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The operational art of war iv air combat
The operational art of war iv air combat








the operational art of war iv air combat

A few house rules were all it really needed (e.g. It also had a few drawbacks in supply depiction, but nothing compared to TOAW, and subject to realistic forms of player control.

The operational art of war iv air combat series#

The much older V4Victory series was better in every way. Instead, units are bags of diversified combat power, supply and quality dependent to be sure, but not equipment dependent in any serious way. None of the combined arms relationships of the real weapons are seriously present. Air winds up getting used in the first few attacks per turn, then air units have reduced supply state etc. Artillery supply in particular is frankly unbelievable.

the operational art of war iv air combat

Supply is so uncontrollable, the only way to actually manage it is to deploy some units so far from the action they won't have occasion to draw it.

the operational art of war iv air combat

No, the concentration penalties do not remotely forbid this. It isn't, it is hopelessly broken and the incentives it sets up frankly silly.Īttacks are best conducted as mega overstack affairs at about 10 to 1 odds. They seem to have had the brainstorm that they would count all the beans behind the scenes to "relieve" the player of any concern with the actual determining factors in combat power, then expect it to be "accurate" because beans are counted minutely. I have found it largely unplayable and quite unrealistic. I find nothing even remotely sensible about TOAW.










The operational art of war iv air combat