From: London, Surrey, United Kingdom
1. Detail matters.
Yes, but don't get bogged down. Usually, it's enough to know you've got an infantry regiment which is in a reasonable state. Whether it has 100/108 squads or 90/108 squads isn't terribly important.
2. Intelligence estimates suck. This mainly concerns the planning an attack window. Use this information with a pinch of salt.
I'd go further; the success and loss predictions in this window are to be ignored entirely. However this window is very useful for assigning units to an attack and to support from multiple large stacks whilst keep track of how many rounds you've used.
3. Turn Burn. Better men than me will be able to explain this better. Essentially, take careful note of the remaining movement points of units you are using for an attack. Launching attacks with units who have not previously moved will tend give you more cambat rounds per turn. Complexity of attacks has an effect also.
Yeah. There are two separate concerns here;
a) if you assign a unit which has used some of its movement then the attack will begin late and no matter how easily its fought part of your turn will be used up. Naturally this becomes less and less of a concern as you use up the turn; and once one gets down to 20-40% of the turn generally everyone piles in.
b) regardless of how far the units have moved, the battle may last a long time and consume a lot of your turn. Since units break off from combat as a result of a certain degree of losses, the battle will be prolonged if neither side is able to deal a significant proportion of losses to the other- for example if a large infantry unit is attacking a small armoured unit. Obviously, loss tolerances have an impact on this, and adding more units to the attack produces more chances that one of them will stick at it for longer. Of course it also allows you to do more damage to the defender. It's a cost-benefit question.
Naturally, these two effects can combine. If you assign a unit which has used 20% of its move and the battle then lasts four rounds, you will have used 60% of the turn.
4. Planning. Because TOAW (and all wargames) make it trivial to move this unit herre and that unit there and lauunch an atack at a moment's notice (and usually a moment's thought) you should resist the urge to play instinctively.
Absolutely. This is probably the most important principle. Personally, I find keeping an AAR forces me to think about operational goals, but this can be hard to keep up.
5. Empathy helps.
For your opponent too. Get to know what his fears are. Play on them. Then do something else.
And remember- Freedom is the right of all sentient beings (just for you jjax)
< Message edited by golden delicious -- 12/6/2006 12:36:16 PM >