The Operational Art of War IV
The legend is back!
Operational Art of War IV is a new generation of war games. With more flexibility than before and a new range of exciting features, you’ll be able to relive the most iconic battles of the 20th century to the present, including those
that never happened!
Over 200 scenarios such as the Battle of the Marne, Dien Bien Phu, Batte of Arnhem, Falkland Invasion – and much more! – will develop your strategic skills and the ability to master all kinds of soldiers and terrain!
The entire system of hostilities has been completely changed, thanks to which its realism has reached a new, higher level!
The supply system has been greatly improved, allowing for a more gradual simulation without adding additional tasks for players.
In addition, the game will include improved combat resolution, much more consistent fight round management, as well as significant improvements to the TOAW Editor event system, making it easier to create complex scenarios!
The new Battlefield Timestamp feature uses the game’s unique way of handling turn resolutions and makes it easier for players to plan ahead!
And for those who are terrified of big scenarios, there is an improved assist automation to make it easier to hand over parts of allied AI forces!
Operational Art of War IV is the best military simulation that every player who loves war games needs!
FEATURES
- New Naval Warfare Features
Ship modeling has been improved. Instead of treating ships as a single piece of equipment, such as a weapon or a detachment, they are now treated as complex systems that cause damage in combat. Ships have new parameters of armor, endurance, accuracy, speed and dexterity
.
Shipped units no longer use their own forces in defense. Sea Combat now assesses the strength of an opponent at the level of individual shots/aircraft – using their projectile weights to determine armor penetration and resulting damage
.
Sea Interdiction can now be used by aircraft, ships and coastal guns. Ships subjected to counter-attack against maritime fire (or, in the case of carriers, counterattacks).
- New delivery system
There is now an intermediate power state that falls between “Delivered” and “Not Delivered”. This is called “Overextended”. A new parameter called Delivery Threshold Exceeded has been implemented. This is the value below which locations are overextended. The result will be that it will be much more difficult for individuals to push in such conditions.
Motorized movement of units on improved roads can be set by the designer to less than one MP per improved road hex. If possible, this affects supply in that power lines run on improved roads will extend proportionally further than in other areas such as ordinary roads. Note how this will affect desert scenarios in particular
.
Removed the 50% unit recovery limit per turn.
Other game features:
- Limit Ranges: Ranged units can have limited player nominal range. This can be used to adjust the range of bombers to the range of fighters, or to ensure that units with multi-range equipment operate within the range of equipment with the shortest range. The DBR will reflect the modified range.
- Deployment Recovery: Ranged units retain their deployment status after a fight, and ground attackers can recover them if a scheduled fight is canceled.
- New rules for the destruction of bridges: It is possible to limit the fields of bridges (for destruction) to places where the road element graphically intersects the river element.
- Report Review. Fight reports are saved in pbl/sal files for both players to review during their turns.
- Adjustment of the PBEM ++ Matrix system.
Fight