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To account for the asymmetric nature of the fighting, the scenario also lowers the lethality of combat and reworks supply parameters to better simulate Vietnam. player’s political decision results, several turns later, in the arrival of reinforcement forces. The overarching flow of the game is guided by “Theater Options” which then trigger a events. The designer for “Vietnam 1965-1968” has stretched the capabilities in a number of ways. Reading the manual, descriptions of the various rules and calculations are directed toward the would-be scenario designer. Allied forces could be anywhere in South Vietnam, just not everywhere. All the fighting occurs, ostensibly, in friendly territory. We aren’t advancing the front line to control the territory behind it. The most obvious departure is that the rules of mechanized warfare on the steppes of Ukraine don’t apply. “Vietnam 1965-1968” pushes the parameters of TOAW in both subject matter and design. To step outside that box somewhat I look at a Vietnam scenario, created by a user for the Century of Warfare version. I’ll probably get trounced by a good human opponent but this will be sufficient to enjoy a game against an AI. I maintain my own lines and don’t let my units get isolated while trying to cut off and surround the enemy. On the PC, I know that roads are fast and swamps are slow and the system takes care of the details.Įven if I don’t know the finer points of whatever battle I am playing, I can probably rely using my gut and some basic principles of warfare.
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In the cardboard world, I probably want to know exactly how to determine the movement allowance for each combination of counter and terrain so I can plan my move. In fact, I can be even less aware of the mechanics. While TOAW has calculations going on behind the scenes for supply, attrition, and combat losses, I don’t need to track those details. I can quite confidently play exactly as if I was playing that board game. When I open up the typical World War II, Eastern Front operation scenario, I see the hex map and counters familiar from board game on the same subject. Can The Operational Art of War IV compete with what we expect today? Does it improve enough on the previous iteration to be worth it as a new, full-priced offering? Especially to someone who plays The Operational Art of War III? To answer this question, I play a scenario side-by-side in both TOAW3 and TOAW4. Coming to mind are the likes of Decisive Campaigns or Unity of Command. In the intervening decades, other games have encroached on the territory initially occupied by TOAW. The release was a success and was followed by newer versions and a vast library of user-created scenarios to expand upon those that shipped with the game. While this wouldn’t be the first computer game to depict factors such as supply, replacements, and repair, making these things integral to the game’s engine did stand out. Another major innovation was this focus on the operational level. First, and most obviously, it was not just a game focused on a particular battle or campaign, but a wargame construction kit. It looked and felt like your typical hex-and-counter board game, but with a few advantages. When The Operational Art of War ( TOAW) was first released in 1998, it held out some pretty substantial promise for wargamers. Does that statement still apply? Does it apply if the new game in question is the new Operational Art of War, out since the end of last year? In order for a new game to be worth buying, at a minimum it had to be better than the Operational Art of War scenario covering the same subject. Years ago, on Usenet, I remember reading an assertion from a fellow wargamer.