![]() ![]() 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. 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. I maintain my own lines and don’t let my units get isolated while trying to cut off and surround the enemy. I’ll probably get trounced by a good human opponent but this will be sufficient to enjoy a game against an AI. To step outside that box somewhat I look at a Vietnam scenario, created by a user for the Century of Warfare version. “Vietnam 1965-1968” pushes the parameters of TOAW in both subject matter and design. The most obvious departure is that the rules of mechanized warfare on the steppes of Ukraine don’t apply. We aren’t advancing the front line to control the territory behind it. All the fighting occurs, ostensibly, in friendly territory. Allied forces could be anywhere in South Vietnam, just not everywhere. Reading the manual, descriptions of the various rules and calculations are directed toward the would-be scenario designer. The designer for “Vietnam 1965-1968” has stretched the capabilities in a number of ways. The overarching flow of the game is guided by “Theater Options” which then trigger a events. Player’s political decision results, several turns later, in the arrival of reinforcement forces. 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. The Air Cavalry can quickly isolate and destroy the enemy. This departure from typical scenario design puts the onus onto the player to be able to understand what is going on underneath the hood. ![]() In Vietnam (and in “Vietnam 1965-1968”), units will be to be able to be cut off and isolated. Knowing how supply is calculated, and how it is prioritized becomes an important part of understanding what you can do. In a board game, this would be explicit in the rules. In TOAW, it relies upon the algorithms within the engine. So the player needs to understand those algorithms, or at a minimum, their effects on his plans. “Vietnam 1965-1968” portrays the period from the initial deployment of U.S. draw-down and “Vietnamization” of the war with week-long turns and 5km hexes. Player to get through the historical Tet Offensive without suffering the historical political setbacks.
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