Like the messages in Championship Manager 3 which declare that a player has made a successful pass to a teammate in the opposing penalty area, only to see that teammate loft a pass "forward" 55 yards to continue the attack, TOAWgot caught in the trap of trying to model every last detail of the subject matter it was trying to portray, and to display it all to show how "comprehensive" the game was. Recently, there has been some controversy regarding the accuracy of the underlying engine, as some observant players noticed that in certain situations, the tactical engine was churning out some truly bizarre results, with the now infamous "100 jeeps" turning aside all manner of German panzers being the most ridiculous (and most harped-upon) outcome. Indeed, the first few patches (and there have been several) to the original game addressed such issues as skewed road movement rates, unrealistic supply situations, and all sorts the rips and tears that result from stretching a wrap to fit so wide a bowl. I predicted in my original review of TOAW that such an ambitious project would undoubtedly suffer from trying to extend its system over too great a range, since the word "operational" covers quite a bit of ground (from company-level actions all the way to corps). So I won't go through those points again: check out the link if you haven't heard anything about the game system at all. Everything I had to say about the game then still applies, and TOAW2, while changing gears a bit to thrust the system into the late 20th century, is very much the same game as its predecessor. However, the system does have its limitations, and I elaborated on them somewhat in my review of TOAW, Vol. User-made scenarios abound, and some truly excellent creations exist which will provide you with hundreds of hours of competitive enjoyment.
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