![]() Rifle has been selected (yellow disk) and the hexes with units in this formation have grey disks. Pressing H or selecting the HQ button will bring the HQ unit to the top of the stack. Following is how I start a turn (at the moment!). We all eventually figure out a sequence of actions. When starting to learn the game it can seem more complicated than it really is. I hope this fast tracks your understanding of time and movement allowance in the game. Generally, you should aim to achieve 3 rounds per turn. Burning through all of your ma in one tactical round probably will limit the number of tactical rounds you achieve per turn. So, when conducting movement it is necessary to consider how this expends time as well as ma. If a unit has not moved or attacked in the previous tactical rounds it will also be at tactical round 6. It is usually a good idea to conduct bombardments in the first tactical round. This indicates it has probably executed a bombardment in the previous tactical rounds and its supply and readiness has reduced. Note the artillery unit to the north of 295 Rifle Div has an orange Health icon (top right). Movement will depend on the cost to move to the next hex and their remaining ma. ![]() Other units with ma >0 may attack provided they have the proficiency. It cannot attack or move for the remainder of the turn. This unit has 0 of 5 ma, ie it has expended its ma. The Unit Panel indicates that the turn is in the 6th tactical round of Turn 2. The image at right has the 295 Rifle Div selected (note yellow disk) and has the movement allowance (ma) displayed (0). When executing their turn, it is the goal of the player to achieve the maximum number of tactical rounds per turn. The tactical round bar will be adjusted after the battle is executed. Each player Turn is divided into ten Tactical Rounds, and individual battles begin on the Round most closely corresponding to the proportion of the attacking units Movement Allowance (MA) expended before the combat.Įxample 1: 30 Cav Div has 12 MA, moves 4 MA, the attack would begin on round 3 to take into consideration the time it took to reach the attacking position. Unit proficiency, readiness and supply level.Ĭhap 13 - Individual battles are resolved in a series of Tactical Rounds. Health, attack (anti-pers and anti-armour), defence strength, original and remaining movement allowance.Ĥ. The Unit Panel for each unit has five sections:Ģ Unit stack, parent formation, unit name and deployment.ģ. In the Kharkov 42 scenario there are 12 turns and each turn represents one day. The Situation Briefing declares the number of turns in the scenario and what the turn interval is. Unlike traditional board games time is not one turn and is linked to unit movement allowance (MA). Perhaps one of the challenging concepts in the game is understanding how time is expended. My aim is to provide a "soldier's five" on getting into the game. It has some clever mechanics that are not the most intuitive. Perhaps in the tradition of boardgames the manual is comprehensive if something of a wall of information to climb over to get a grip on the mechanics of the game. If you get interested the manual is available for download. Formation and Unit Reports being key, Very important to fight the battle by formation and understand the level of cooperation available between them. Rather than recreate the wheel, the following link is useful re the User Interface. If you have the game I highly recommend getting the "boardgame" look mod - huge improvement IMHO - dated 1 Jan 20. Bit surprising that TOAW IV has not found a home here. I imagine most of us at FGM have experience from the cardboard days of wargaming. Combat is not limited to land with naval battles included in the mix. WW2 tragics will pleased to know that it is well represented with five categories (all WW 2 West Front scenarios not displayed below). TOAW is a wargame engine on which players can design scenarios from just about any time-frame. Being based on “operational” level combat the player does not have to get involved with research, diplomacy, technological development, political personalities, etc that are a feature of many modern games. However, under the bonnet are sophisticated algorithms that calculate battle outcomes, supply, etc. TOAW is based on the classic board games of the past with its familiar unit icons, hex based map and turn based play. TOAW owners would have been happy to see a recent update to the game (13 Dec 19). So I decided to have a look at an older title, TOAW IV. This game is looking good and I believe it will mature into a fine game but is, arguably, going through a public beta phase. My original intention was to write a review on Warplan.
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