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Originally Posted by TorpX
I assume many enemy units are hidden, so, if you order a panzer rgt. to head along a road for the next town, a hidden enemy unit could pop up, and there would be unexpected combat (or an ambush). Is this so?
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Yes, there is fog of war and what you see depends on your air reconnaissance capability and other various things. If you move your unit from A to C through B and there is an unseen enemy at B, your unit just stops in front of it. No combat, unless you order one.
Quote:
Originally Posted by TorpX
How would you rate the AI? Does it provide a high degree of challange?
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In my opinion it's reasonably good. At least I hope so, otherwise this complete failure reaches another level

. It's nothing like Command Ops Battles from the Bulge level, which has the best AI yet seen, but nothing to complain. I haven't played that much in the end so consider these as first impressions. Perhaps someone else more experienced can give more insight on this.
Quote:
Originally Posted by TorpX
This seems like a pretty good game. I used to play various board games, like Avalon Hill's Battle of the Bulge, but have little knowlage of computer strategy games. I do have WitP, however, it takes way too long to finish that one, and the AI seems weak.
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The Operational Art of War III is somewhat generic though. You don't get a certain feeling for certain battles and scenarios as they pretty much look like the same. But on the other hand it would be unreasonable to expect stronger thematic feel for each era and battle in a game which can model three hundred centuries of warfare. And which game can do that? None. Also the air and naval operations are quite abstracted so for example the Pacific campaigns don't feel very Pacific. Still, TOAW III is a great game and more you get into it, more you'll like it. It's also fairly cheap, around 40e (for a matrixgames' game anyway) now and if you wait for a few weeks for Matrixgames.com holiday sale it'll be on sale.