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Norm Kroger is one of those figures in the wargaming world whose name
upon a game almost guarantees a very high level of accuracy, a massive
amount of detail, and in the end a resulting validity that makes his
products a pleasure to play. The Operational Art of War, Volume
2 is exactly what we expect from Norm, and from Talonsoft.
TOAW2
is (eponymically) the descendant of TOAW(1) and is a wargame intended
to simulate all varieties of battles from 1956 to the present and near
future. It is a grognard's wargame. It is hex-based, and
uses the cardboard-counter paradigm with which we're all comfortable.
As the "operational" in the title suggests, it endeavors to
represent neither the details of tactical maneuvers, nor the resource
management of grand strategic level games. It is a
theater- and sub-theater-level game, well suited to simulate
everything from the scale of battalions on up to brigades and
divisions.
The
TOAW engine deserves some comment. Rather than being satisfied
with a rationalized system of "combat factors" and
"movement factors", Norm and crew have used the massive
number-crunching capabilities of modern systems to allow the rather
bland surface of the game to contain a staggering amount of detail.
For example, each unit does not have a set "combat value".
Rather, a unit is made up of its component parts (rifle squads, jeep
squads, ATGM teams, helicopters, and what have you). When this
unit contacts an enemy unit, these parts are applied against the
component parts of the enemy, and the results tabulated. If a
tank company runs over a mechanized battalion, the individual ATGM
teams in the battalion actually "fire" their weapons against
the attacking tanks, registering a certain number of kills,
immobilizations and misses. This all takes place
invisibly, with the end result being a gradual degradation of the
attacking unit, and thus its attack.
A
similar system is in place to represent mobility. At the
operational scale, we're not really concerned with the maximum speeds
of the trucks attached to a unit. More important are the number
of trucks (allowing more of the unit to be road transported
simultaneously), the road network they are traveling over (a broad
network allowing the unit to be transported en masse, rather than
strung along a single path) and the skill/experience of the unit
(where everyone knows what their doing - a huge reduction in
Clauswitzian "friction").
The
neat result of this is that to simulate a unit, you simply build it as
the sum of its parts and - voila! - it HAS its combat effectiveness
and movement values etc all figured out. Kind of a
"result-based" bottom-up system, rather than a
"rationalized" top-down system where the designer has to
grant units with numeric values based on their research and
experience. The catch is that the basic values - the utility of
that additional truck, the hit and kill likelihood of that Sagger -
MUST be accurate or multiplicative error will destroy the game's
credibility.
It's
a novel approach, and uniquely takes advantage of a computer's
particular strength. Unfortunately, novelty has its price and
TOAW paid it. This essentially was the source of much
condemnation and criticism for TOAW1 (the "100 jeeps taking out
100 Tigers" example has probably gotten the most press).
But I think a lot of the criticism was unjustified. Not all, but
a lot. Part of it has to do with a lack of cognizance on players
part - justified because we've simply never been handed a system quite
like this. On the surface, it's ridiculous that a unit of 100
Jeeps (and nothing else) would cause the retreat of a unit composed of
100 Tiger tanks. But on the operational scale, it takes a
slightly different picture. Certainly the "jeep" unit
would be able to pick and choose the point of engagement, possessing
much greater inherent mobility. The Tiger was notorious for its
unreliability, short range, high ground pressure, and limited
ammunition supply. I'm not saying the guys in the jeeps could do
squat against the Tigers - not at all. Certainly on a
hypothetical flat plane, 100 against 100, the jeep guys are history.
But if we're talking the operational scale (say, 5km-broad hexes of
mixed terrain and 1- or 2-day turns)? I'd be hesitant to say the
Tigers could even drive the jeep units from the hex, much less exert
what might be called "total control" over the area.
And that's the essential argument about the results coming from the
TOAW engine. It's NOT a tactical simulator - we're talking about
very "fuzzy" concepts like 'control' and 'threat' over a
large area - not "who holds the second floor of that particular
building".
Of course, it’s
inevitable that such a "bottom up" system would have some
small flaws (or if not flaws, then at least things I quibble with),
and TOAW2 is no exception. In most cases, these are with elements that
the engine isn’t really designed to represent directly – aircraft
or naval units for example. Going by the statistics, the MiG-29 is a
better aircraft than either the F15 or the F14? I’d believe that for
the early models, but not for the latest versions. I hope the
anti-personnel statistic for the generic 35mm dual AAG is a typo, and
the game doesn’t actually simulate that it’s 50% more effective an
antipersonnel weapon than the USS New Jersey (and the ZSU-23 uses
HEAT? Those are pretty tiny shaped charges….).
And of course, there are the design decisions
that some players will downright object to, or at least raise
questions about. There is extensive AFV differentiation, but none for
infantry elements – an Iraqi light rifle squad is exactly the same
as an Israeli or American or Soviet light rifle squad, given the same
support levels? Another item I’d like to ask Talonsoft about (and am
going to as soon as I finish writing this – I’ll happily post his
answer when I get it) is how supply consumption is modeled with units
armed primarily with missiles. Missile-armed units should be
disproportionate burdens on their supply chain, and should suffer
extraordinary penalties for being out of supply. For example,
(disregarding for the moment the questionable targeting quality values
between the 105mm-armed M60A3 and the wire-guided Shillelegh-armed
M60A2) if the M60A2 is 50% more lethal than the M60A3, why aren’t
all MBT’s today missile armed?
I've read reviews nitpicking the weapon
data (and Norm's rebuttal
to same) and while his rebuttal was 99% on the mark, in this
respect I'm afraid I'm not yet totally convinced. If we’re
talking about the OPERATIONAL effectiveness and lethality of weapon
systems (and not simply the firing-range ‘to-kill’ figures), then
missile systems are generally too lethal given their limited shot
count and supply issues. Sure, a Sagger will be a first round kill
against most 1970’s era NATO tanks, but how many Saggers will an
ATGM team have available? Given their time-to-target and the
likelihood of firing team suppression, early ATGMs of all types are
given kill values that seem too high. Looking purely at the statistics
it seems that the robustness and reliability of the systems were also
unconsidered.
This
is where Norm's reputation and Talonsoft's regular posting of patches
both come into play. Norm Kroger's games are always, as far as
I've seen since the early '80's, thoroughly researched and deeply
fact-based. As an illustration of this I would again refer to
his rebuttal above - the amount of knowledge he has at his fingertips
is amazing. Do I have some questions about narrow issues in how
the game models certain aspects of combat? Sure I do - it's part
of being a grognard that one is never without an opinion to wield or
nit to pick. But based on my experience with Mr. Kroger's
products I expect that he has at least a credible reason for setting
up things the way they are, or he'd be willing to change something if
presented with credible evidence that he's in error.
Further,
Talonsoft has a generally good reputation for releasing a lot of
updates to their games - as a result of listening to their customers,
not that the games are any buggier than the rest of the industry's
products. TOAW did have some faults and patches were issued
quickly to address them. Therefore, when the time came to write
TOAW2, they recognized firstly that there were some things that needed
a deeper fix than a patch could address. Secondly, there were AI
and unit maneuverability issues that were unique to the period that
TOAW2 represents. (They're not perfect, however; I've had some
particular trouble running TOAW on my laptop and I didn't get any
response to my emails to TS tech support about it.)
TOAW2
offers a number of options over those available to its
superficially-similar boardgame cousins. Units have a number of
different attack alternatives, from limited probes to all-out
assaults, and there's a positively bewildering array of order
alternatives in terms of multi-unit, multi-hex attacks.
Units in a sense have a limited amount of action available to them
before they reorganize, and hurling your units at the enemy wholesale
is a good way to guarantee not only a quick end to their actions, but
also that they will be unready (reorganizing) when the enemy comes
back at you. So , as a good game should, TOAW2 forces players to
husband their resources and only commit to all-out effort when they
have no other choice.
One
other interesting feature is the phased turn execution, something
simply not possible to provide in a boardgame where the bookkeeping
would be prohibitive. The phased turns means that the turn is in
effect divided into "tenths". If a unit moves half its
movement and attacks, it would be considered to be employing the
attack in phase 5 or later. If it moves only a short distance or
no distance, it can attack in earlier phases. If, after attacks
are resolved, if no combat lasted beyond phase 8, then you are
'returned' to executing your turn with 20% remaining. Cool.
Really,
even with the number of different unit types, different weapon types,
different platform types - the game can be rather simple to
play. This is all in credit to the design. As noted
above, there is a lot of number crunching going on beneath the
surface. But for the player who would rather NOT get tangled in
those details, they don't have to - it CAN be played like Tactics II
(a beginner board wargame). For those who love the details,
they're all there - just pop the hood and look inside.
As
I think I've already alluded, graphically the game is rather standard,
as are the sounds. But they're not really the point of the game
- this is a wargame and eye candy is not required. The clarity
of the graphics (an early complaint with TOAW1) has been entirely
fixed and playing it on my 15" monitor was no problem.
The interface is functional with use of right clicking where possible.
The
AI is surprisingly good. I haven't played through all of the
scenario's but the several I have played have been an adequate
struggle from the AI. Again recognizing the diversity of tactics
employable (going back to that airmobile issue) this isn't too
bad. In every case I've had fun. Most importantly, the AI is
flexible, able to handle a fair array of human deviousness without
breaking down completely. This is most important for the editor
and goes a long way toward explaining why the fan-design community has
been so happy with the TOAW products.
The
editor is probably the key feature in this package, aside from the
game engine itself. Easy to use and very full featured, as Norm
himself puts it in the manual - they decided it was more important to
make the editor powerful than bulletproof. This is a creditable
decision I wish more companies would make. The designer has
complete control over every aspect of the scenario being designed (the
only exception being I couldn't find an actual equipment
characteristic editor - I can add any number of Mi-24's to a unit, but
I couldn't address the actual damage figures etc for the Mi-24).
As mentioned above, the units themselves are very easy to build - as
long as you have an accurate TO&E you can easily build the
forces. If you're more ambitious you can try your hand at
the event editor - a very useful tool that allows you to (as only one
example) define multiple goal paths and events based on activities
within the scenario. Let's say you are designing the ubiquitous
"Warsaw Pact Invasion" scenario. You could set up the
event editor as follows:
| If this... |
then |
and |
and |
and |
| WP captures Frankfurt |
Neutrals enter for allies |
WP victory hex becomes London |
US Chemical weapons are released |
US reinforcements arrive |
| NATO captures East Berlin |
Poland has a 50%/turn of going neutral |
WP chemical weapons are released |
USSR reinforcements arrive |
NATO victory hex becomes Moscow |
| NATO uses Chemicals |
France goes neutral |
WP nukes released |
Civilian (refugee) units are created in every
German city. |
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And
so forth. As you can see, this would allow a tremendous number
of "background" politico-social events to be triggered by
the events taking place in the game. In my playing of the Cuba
'62 scenario (one of the first ones I played) I was seriously nervous;
as news events followed my successes in pinching off the center of the
island and building for major efforts to grab supply centers, I
started to see that North Korea had mobilized and my air transport
assets were being shifted to cover the growing crisis in Europe.
It started to occur to me (as perhaps it should have from the
beginning - oops) that the 32-turn scenario limit was irrelevant - I
needed to move my assets a little more quickly and try to conclude
this thing before 'the balloon went up' so to speak. I'm not
going to tell you how it ended (I'll leave it to you to try invading
Cuba yourself and discover the consequences.) but the news events and
their consequences heightened the believability and impressiveness of
the scenario (credit goes to Doug Bevard for designing that one).
The event editor is a powerful application that adds richness and
variability to otherwise-simple set piece scenarios.
A
critical factor in the game is supply - there's unit supply levels,
formation supply levels, theater supply sources, replacements
(available equipment for restoring missing items to a units TO&E),
reinforcements (completely new units) - and as an operational
commander you must pay at least casual attention to these things or
you will find yourself losing a significant percentage of your combat
strength due to a simple lack of supplies. The manual
acknowledges this - stating that, if air superiority is achieved,
interdiction is the best possible lowest risk use for aircraft in a
theater. Many games have modeled interdiction, but I think this
is one of the first to simulate the real-life effects successfully.
Finally,
another well-implemented feature of the game is their use of color.
In the editor, each unit is designated with a color (as with most
games). What's novel is the fact that color has an operational
impact beyond indicating which side a unit is fighting for.
Units are capable of inter-unit support at three different levels -
internal support, limited support, and free support. Which
support is available is denoted by colors. For example, a
background color might indicate "nationality".
Foreground (the symbol) colors might denote army, navy and other
units. Internal support means the unit can only support units of
the identical color scheme, "limited" means that the unit
can offer support to units of the same background color but different
foreground colors, and "free" is for the highest level
support units capable of supporting all units for that side.
(Note that this is formation-dependent as well - as a scenario
designer you can have the French MLRS support the German armored
company by putting them in the same formation.) This forces the
player-commander to pay at least minimal attention to unit cohesion or
suffer for it.
For
the scenario designer, the manual is an essential tool. In the
past, I've criticized companies for putting in their in-house editors
as a last-minute rush job, with little support and no instruction.
Such is not the case with Talonsoft and TOAW2. The manual
sections covering the unit editor, map editor and particularly the
event engine are thoughtful and well written. Statistics and figures
for every piece of equipment simulated are also offered, a not
inconsiderable list.
Unfortunately,
the weakest parts of the package are probably the included scenarios.
They are basically good, but there's a fairly large number of
historical conflicts that are available for simulation in the last 50
years of the 20th century, that Talonsoft seems to have shunned in
favor of (mostly) hypothetical scenarios, most of which involve the US
in some form or another. They're fun - don't get me wrong - but
the scope could be broader. Of course, this is rectified by the
fan base, who has produced some remarkable works of military history
disguised as TOAW2 scenarios. :) I'm slavering to get into Jeff
Riddolls 540-turn behemoth port of the Victory Games' boardgame of
Vietnam 1965-1975 (posted 11/4/99 and apparently requires a not-yet-publicly
available patch IIRC), but it's a shame TS missed a lot of
opportunities to present this sort of work themselves.
In
all, whether you'll be happy with TOAW2 depends a lot on your
expectations. If you are a real-time strategy buff, or someone
who doesn't have a lot of time or effort available to invest in
playing a single wargame - you may find TOAW2 a bit on the dry side.
On the other hand, if you have a history with board wargames, and are
looking for an interesting and successful new system that takes an
innovative (yet reassuringly familiar) approach to modern land combat,
TOAW2 is exactly what you've been hoping for.
If you like to comment on this review, please post a
message at the forum.
Reviewed by Steve
Lieb |
want to build a substrength ATGM rifle cadre with heavy AA support and a couple T-60's? Sure you can...

the turn summary situation report isn't so good for the USA in Cuba 1962

My central units have linked up and pinched off the middle of the island (a wide screen view is also available).

a key to success is heavy air assets

Planning a multi-hex attack against a strong Cuban unit.
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