If excessively worn, they will be marked as "tray worn." Flat trays for SPI games are not graded, and have the usual problems.If excessively worn, they will be marked as "card worn." The cardboard backing of miniature packs is not graded.In most cases, boxed games and box sets do not come with dice.Due to the nature of loose counters, if a game is unplayable it may be returned for a refund of the purchase price. Boardgame counters are punched, unless noted.Major defects and/or missing components are noted separately.
Example, EX+ is an item between Excellent and Near Mint condition. A "plus" sign indicates that an item is close to the next highest condition.When only one condition is listed, then the box and contents are in the same condition.
#The operational art of war iv display size code#
Boxed items are listed as "code/code" where the first code represents the box, and the second code describes the contents.The limit of 50% unit supply recovery per turn has been lifted. Note how this would especially affect desert scenarios. If optioned, this affects supply in that supply lines traced over improved roads will extend proportionately further than over other terrain, like regular roads. Motorized unit movement over improved roads can be set by the designer to be less than one MP per improved road hex (for example, ½ MP per hex). The result will be that it will be much more difficult for units to press on at red-lined unit conditions from such locations. Units in such hexes will function somewhat between how supplied and unsupplied units function. That is the location supply value below which locations are overextended. A new parameter called the Overextended Supply Threshold has been implemented. There is now an intermediate supply state that falls between “Supplied” and “Unsupplied”. Ships subjected to sea interdiction fire counterbattery back (or, in the case of carriers, counterstrikes). Sea Interdiction can now be employed by aircraft, ships, and coastal guns. Naval combat now evaluates attackers’ Anti-Naval strengths as individual shots/planes – employing their shell weights to determine armor penetration and resulting damage. Embarked units no longer employ their own strengths in defense. Ships have new armor, durability, accuracy, speed, and agility parameters. Instead of treating ships as a single piece of equipment, like a gun or a squad, they are now treated as complex systems that incur damage in combat. The Operational Art of War IV is the top-notch military simulation that every wargamer needs! More than 200 scenarios like the Battle of Marne, Dien Bien Phu, the Battle of Arnhem, the Falkland Invasion - and lots more! - will forge your strategy skills and ability to master all kind of troops and terrains! The entire naval warfare system has been completely revised and implemented, bringing its realism to a new, higher, level! The supply system has been greatly enhanced, allowing a more gradual simulation without adding extra tasks to the players.Ī new Battlefield Time Stamp feature takes on TOAW's unique way of handling game turn resolution and makes it easier for players to plan ahead! In addition, the game will feature an Improved combat resolution, a much more consistent combat round management, along with major improvements to the TOAW Editor Event system, making complex scenarios easier to create! And for those intimidated by large scenarios, an Improved PO/AI assist automation exists to make handing off part of your friendly forces to the AI easier!
With more flexibility than before and with a new array of exciting features, it will make you relive the most iconic battles from the dawn of the 20th Century to modern day, including the ones that never occurred! The legend is back! The Operational Art of War IV is the new generation of operational wargames.