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Introduction
The
Operational Art of War, Volume One is TalonSoft's latest game in their new two part
series. The game covers operational warfare from 1939-55. In this case "operational
level" is defined as "a view of the battlefield on a scale just exceeding that
at which differing ranges of various direct fire weapons are significant." The game
scale is thus variable from 2.5km to 50km hexes and half day to full week turns. The
emphasis is on ground combat and both air and naval operations are abstracted. The
Operational Art of War comes on CD-ROM with a 160 page manual.
Installation, Documentation, and Interface
Installation goes
easily from the CD. The Operational Art of War is fully Windows 95
compliant and is the first game I have played where this is truly the case. Unlike most Windows
95 games that must be played full screen with nothing else open The Operational
Art of War can easily be played in a window while other programs are running (with
a slight performance hit of course). In fact I have the game running as I write this with
a web editor and Netscape 4.0 open. While the game installs and runs just fine,
startup is another matter. It takes almost five minutes from the time you click on the
game's icon until you can start playing. On my system (a P200) the opening video takes two
minutes to load and I have yet to find a way to skip it that does not lock up the game.
Needless to say this is rather annoying. At least the opening video, composed of
historical footage with a nice soundtrack, is interesting.
TalonSoft learned their
lesson with the skimpy manual they provided in East Front. The
Operational Art of War includes a complete 160 page perfect bound manual. The
manual covers almost everything a player needs: the interface, how to play the game, how
to create your own scenarios, equipment lists, and a tutorial. Overall the manual is very
well done and one of the better computer wargame manuals around. My only minor gripes with
the manual are that some of the screen shots are very dark, especially the icons, and,
more importantly, the single tutorial is only of limited use. I found the three tutorials
in the East Front expansion pack manual far more useful. These are minor
quibbles and a player who takes the time to read through the manual a few times will be
rewarded with a wealth of information on not only how to play the game but how the game
system works.
The Operational
Art of War runs at resolutions from 640x480 up to 1152x864 in 16bit color. The maps
can be as large as 100x100 hexes [Note: The new 1.01 patch provides a new editor that can
make maps as large as 300x300 hexes. A new program executable will soon follow that can
use these new larger maps.] The maps in The Operational Art of War are simply
the best ever seen in a wargame, period. They are exquisitely detailed and strike a
perfect balance between aesthetics and functionality. The maps look better even than most
printed game maps with the exception of its winter maps that display snow cover. There are
two levels of zoom for each map and all game functions are available at both levels.
Unfortunately, the
interface in The Operational Art of War is not as beautiful as the maps. It
is a very dark green with gold type and icons. This in itself would not be so bad but the
designers made every button tiny and serverely three dimensional in a way that wastes
screen real estate and leaves little room for information. The result is a dark, ugly,
hard to read interface with not very intuitive icons. To make matters worse, The
Operational Art of War uses a courier-like font throughout that is very squashed
and thus hard to read, especially on the dark background. In fact the typeface is my
biggest complaint with the interface. The buttons are not such a big deal after a few
plays but the type is always hard to read for briefings, reports, city names...everything.
I desperately hope TalonSoft changes the typeface in a patch. I also hope keyboard
shortcuts for many of the button functions are also added. [Note: The new 1.01 patch
provides a nice selection of keyboard commands.]
The majority of the game screen is taken up by the game
map, which has two zoom levels. At 1024x768 resolution, on a 17" monitor, the units
are perfectly readable and the map size is sufficient to reduce the need to zoom out very
often. A jump map is provided in the lower right corner that shows the positions of all
units as colored dots and a single click takes you to that part of the map. Scrolling,
performed by moving the mouse to any map edge [Note: In the new 1.01 patch you can also
use the keyboard number pad to scroll.], is somewhat slow but the jump map is very quick
making map navigation a breeze. Above the jump map are 28 buttons, the Control Panel,
arranged in seven rows (less at lower resolutions). As mentioned above the buttons are
very small and many of the icons unreadable. There is little need for them anyway as most
of the game functions are accessible from a right-click pop-up menu. Above the Control
Panel is the Unit Panel that shows the terrain of any hex clicked on along with the units
in the hex, their values, and a 3D icon of the main equipment used in the unit. Along the
bottom of the map is an Information Panel that displays various messages as you mouse
around the map or click on units. The information displayed is important and very useful
during the play of the game. Along the top of the screen is the menu bar where all game
functions can be accessed.
For the most part, I
cannot praise the interface in The Operational Art of War enough. Finally, a
game company that understands how to use the power of the computer to streamline wargame
play. Seventy-five percent of all game commands and information displays can be access
with a click of the mouse on the relevant unit. This is accomplished by the use of the
Unit Panel, the unit icons themselves, and the wonderful right-click menu. The right-click
menu contains the most frequently used commands. The Unit Panel is not as useful as it
could be. It displays all the units in a hex as a stack that you can click through to
display all their combat values. With the exception of movement factors, all the same
values are available on the unit icons themselves on the the game map, which you can cycle
through easily by clicking. In the 3D view and when zoomed out the Unit Panel does become
more useful. I wish instead they showed the units un-stacked in rows. The little 3D
equipment graphic is nice but not particularly useful. The Operational Art of War
includes a movement display feature so wonderful it is amazing no game has ever included
it before. To move a unit you simply click on a unit and then on its destination. What
makes this unique is that, unlike most games, as soon as you click on a unit a movement
arrow activates that follows your cursor around the screen showing the exact path the unit
would follow if moved, the cost of each hex, and the movement range of the unit.
Wonderful!
The interface is not
without its faults. TalonSoft included their "battleview" from their
Battleground series of games in The Operational Art of War. This 3D view is
of little use in this series. Stacking is represented only by dots and much less of the
map can be seen. The 3D infantry icons are also rather unattractive and the bases very
gaudy but without the bases many units are all but impossible to see. Some players may get
a kick out of the 3D view but I think most will simply ignore it.
The 2D map has a few
problems as well. When a unit is selected all other hexes occupied by units from the same
formation are surrounded by steel borders. This makes it easy to keep formations
coordinated. Unfortunately, units from different formations in the same hex are not
indicated and thus it can be easy to move them as a group (stack) and break up other
formations. It is also not possible to give commands to entire formations, although the
Formation Report box comes close. When Show Movement Points is selected the combat values
on units are replaced with their remaining movement points. It would be nice if all units
not yet moved could be highlighted in some way. While The Operational Art of War
can show all supply hexes the "Supply Trace" feature of the V for Victory
series would have been a nice option as well. The large maps in The Operational Art
of War can make turning Show Supply off and on a bit slow. Weather effects are
completely addressed in the game and a weather view shows the weather for each hex with a
cloud icon. The icons are cute but it would be more efficient if the Information Panel
would display the weather state for that hex as the cursor passed over it. While the
interface in The Operational Art of War is very well done a few more tweaks
would make it even better.
Game Play
The Operational
Art of War resembles Atomic Games/Avalon Hill's V for Victory series
but improves upon it considerably. The game is a mix of new and familiar gaming concepts.
It is basically a you go/I go system with some interesting chrome. While not as
sophisticated as The Gamers' Operational Combat Series board game system, The
Operational Art of War does a good job of conveying the important elements in
operational warfare. Play is similar to the V for Victory series in many ways
but moves past it as well. The heart of the system is the turn's ten rounds. A turn is
composed of movement and attacks that, depending on their length, may allow the player
another round of the same. Thus if you only move half your movement and "end"
your turn you will get a chance to move and attack again...maybe! What keeps things
interesting is that the system makes a number of calculations based on how far you moved
and how big your battles are to determine how many rounds pass. This is a very slick and
easy way to simulate armored exploitation without a lot of separate phases. If this is not
enough, full fog of war is available that is influenced by air recon as well as the recon
abilities of units. Combine this with the ability of units with high reconnaissance levels
to disengage makes for a game where, for the first time, recon units become a useful and
valuable asset. Even stacking is handled well. Instead of putting a flat limit on the
number of units allowed in a hex a density value is assigned. As you pack more units in a
hex the value goes up and the detrements become worse. The subtilties of this system may
not be readily apparent but after a few scenarios you will begin to see how well it works
and the impact it has on your operations. Added to these rounds is variable initiative
that may give a player two turns in a row (not used for play-by-email games). Thus every
turn is a variable ebb and flow as units move, attack, and exploit in supporting and
intertwined fashion.
Integrated within this
slick turn sequence are a number of unit and formation level options. Units have a number
of deployment options: Moving, Defend (three levels), Tactical Reserve, and Local Reserve.
The Tactical and Local Reserve deployments are the most interesting. Tactical Reserve
allows a unit to respond to attacks adjacent to it during the opponent's turn and Local
Reserve allows the same for attacks within the unit's remaining movement allowance. The
deployment setting is indicated by a small letter to the right of the unit symbol. The
deployments are a fantastic way to allow a "reaction phase" within the you go/I
go system.
 The Operational Art of War also
includes formations that range from battalion on up. Units within these formations can
attack together while attacking with other formations may be unfavorably modified if not
prevent altogether. Formations also have variable supply abilities based on their
composition.
Combat is equally as
elegant as the movement system. With a simple right-click, units can be set to attack and
defend with six levels of intensity. Units can be set to Minimize, Limit, and Ignore
losses in combat. In addition, the same options are available as a Limit Attack
(essentially a probe or holding action). These settings are indicated on each unit by dots
to the left of the unit symbol. Consequences of an attack can be losses, engagements,
retreats, and unit breakdown into smaller sub-units. Individual units may also be subject
to "reorganization" after particularly grueling attacks where they can still
move and defend but not attack. The system takes a huge number of factors into account for
each attack including attack density, complexity, supply, flanks, defending terrain, and a
complex accounting of the actual equipment of which each unit is comprised. A unique
Attack Planning Dialog box makes setting up attacks easily. The box shows the defending
unit and all surrounding units with flags next to each unit that indicate their
cooperation level. As units are selected to attack a running total of attack and defender
strengths is kept with a success estimate. Supporting units such as ranged artillery and
air support are also available. While actually part of movement, The Operational Art
of War includes disengagement attacks. Units with low recon and or low movement
levels, adjacent to enemy units, may undergo disengagement attacks that can be quite
disastrous. Thus The Operational Art of War simulates the difficulty engaged
units have in moving away from combat.
All of these seemingly
simple and basic options combine in such a way as to give the best representation of
operational level combat in any computer wargame to date. The slick and well designed
interface makes it a breeze to forget the details and concentrate on maneuver and
operational level tactics.
The AI in The
Operational Art of War is exceptional. This is not to say it is a silicon General
Patton but it will certainly provide an adequate opponent. The AI seems to have little
difficulty handling small or large numbers of troops and is one of the more aggressive
AI's I have seen on the attack. It does of course make the occasional silly error but
these are thankfully rare. The one odd thing I have noticed about the AI is that it seems
to shuffle units around a lot. Unit movement by the AI is rather quick so it is difficult
to tell exactly what it is moving but it sometimes seems to move the same unit back and
forth a bit for no purpose. AI execution time is acceptable; depending on the size of the
scenario it can take over fifteen minutes for the AI to complete its turn if you have
combat reports turned on. [Note: The 1.01 patch supposedly speeds this up a bit.] Players
have the option to set the sophistication, called intelligence, of the AI, which
influences AI execution speed, as well a handicap/cheat level.
Scenario Selection and Design
The
Operational Art of War ships with seventeen scenarios from the attack on France in
1940 to North Africa to the Korean War. The scenarios range from less than ten turns to
over 50. Unit density in scenarios range from a few dozen units per side to 500. [Note:
The new 1.01 patch raises this limit to 2,000.] Arracourt 44 is probably the best scenario
to play first as it has the lowest unit density. All the scenarios are very well done
although some are so large many gamers may steer clear of them. My only complaint about
the scenarios is that there are not more smaller ones. [Of course with the new OPART300 in
the 1.01 patch that allows 2,000 units per side I wonder if I may be in the minority with
this belief.] Another quibble is that the scenarios are sorted alphabetically instead of
by year and or theatre (This will become more annoying as more scenarios become
available). Every scenario can be played as either side against the computer, hot seat
against a human opponent, or by email. The back of the box states that TCP/IP play is
included but it is not. TalonSoft is currently deciding whether to add it on or not. I do
not see why players would want to play The Operational Art of War live over
the Net when a player could take up to 30 minutes or more to complete his or her turn.
Each scenario includes the basic stats on hex scale and time length as well as a
description of unit colors. A detailed historical account is also provided. Another unique
aspect to The Operational Art of War scenarios are Significant Events.
Significant Events are essentially special triggers that can occur due to action within
the game such as certain objectives being captured or lost or simply by time. Thus
reinforcements can be dynamically activated as well as events outside the scope of the
game such as the deployment of gas or atomic weapons. Significant Events add considerably
to the depth of each scenario and produce an almost campaign like feel within a scenario. The
Operational Art of War is one game where scenario add-ons will be heartily
welcomed.
Of course players will
not have to wait for add-on packs because The Operational Art of War comes
with a complete scenario design system. The Scenario Editor is the actual one used by
TalonSoft to design the scenarios included with the game. Players can manipulate almost
every aspect of a scenario from the maps and units to reinforcements and Significant
Events. I will report more on the Scenario Editor once I have had more time to use it. I
can say the Editor is not for the faint of heart but for those willing to spend the time
they will be well rewarded for their efforts.
Summary
The
Operational Art of War is without a doubt simply the best operational level
computer wargame designed to date. It is not a revolutionary system, but it takes tried
and true board game concepts and combines them with some unique concepts and a great
interface to produce a fantastic package. The detailed manual and complete Scenario Editor
make the replay value of this game extremely high. Without a doubt, countless scenarios
will be written by players and made available on the Web for years to come. TalonSoft has
done it with this one!
| System Requirements |
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Reviewer's System |
Pentium 133 processor or faster
16MB RAM minimum
4X CD-ROM drive
16bit SVGA graphics card
Windows 95 |
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Pentium 200
48MB RAM
8X CD-ROM drive
Matrox Millenium 8MB RAM
Windows 95
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