Alpha: Golan Heights 5km 2010 - AOS

Post discussions and advice on TOAW scenario design here.

Moderators: JAMiAM, ralphtricky

Post Reply
spec111
Posts: 157
Joined: Tue Sep 30, 2014 8:46 am

Alpha: Golan Heights 5km 2010 - AOS

Post by spec111 »

Golan Height 2010 5km - Army Operation Study.

Map: Classic TOAW
Design: spec111

Era: 2010's
Timeframe: 6 hours turns. 28 turns (1 week)
Hex-size: 5km per hex

Hello. This is my version of classical Golan Heights problem. Here we see nice study of army level operations. Your task is breakthrough with one of side and try to encircle part of enemy formation. Have fun!

https://vk.com/doc-77838036_437953079
User avatar
Catch21
Posts: 518
Joined: Thu Apr 13, 2006 8:57 pm
Location: Dublin

RE: Alpha: Golan Heights 5km 2010 - AOS

Post by Catch21 »

From this player's perspective it looks too crowded. Did you consider using 2.5Km/hex and 1/2 day turns (I find 6 hour turn scenarios don't work for me).

1/2 day turns would mean it would be 14 turns long, and I think the scenario universe could use more shorter scenarios.

Just my 0.02.
Tactics are based on Weapons... Strategy on Movement... and Movement on Supply. (J. F. C. Fuller 1878-1966)
spec111
Posts: 157
Joined: Tue Sep 30, 2014 8:46 am

RE: Alpha: Golan Heights 5km 2010 - AOS

Post by spec111 »

I doesnt have 2.5km Golan Heights map. [:(]

And some 0.02 about crowding. This crowding on Golans i fact very-very close to reality and modern BNs cover zone - about 3-4km.
User avatar
Catch21
Posts: 518
Joined: Thu Apr 13, 2006 8:57 pm
Location: Dublin

RE: Alpha: Golan Heights 5km 2010 - AOS

Post by Catch21 »

Israel's Next War 2006 has a 2.5km scale map (of entire Middle East) and 1/2 day turn scale you could use as start? You could cut out Golan Heights area and merge what your scenario has onto his. There are ways to export/import OOBs- if you need help, just ask, I'm sure there's a (retired?) TOAW scenario designer or two still left out there somewhere.

Always a good idea to get permission first. I've met Piero Falotti and if you asked I don't think he wold mind you using his scenario as a starting point.



Tactics are based on Weapons... Strategy on Movement... and Movement on Supply. (J. F. C. Fuller 1878-1966)
josant
Posts: 546
Joined: Wed Mar 14, 2007 8:50 pm
Location: Spain

RE: Alpha: Golan Heights 5km 2010 - AOS

Post by josant »

I dont like the 2.5Km scale map for modern scenarios, I think that this scale is only valid for scenarios of world war 1 and world war 2. The antitank combat is not treated as the antipersonel combat (in which you can attack units located several away hexes)
In a modern scenario, in the antitank combat you use weapons with a range more than 2.5km (like ATGMs, tank guns) but the game engine can not model this, in the Anti tank combat, the unit only can attack an adjacent enemy unit (can not attack a unit located two hexes away).
JA
spec111
Posts: 157
Joined: Tue Sep 30, 2014 8:46 am

RE: Alpha: Golan Heights 5km 2010 - AOS

Post by spec111 »

Huge thx, guys!

Josant. Im totally agree with you about this points, but i know too, that more free spaces works very fine for TOAW3 combat dynamics and "feel" of reality in game.
Post Reply

Return to “Scenario Design”