So, you can imagine the Soviet offensives grinding to a halt once they get to the end of their supply tether – a realistic effect.

II.   Motorized Movement over Improved Roads

When in Deployment Mode or with the Force Editor active, the Edit pull-down contains the “Set Divisor of Improved-Road-Motorized-Movement” game parameter:



The default value is 1 (same as non-improved road), just as it was under TOAW III and before.  But the limit is a max of 10, and, as shown, CFNA has a value of 2:



This shot shows the impact of that parameter.  Motorized units only pay ˝ MP over Improved Roads:



While this is primarily a movement cost feature, it has an impact on supply distribution, as shown in the supply view from CFNA.  (There is a supply point in Tobruk).  Recall that there is an improved road running along the coast.  Inland locations get further and further away from the coast road.  This is reflected in the location supply inland:



Note that this now means that operations south of the Qattara Depression are going to encounter much worse supply situations – enough so that the Overextended Supply Threshold will probably be exceeded.  So, supply distribution in desert scenarios should be made more realistic by this feature.



III.   Unit Supply Recovery Limit lifted:

There had been a limit of 50% max to how much unit supply a unit could recover in a turn.  That limit has been lifted.  So, if the location supply is lush enough, a unit can now go from 0% to 150% unit supply in a single turn.  (Admittedly, this is a minor change that will rarely be encountered, but I’ve included it for completeness.)

Here’s a demonstration:

This shot shows a unit with zero unit supply under TOAW III:



But it is sitting on a supply point with 137% strength, and a Force Supply Level of 100%.  There is also a HQ in the hex with the unit.  So, the location is lush enough for the unit to recover to full (150%) supply in a single turn, if that was allowed by the game system.

But here is the unit after one turn of supply recovery:



The unit only recovered to 50% supply.  The limit kicked in to prevent full recovery.

Now we switch the scenario to TOAW IV.  Again, the unit starts with unit supply of 0% but is sitting on a supply point with 137% strength of 100% Force Supply Level.



One turn later, though, the unit now has full supply (150%):



Happy wargaming!
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Offline Asid

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Re: The Operational Art of War IV - The legend is back!
« Reply #4 on: May 31, 2017, 04:15:50 PM »
TOAW IV In-depth Analysis - NAVAL WARFARE


TOAW IV includes a suite of new naval features that should prove to be a good first step towards a full naval warfare model.

1.   Naval Combat:  To recap, naval combat in TOAW had been very crudely modeled.  Ships were literally treated as if they were a single piece of equipment – like a single squad.  Any AP hit killed them.  Their defense strengths weren’t used in that determination, by the way.  This surprising discovery meant that it was as easy to sink a Battleship as it was to sink a Destroyer.  AP strengths were combined for hit determination – making a bunch of DDs as powerful as BBs.  Whether hit ships were permanently destroyed or just sent to the “On Hand” pool bizarrely depended upon a check against their proficiency.  Fleet units could “evaporate” like a land unit that had lost cohesion.  Embarked units employed their various strengths when attacked.  The whole thing had to be overhauled if there was to be any hope of realistic naval warfare.  It has been.  The new naval combat model has the following features:

•   Ships now have damage levels, and take damage in combat, if hit by the attacking ordinance.  Those levels are displayed in the unit report (see below).
•   Attacking equipment Anti-ship factors are evaluated as individual shots/planes so that each warhead can be evaluated for armor penetration.
•   Hit chances depend on a number of checks made involving various factors such as the visibility, attacker proficiency, target agility, aircraft anti-naval strength, gunnery range, and shock levels.
•   The amount of damage a hit inflicts on a target ship depends upon shell weights of the ordinance hitting them, their armor thickness, and their durability.
•   Ship armor and durability are derived from the ship’s defense strength, unless the designer has explicitly specified them using the new naval equipment add-on to the scenario’s equipment file.  That file also allows ship agility, accuracy, and speed to be explicitly specified.
•   Embarked units’ armor, durability, agility, and AAA are fixed at 0, 25, 18, and 0, respectively.  This means that the strengths of the embarked equipment are no longer used to resolve attacks on embarked units.
•   Ships that accumulate 100 or more damage points are eliminated – sent to the dead pile.
•   Ship damage levels less than 100 are saved in the unit on each TO&E line.  Those levels debilitate the ship’s AP, AAA, Speed, Nuclear Strength, and Agility accordingly.  They do not affect Defense Strength, Armor, or Durability levels.  Damage levels of 50 or more turn the ship’s TO&E button silver (for a bit of chrome).
•   If a TO&E line contains more than one ship all damage on that line is applied to only a single ship until the damage totals 100 – at which point one ship is sunk and the damage level of the TO&E line drops back to zero.  Call it the “lead” ship in that line.  Other ships in that TO&E line remain undamaged (and invulnerable) – until they become the “lead” ship due to the sinking of the previous one.  Note that there is a technique available to designers to split such multiple-ship lines up into single ship lines, if desired.
•   Naval units cannot be disbanded by players or evaporated by combat short of all ships in the unit being sunk.  Combat never sends ships to the “On Hand” pool.
•   Aircraft Carriers with more than 66 damage points cease to function as aircraft carriers.  If that means that there are then fewer aircraft carrier bases than air units in the hex, one air unit will be eliminated.
•   Carrier-based air units are exempt from combat reorganization.
•   Damage points incurred by embarked units destroy a weight of equipment equal to those damage points.
•   There is limited ability to repair some damage while at sea and significantly more while at port.

This new combat procedure only affects combat where the target is a ship or embarked.  Bombardment of land units by naval forces is still resolved just as it has always been resolved.

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Re: The Operational Art of War IV - The legend is back!
« Reply #5 on: June 21, 2017, 03:27:41 PM »
The Operational Art of War IV gets a Live Preview!


Few wargames of the past have reached a legendary aura like The Operational Art of War. The incredible flexibility of the editor, the massive number of playable scenarios, the quality of the AI, made Norm Koger’s latest effort an operational wargame with unsurpassed standard.

No surprise that the recent announcement of a new chapter in the series captured the interest of many wargamers out there.

But as the saying goes “a picture is worth a thousand words”, a Live Stream is definitely better than 1000 pictures, and applying this rule, we are happy to announce that next week on Tuesday 27th we will be taking a look at The Operational Art of War IV LIVE!

Agrippa Maxentius will play some of the scenarios available in the game, including Iwo-Jima and Korea 1951  and show-off the different strategies, the features, the key innovations and more.

We will stream Tuesday 27th at 11 am CEST / 3 pm GMT / 5 pm CEST and for the first time ever, we will be live simultaneously on our official Twitch Channel, Youtube Channel and Mixer Channel at the same time.

 



Youtube

Mixer

 

You absolutely cannot miss this chance.

 Get more information about The Operational Art of War IV on the official Product Page.

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Re: The Operational Art of War IV - The legend is back!
« Reply #6 on: June 23, 2017, 04:47:04 PM »
TOAW IV BETA AAR - Part I

By Larry


My D21 Game These Are All Done - Part I



As of June 22, 1941

Here's what the map looks like zoomed all the way out at game start from the Axis point of view.



Here's the game options I'm using.



I notice that the proficiency of the German fighters is exemplory and higher than I expected. I'd like to keep track of this air unit to see if the proficiency gets any higher as the game goes on. The Axis air shock is 140 and the Soviet air shock is 28 or so and I'm thinking that the situation calls for some airfield attacks to punish the Soviet air power a bit. Cut down on the numbers I'll have to fight when the shock levels normalize.



I did a save game and then executed the airfield attacks as a sandbox exercise and I saw lot of evaporating Soviet air units and those that survived the attacks are in poor shape but I don't expect Elmer to pull them back to safety ro rest. Let's see if he does.



Here's what the front lines look like at game start. Nothing special in my strategy...goal is Riga and Pskov eventually.



I've formed some bulges in the Soviet front line and I'm trying to push some Panzers through. They are heading out in the north but the south is still unaavoidably blocked. Maybe it's time to drop the paratroops.



This is what the bulge had developed into in the north after I've moved about 100 units. I'm moving the Panzers as far as they will go and shoring up the walls of the bulge so as to allow more troops yet to pass through there.



Here's some of the round one attacks pending.



Here's what's happening in the middle of the front lines. The Soviet lines have collapsed and the Axis forces are rushing in. I'm thinking of dropping the paratroopers where the Soviet forces will attempt to escape from the envelopment movement.



Here's the round 2 front lines in the north. I've developed some bulges and there's plenty of Soviet gaps. I've moved just about everybody as far as they can go.



Here's what's happening down south. I seem to have a nack for surrounding the enemy units before they get killed. More of the enemy equipment gets destroyed that way.



Here's the pending battles for T1 round 2 and there's a lot of them. I expect to eliminate a lot of Soviet equipment this time.



Here's the round 3 front lines in the north. I've surrounded and destroyed a bunch of Soviet units so now the path is clear to Riga and points north.



Here's what it looks like in the south right now. Progress is being made as Soviet units are destroyed and pushed aside.



In Round 3 the number of attacks is waining and targets are further apart. Most of the units have expended their movement points and there's only a few still active, moving or shooting.



There's only these few attacks left to do besides the last round units that are pending attack setups.



Here's what the front lines look like at the beginning of T1 round 5.



Round five has about half of the turn left and this is the round where I attack with everybody reguardless of MP's left. I'm hoping to break lose those log-jams that exist on the roads.



Now here in round 6 the attacks really are just a few.



And one more in round 7.



Here's how the air war is going. Lots of airfield strikes has caused a lot of losses to the Axis, especially the long- range bombers. I'll post a picture to show what I mean.



Here's what I mean about the losses of the medium bombers. You can see that losses have been moderate and not exactly light but around what's expected for the operational tempo.



Here's the movement of the units during T1. I dropped some paratroopers to the east of the front lines in the middle of the map to prevent the Soviets from escaping my trap. I want to destroy as many of them as possible.



Here's the T2 front lines before I've moved anybody. It's panel 1 of the movement movie I'm going to make for this turn.



I've been moving units and the T2 front lines are changing. I've got my recon units out in front and everybody is moving in a gigantic tidal wave, mostly moving to the east.



STAY TUNED FOR PART II!


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Re: The Operational Art of War IV - The legend is back!
« Reply #7 on: August 24, 2017, 04:10:15 PM »
Operational Art of War IV Live Stream!





We’re here today to announce that the great “Operational Art of War IV” is going to be broadcasted on Twitch next week!

On Monday, 28thof August you’ll have the chance to watch and learn from Agrippa Maxentius, who will focus on a couple of different scenarios to show the great variety of strategic options.

We will stream Monday, 28thof August at 11 AM EDT / 4 PM BST / 5 PM CEST!

If you missed the first stream, you can find it !

Follow us on
and Youtube and stay tuned. You really don’t want to miss this event guys!

« Last Edit: August 28, 2017, 03:41:04 PM by Asid »
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Re: The Operational Art of War IV - The legend is back!
« Reply #8 on: August 28, 2017, 03:40:12 PM »
The Operational Art of War IV Live Stream TODAY!



Hello everyone!

We just wanted to remind you that today, August 28th, we will be having a live stream of "The Operational Art of War IV"!

Come hang out with us on
or Youtube, at 11 AM EDT / 4 PM BST / 5 PM CEST!

If you want to know more about the game, this is a great opportunity! Don't miss this chance.

And if you want to see our previous broadcast, you can check it out HERE!

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Re: The Operational Art of War IV - The legend is back!
« Reply #9 on: September 19, 2017, 07:04:58 PM »
The Operational Art of War IV FAQ!



Hello everyone!

Since we've announced The Operational Art of War IV, many of you have asked for more informations about the game!
The preview streams we had a while ago (that can be found and ) were followed by a lot of people, and we appreciated your support!
This is why we decided to post some Frequent Answered Questions, to let you all have a better overview on what there is to know about TOAW until now!

Here's a little preview:
Q) What are the most noticeable differences from TOAW III?
A)
- Naval warfare has been radically improved.
- Battlefield Time Stamps have radically altered the "turn burn" issue.
- The User Interface has been extensively revised and improved.

Q) How many scenarios will be available? And how many will be available from the previous title?
A) Almost all of the previous title's scenarios will be available. The number of new scenarios has not been finalized yet as our scenario designers keep working and submitting new materials. We will include as many as can be finished and tested by the game's release date, and we are planning to keep adding scenarios as part of free updates after release.

If you want to read the whole FAQ, just click on the banner you can find down here!  :Thumbsup2



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Re: The Operational Art of War IV - The legend is back!
« Reply #10 on: October 07, 2017, 08:22:29 PM »
The Operational Art of War IV Streams Playlist

From Matrix:

"Hello everyone!

Since our announcement of The Operational Art of War IV we've been streaming a lot of content regarding the game on our
(check it out, we stream very often!).

Some of you, however, didn't have the chance to follow us and missed our streams.
However, we thought it would be a good idea to give you guys a playlist of our streams that we uploaded on our YouTube channel (check it out too!).

This way you will be able to enjoy our past streams (that you can find HERE too) as well, but don't forget to follow our future streams too!"

https://youtu.be/DuKZtmPqOhM?list=PLQrYLOdjwRhQaIvemAGT3Ev67J1jg9o1j
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Re: The Operational Art of War IV
« Reply #11 on: November 07, 2017, 01:52:30 PM »
The Operational Art of War IV Release Date!




The Operational Art of War saga will be back soon, and we can finally tell you when!
Are you ready to get back on the battlefield? The 16th of November TOAW IV will bring you in the middle of the the most important conflicts of the last hundred years.

From The Great War to the Cold War, through World War II, [/b]The Operational Art of War IV will let you experience the profound changes that warfare had seen during the 20th century, giving you the chance to re-write history or create your own scenarios with the game editor!
Your army needs you!
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Re: The Operational Art of War IV
« Reply #12 on: November 09, 2017, 06:07:07 PM »
The Operational Art of War IV Scenario List

From the beginning of the 20th century to the dawn of the new millennium, the upcoming The Operational Art of War IV covers over 120 years of wars with unmatched details.

The game will have more than 200 scenarios available at release, featuring conflicts of different size and scope, iconic battles and underrated operations, and a powerful editor to expand this already massive content even further.

Many of you have wondered what scenarios will be included, how many from TOAW III, how many completely new ones, and so on.

That’s why we have decided to publish the full list of the accessible scenarios, to give you a nice overview of the historical depth available.

Stay tuned! The Operational Art of War IV will be released on November 16th!

Click on the banner below to read the full list!

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Re: The Operational Art of War IV
« Reply #13 on: November 14, 2017, 03:55:23 PM »
The Operational Art of War IV Manual Preview



Sneak peek of the manual that you will receive if you purchase The Operational Art of War IV's physical copy!
If all you ever wanted was to become a proper warlord, with medals and everything, this books is what you're looking for!

This little preview contains 40 pages abstracted from the full manual, that will be 176 pages long, so click to open the PDF.
Don't forget that the game will come out in two days, the 16th of November, don't forget to buy it!
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Re: The Operational Art of War IV
« Reply #14 on: November 16, 2017, 05:14:26 PM »
The Operational Art of War IV has been released!




Operational Art is a thought process that guides conceptual and detailed planning to produce executable plans and orders – from The Operations Process (2012)

The Generals and High Officers have gathered in the War Room for hours. On the large tables and all over the walls maps and military charts are displayed, with thousands of counters of different size and colors covering every theater.

The air is dense, and you can feel the pressure. Suddenly, a voice from a speaker captures everyone’s attention. A few words in code are heard from the speaker. The mother of all Operations has begun.

The wait is over. The Operational Art of War IV, the most anticipated wargame of the year, has been released!

Watch the Tutorials!
www.youtube.com/watch?v=R4_F4gtuLeI&list=PLk5K-IfEIqTtb2XCumq4JyFFifnDA6Rr-

Play in over 200 scenarios, covering more than 120 years of conflicts depicted in astounding precision.





Fight on land, sea and air, but beware! Understanding how the new Supply System works is vital to keep your troops fighting and marching!

Finally, the new Battlefield Time Stamp feature takes on TOAW's unique way of handling game turn resolution and makes it easier for players to plan ahead!

The Operational Art of War IV is the top-notch military simulation that every wargamer needs! Grab it now!

To celebrate this important milestone We are going to have a two hour stream on our official
, starting at 10 am EST / 3 pm GMT / 4 pm CET!

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