From: United States
ORIGINAL: golden delicious
Hey Simon, I have already created a WIE scenario fir TOAW 4, I am still tweaking it. TOAW has limits on what you can do, like no political game or production game.
That's what the event engine is for....
Alternatively, with "Trusted PBEM" you can break the game up into strategic turns and have a GM make edits to the scenario for these bits. Something I've done in the past but it's a bit of a big job.
Yes, agreed, however...
NOTE: TLR for some...sorry...
I overcame these somewhat (I have been playing TOAW since 1998, when TalonSoft first produced it, and have created but not really released any of my scenarios to the general public) by using the event engine. Currently there are 171 events, besides the normal setting up of things like weather, recon levels, any 1st turn surprise attacks for either side and the surrendering and removing of 'conquered nations' and the enactment of partisans. Lastly for the two theater options I had to hard wire and create both an Allied and Axis Spain and Turkey and the declaration of war by either the Allied or Axis would remove the exclusion zones and place the Allied or Axis Spanish or Turkish armies in place. Plus for 'production' besides using the replacement editor and the engine, I created replacement units and formations to reflect that, such as the SS upgrades for example. Due to the TOAW engine, I had to make some 'work-arounds' or 'kludges' to make it all work.
For example, to simulate the limitations of both the board war game (SPI War in Europe) and the game engine TOAW (not really a limitation per se, but in the use of formations, etc.) I created generic formations and generic units. What this means is I created for example the German infantry units per Niehorster's TOE's for the German Wave units and then grouped them into formations of 9 divisions each and (originally) named them Army 1, Army 2, etc. (later I went back and to add color for emersion I named every formation as best I could on its nationality's language, so for the Germans I used 1. Armee, for the Poles I used Armia, or the the French 1-5 ARMEE FRANCAIS and added sundredy units into each army, the British are listed as 1 CW Army, etc.) and for the Germans I created 37 Armies, that comes out to 333 German Infantry Divisions, then I did the same for the Security (Sicherheit Armee) units but that one formation has 12 security units (per SPI), and then created Static Army (to represent SPI's static (5)1 divisions) and called these Festung Armee and gave the 12 of those, then the 1. Gebrigs Armee with 1-9 Gebrigs Divisions, then for the Motorized Armee (1-9 Mot.Divisions) and then for the Panzer Armee 1-4 (each with 9 Panzer Divisions and thus ending in 36 Panzer Divisions all built with TOE's based of Niehorsters TOE's but for each year, i.e. 1939, 1940, 1941, etc. and then for the German (as well as the Allies) I had limitations with the number of slots in each division, so I only have 24 slots to work with and had to make some room for improvement, so I'd start it off with say 72 Pz I or whatever, and then add 56 PzIVh but zero them out, and then in the replacement editor I set the PzIVh production to whatever it was historically and those units would be filled in later and at the same time stop producing Pz I's etc.
NOTE: a lot of the text is lifted from my scenario briefing notes.
Note due to the limitations of the TOAW engine with only 2 exclusion zones I had to create the following theater options, one for each side:
Allied Theater Options:
UK Declares War on Spain and Turkey
Axis Theater Options:
Initiate Operation Barbarossa
Axis Declares War on Spain and Turkey
Ideally, it would be great and much easier if I had at least 4 exclusion zones to work with, but in it's current state, this works out.
I also set these as well:
The AAA Lethality Level is: 150
The Naval Attrition Diver is: 100
The Mud Rules Scalar is: 75
And these 'special rules':
6 through 11 Armee's are all Static until turn 27 (March 2nd, 1940) to simulate the 'Phony War'.
All Italian ground, air and naval units are frozen until turn 40 (June 1st, 1940).
Finland units are frozen until turn 14 (Dec. 1st, 1939).
Hungary units are frozen until turn 97 (July 5th, 1941).
Romania units are frozen until turn 97 (July 5th, 1941).
Bulgaria units are frozen until turn 79 (March 1st, 1941).
French ground units are frozen until 27 (March 2nd, 1940) to simulate the 'Phony War'.
The French Air and Naval Forces are frozen until turn 19 (January 5th, 1940).
CW (British) units are frozen as follows:
1st CW Army: turn 10 (November 3rd, 1939).
2nd CW Army: turn 10 (November 3rd, 1939).
CW Suez Army: turn 40 (June 1st, 1940).
The following forces are put into Garrison at start:
Greece (Ellinikos Strato)
Almost all the ground units are frozen until turn 100 and the VVS is frozen until turn 97. This is to simulate the shock effects and command breakdown.
To simulate Fall Gelb, the Axis gets an automatic Shock of 125% on turn 36 (May 4th, 1940) to turn 41 (June 8th, 1940) where it adjusts down to 115% and then on turn 63 (Nov. 9th, 1940) the shock effects wear off for the French Campaign.
To simulate Operation Compass, the Allied player receives a Shock bonus of 110% on turn 67 (Dec. 7th, 1940) which levels off on turn 79 (March 1st, 1941).
To simulate the effects of Rommel in NA, the Axis receive a Shock bonus of 130% on turn 81 (March 15, 1941) through turn 89 (May 10th, 1941).
When the Axis initiates Operation Barbarossa, they receive the following:
Axis ZOC costs for the first 4 turns is set to 70%
Allied ZOC costs are set to 150% for six turns.
Lastly are my 'house rules':
While I hate having to use house rules, none-the-less TOAW does have limits.
The Western Allies (CW and France), may not move into Neutral countries until attacked and freed from Garrison by the Axis Powers.
Also due to the TOAW engine limitations, do not set any air unit to Interdiction until after all forces have been activated (once the Soviet Union has been invaded). The TOAW engine will repeatedly attack any other sides units regardless of the historical setup (i.e. minor neutrals or those I set to static stance). This is a limitation of the TOAW engine and likewise a needed house rule. For PO play the Axis PO will attack neutrals and those units in static mode and eventually they will become activated for the Allies. Likewise the Allied PO will attack Italian, Hungarian or Romanian units which will active those units. In either case its up to the human player to not abuse this rule even though the PO will violate this rule.
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