HTTR (mini-guide): And even more tips!
Moderator: Arjuna
HTTR (mini-guide): And even more tips!
Towards the end of 2003 around the time that HTTR went gold and showed up on store shelves, I created two extensive threads in the HTTR forum which had served as a mini-guide to the game. In the beginning of 2004, a hacking incident resulted in a considerable loss of content from the Matrix Games forums including these two threads.
Fortunately, I had created an offline archive of the content which contained about 90% of what was valuable. Thus, it became possible to resurrect these two threads for the HTTR community.
First, I would like to thank Ugo "Tzar007" Marsolais who put in a tremendous amount of time and diligence in order to reconstruct these two threads manually from the archive.
Secondly, I would like to thank Dave O'Connor of Panther Games and Marc Schwanebeck and Shaun Wallace of Matrix Games for their support and assistance with this effort.
We all hope that this material will help you to get the most out of your purchase of Panther Games' latest master piece, Highway to the Reich. Remember to return to the forum often for more tips, AARs, user maps/scenarios, multi-player action and the latest news about official strategy guides, scenario expansion packs, future games, and much more!
---
Note, since the thread was rebuilt by Tzar007, you will notice that each post starts with "From Member:". Tzar007 did this in order to maintain the context of who was the original poster of each post.
Mark "MarkShot" Kratzer on 02/14/04.
The HTTR and COTA mini-guides are now available in offline format (PDF) for download.
I would like to thank Eddy Sterckx, fellow beta tester, for the time and effort he put in to reformating the HTML into MS Word to yield a PDF.
You may download them here:
HTTR download link
COTA download link
* Note that the HTTR guide does contain quite a bit of material that is still applicable to COTA.
Enjoy!
Mark "MarkShot" Kratzer on 01/12/06
The COTA Battle Planning Checklist is now also available for download. HTTR players should also find it useful. The link for download is:
COTA Battle Planning Checklist
Enjoy!
Mark "MarkShot" Kratzer on 02/25/06
Fortunately, I had created an offline archive of the content which contained about 90% of what was valuable. Thus, it became possible to resurrect these two threads for the HTTR community.
First, I would like to thank Ugo "Tzar007" Marsolais who put in a tremendous amount of time and diligence in order to reconstruct these two threads manually from the archive.
Secondly, I would like to thank Dave O'Connor of Panther Games and Marc Schwanebeck and Shaun Wallace of Matrix Games for their support and assistance with this effort.
We all hope that this material will help you to get the most out of your purchase of Panther Games' latest master piece, Highway to the Reich. Remember to return to the forum often for more tips, AARs, user maps/scenarios, multi-player action and the latest news about official strategy guides, scenario expansion packs, future games, and much more!
---
Note, since the thread was rebuilt by Tzar007, you will notice that each post starts with "From Member:". Tzar007 did this in order to maintain the context of who was the original poster of each post.
Mark "MarkShot" Kratzer on 02/14/04.
The HTTR and COTA mini-guides are now available in offline format (PDF) for download.
I would like to thank Eddy Sterckx, fellow beta tester, for the time and effort he put in to reformating the HTML into MS Word to yield a PDF.
You may download them here:
HTTR download link
COTA download link
* Note that the HTTR guide does contain quite a bit of material that is still applicable to COTA.
Enjoy!
Mark "MarkShot" Kratzer on 01/12/06
The COTA Battle Planning Checklist is now also available for download. HTTR players should also find it useful. The link for download is:
COTA Battle Planning Checklist
Enjoy!
Mark "MarkShot" Kratzer on 02/25/06
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
RE: Tips thread
From MarkShot:
======================
I originally started writing this for Phil, but I thought this would be a good community project for the veterans here to help RDOA/HTTR new players. So, please add some stuff.
======================
Phil,
You should be aware that ORDER DELAYS were introduced in a patch after the original game was released. As such, some of the shorter scenarios (demo and full game release) became more challenging given their 12 hour time constraints. You can always turn order delays off, but be advised that most players play with it set to PAINFUL. Therefore, advice and AARs will reflect this as well as finding online opponents.
Also, remember that you can always go into the scenario editor and give yourself a later end time for the scenario in question if you feel that you need it.
Don't try to think of strategies for each particular scenario. RDOA/HTTR is not that kind of game where each scenario is a one-time riddle. Instead there are general principles which are applicable across all scenarios. Read through the posts here and you will see. Some examples:
(1) Get arty in range, protect it, and create fire bases.
(2) Use recon to develop a picture of enemy disposition so you can finalize a plan and pick good FUPs and axis of attack.
(3) Attack in terrain appropriate to the units involved ... open terrain for armor ... urban and wooded for infantry.
(4) Move at night when the OPFOR has massive arty resources that mauls you.
(5) Choose what combination of objectives you need to secure, contest, or ignore at game start in order to achieve victory based on points.
(6) For meeting engagements, choose objectives and timings based on your role. Meaning take easy to defend objectives initially and dig-in and leave hard to defend objectives towards the end.
(7) Sometimes the key to the battle isn't so much the objectives as weakening the enemy. Use the objectives to entice and weaken the enemy for 80% of the scenario. When the enemy is staggering and cannot fight, then focus on the objectives. (See my German strategy at the end of the my tutorial.)
(8) Use layered defenses when on the defense. Realize that there are two dimensions to achieving victory when defending. First, you can stop the enemy outright. Second, you can simply cause the enemy to run out of time.
(9) Small forces correctly positioned along a road in the woods with substantial arty support on-call can delay/stop much larger enemy forces on the move.
(10) Attack from multiple axis to disrupt the enemy.
(11) On a map with spread out objectives, you can fight in one area over a period of time and draw enemy resources and attention while flanking unseen with another force and hit someplace else. Thus, you catch the enemy with prepared for defense from the wrong axis and thin forces.
(12) Prepared defenses are much more effective against attackers. Use advance forces to slow down the enemy so that defenders can have time to deploy, dig-in, and entrench.
---
Well, there are a few general principles. Hopefully, the rest of the community will jump in add to this.
PS: Phil, don't feel bad. I was probably as clueless when I started as you feel now. You'll figure it out after a while! Don't give up!
======================
I originally started writing this for Phil, but I thought this would be a good community project for the veterans here to help RDOA/HTTR new players. So, please add some stuff.
======================
Phil,
You should be aware that ORDER DELAYS were introduced in a patch after the original game was released. As such, some of the shorter scenarios (demo and full game release) became more challenging given their 12 hour time constraints. You can always turn order delays off, but be advised that most players play with it set to PAINFUL. Therefore, advice and AARs will reflect this as well as finding online opponents.
Also, remember that you can always go into the scenario editor and give yourself a later end time for the scenario in question if you feel that you need it.
Don't try to think of strategies for each particular scenario. RDOA/HTTR is not that kind of game where each scenario is a one-time riddle. Instead there are general principles which are applicable across all scenarios. Read through the posts here and you will see. Some examples:
(1) Get arty in range, protect it, and create fire bases.
(2) Use recon to develop a picture of enemy disposition so you can finalize a plan and pick good FUPs and axis of attack.
(3) Attack in terrain appropriate to the units involved ... open terrain for armor ... urban and wooded for infantry.
(4) Move at night when the OPFOR has massive arty resources that mauls you.
(5) Choose what combination of objectives you need to secure, contest, or ignore at game start in order to achieve victory based on points.
(6) For meeting engagements, choose objectives and timings based on your role. Meaning take easy to defend objectives initially and dig-in and leave hard to defend objectives towards the end.
(7) Sometimes the key to the battle isn't so much the objectives as weakening the enemy. Use the objectives to entice and weaken the enemy for 80% of the scenario. When the enemy is staggering and cannot fight, then focus on the objectives. (See my German strategy at the end of the my tutorial.)
(8) Use layered defenses when on the defense. Realize that there are two dimensions to achieving victory when defending. First, you can stop the enemy outright. Second, you can simply cause the enemy to run out of time.
(9) Small forces correctly positioned along a road in the woods with substantial arty support on-call can delay/stop much larger enemy forces on the move.
(10) Attack from multiple axis to disrupt the enemy.
(11) On a map with spread out objectives, you can fight in one area over a period of time and draw enemy resources and attention while flanking unseen with another force and hit someplace else. Thus, you catch the enemy with prepared for defense from the wrong axis and thin forces.
(12) Prepared defenses are much more effective against attackers. Use advance forces to slow down the enemy so that defenders can have time to deploy, dig-in, and entrench.
---
Well, there are a few general principles. Hopefully, the rest of the community will jump in add to this.
PS: Phil, don't feel bad. I was probably as clueless when I started as you feel now. You'll figure it out after a while! Don't give up!
RE: Tips thread
From VALENT PHILIPPE:
[:D] thinks to you Mark SHot i am very happy to look at your tutorial .phil
[:D] thinks to you Mark SHot i am very happy to look at your tutorial .phil
RE: Tips thread
From Kevinugly:
I'm just going to add a bit of detail to Mark's comprehensive 'basic guide'.
1) If you do create an artillery 'fire base' ensure that you do protect it as there's nothing worse than having your artillery decimated by counter-battery fire when you've got no idea where it's coming from. However, fire base security is a job for 'second-line' troops and HQ units, if you're having to use your primary units then the base is too close to the front line and/or you're losing badly.
2) Assess the value of the objectives you're holding as regards the units you have in place and the potential enemy threat there. When playing the full campaign as the Germans I normally control the Rhine crossings to the west of Arnhem with some of my weakest units. I have yet to see the AI attempt to take one of those crossings (although I cannot speak for HTTR on this). Incidentally this matches historically what the Germans did with some of their weaker units.
I'm just going to add a bit of detail to Mark's comprehensive 'basic guide'.
1) If you do create an artillery 'fire base' ensure that you do protect it as there's nothing worse than having your artillery decimated by counter-battery fire when you've got no idea where it's coming from. However, fire base security is a job for 'second-line' troops and HQ units, if you're having to use your primary units then the base is too close to the front line and/or you're losing badly.
2) Assess the value of the objectives you're holding as regards the units you have in place and the potential enemy threat there. When playing the full campaign as the Germans I normally control the Rhine crossings to the west of Arnhem with some of my weakest units. I have yet to see the AI attempt to take one of those crossings (although I cannot speak for HTTR on this). Incidentally this matches historically what the Germans did with some of their weaker units.
RE: Tips thread
From Golf33:
"Protect" in this instance includes protection from observation. You need to deploy your arty in a location where it is screened from view and consider using your security forces to ensure the enemy cannot move to a position from which he can observe. For example, if a nearby hill has observation onto your firebase, consider positioning a security unit to prevent the enemy getting on top of that hill.
Historically the Allies also made no attempt to seize the smaller crossings, with the exception of a few ineffective attempts at reinforcing the Oosterbeek cauldron using the destroyed Heveadorp ferry. The only result of this was to add to the casualty and captured lists since the reinforcements shared the fate of the airborne division men they joined. MAJ GEN Sosabowski pushed for a much greater effort at crossing the Neder Rijn, both to relieve the airborne forces and to salvage something of the operation's objectives, but was ignored and subsequently (unfairly) made the scapegoat for much of the Allied failure.
Regards
33
1) If you do create an artillery 'fire base' ensure that you do protect it as there's nothing worse than having your artillery decimated by counter-battery fire when you've got no idea where it's coming from.
"Protect" in this instance includes protection from observation. You need to deploy your arty in a location where it is screened from view and consider using your security forces to ensure the enemy cannot move to a position from which he can observe. For example, if a nearby hill has observation onto your firebase, consider positioning a security unit to prevent the enemy getting on top of that hill.
I normally control the Rhine crossings to the west of Arnhem with some of my weakest units. I have yet to see the AI attempt to take one of those crossings (although I cannot speak for HTTR on this). Incidentally this matches historically what the Germans did with some of their weaker units.
Historically the Allies also made no attempt to seize the smaller crossings, with the exception of a few ineffective attempts at reinforcing the Oosterbeek cauldron using the destroyed Heveadorp ferry. The only result of this was to add to the casualty and captured lists since the reinforcements shared the fate of the airborne division men they joined. MAJ GEN Sosabowski pushed for a much greater effort at crossing the Neder Rijn, both to relieve the airborne forces and to salvage something of the operation's objectives, but was ignored and subsequently (unfairly) made the scapegoat for much of the Allied failure.
Regards
33
RE: Tips thread
From Dutchguy:
When I started playing I sometimes saved my game, then surrendered too see were the enemy is hanging out, and then going back to my saved game [:'(]
I know it's not really honourable, but it worked for me!
When I started playing I sometimes saved my game, then surrendered too see were the enemy is hanging out, and then going back to my saved game [:'(]
I know it's not really honourable, but it worked for me!
RE: Tips thread
From VALENT PHILIPPE:
thinks for idea it was an excellent. [:'(] phil
thinks for idea it was an excellent. [:'(] phil
RE: Tips thread
From MarkShot:
Okay, I think the best way to grow this thread is to add insights from time to time drawn from some of my actual battles.
In just a few weeks, there will be a new crop of green players surging into the forum hoping to avoid AI-Model or AI-Monty mopping the floor with them. Of course, help is on the way in the form of a strategy guide. Panther's top historian, Steve Barnes, is doing the historical portion, and Panther's top strategist and scenario designer, Steve Long, is doing the game technique portion. However, until the master piece is completed, I hope these tips from the field will keep you alive. [:)]
One other thing, since I will be drawing these from my actual games and illustrating them with screenshots where appropriate, there is some potential for a small degree of spoiler information to creep in. I will try to avoid naming scenarios or painting too broad of a picture, but be warned.
And away we go ...
Okay, I think the best way to grow this thread is to add insights from time to time drawn from some of my actual battles.
In just a few weeks, there will be a new crop of green players surging into the forum hoping to avoid AI-Model or AI-Monty mopping the floor with them. Of course, help is on the way in the form of a strategy guide. Panther's top historian, Steve Barnes, is doing the historical portion, and Panther's top strategist and scenario designer, Steve Long, is doing the game technique portion. However, until the master piece is completed, I hope these tips from the field will keep you alive. [:)]
One other thing, since I will be drawing these from my actual games and illustrating them with screenshots where appropriate, there is some potential for a small degree of spoiler information to creep in. I will try to avoid naming scenarios or painting too broad of a picture, but be warned.
And away we go ...
RE: Tips thread
From MarkShot:
I had previously stated in my tutorial:
http://www.matrixgames.com/forums/tm.asp?m=554123
that I generally leave my arty on call except for doing preparatory bombardments to seize primed bridges.
Well, the other night I played through a small scenario (an offensive operation) a few times. What I learned that taking command (using the ombard command in lieu of [D]efend command) of your arty can make the difference between a decisive defeat and a decisive victory. The scenario was short and pretty much most of the orders were drawn up before starting. Thus, I played through quite a few times and with arty management being the only variable.
So, what was going on? In both cases, I had commanded the location of my firebases by dettaching the arty from its organic superior. In both cases, whether the AI did the targetting for me or I issued orders the enemy units targetted where those on periphery of my assaulting force. Now, here is the one difference.
Whenever arty goes "on call" which happens either due to orders from an AI superior or you, the human, giving it defend orders, ROF is set to SLOW. This is done, since arty is a precious resource and get used up very fast on the battle field. It's hard wired into the game engine no matter what you set for it or its superior's task. However, when you personally order ombard, you can choose any ROF you want.
Thus, when I took the same plan for this scenario and called in fire myself with ROF=RAPID, the enemy positions easily broke and my assault overran their positions. It was reasonable for me to do in this case as the scenario only ran about 1/2 day and there was only one real goal.
I had previously stated in my tutorial:
http://www.matrixgames.com/forums/tm.asp?m=554123
that I generally leave my arty on call except for doing preparatory bombardments to seize primed bridges.
Well, the other night I played through a small scenario (an offensive operation) a few times. What I learned that taking command (using the ombard command in lieu of [D]efend command) of your arty can make the difference between a decisive defeat and a decisive victory. The scenario was short and pretty much most of the orders were drawn up before starting. Thus, I played through quite a few times and with arty management being the only variable.
So, what was going on? In both cases, I had commanded the location of my firebases by dettaching the arty from its organic superior. In both cases, whether the AI did the targetting for me or I issued orders the enemy units targetted where those on periphery of my assaulting force. Now, here is the one difference.
Whenever arty goes "on call" which happens either due to orders from an AI superior or you, the human, giving it defend orders, ROF is set to SLOW. This is done, since arty is a precious resource and get used up very fast on the battle field. It's hard wired into the game engine no matter what you set for it or its superior's task. However, when you personally order ombard, you can choose any ROF you want.
Thus, when I took the same plan for this scenario and called in fire myself with ROF=RAPID, the enemy positions easily broke and my assault overran their positions. It was reasonable for me to do in this case as the scenario only ran about 1/2 day and there was only one real goal.
RE: Tips thread
From MarkShot:
Steve Long aka Golf33 mentioned setting up fire bases outside of enemy observation. Let's look at an example of that. Here is one where my fire base is set up in the polder. German, enemy, forces are operating on the North side of the Canal.
You will notice that my arty batteries have been set up right behind a small rise. How did I determine that? First, the darker shade of the terrain indicates a higher elevation. Second, you can use the LOS tool to show you the contour of the terrain across a given vector.
Additionally, you should notice that it is no accident that this fire base is located on the South side of the Canal. I have used a natural terrain feature to greatly reduce the chance of disruption by German units.
MarkShot has attached this image:

Steve Long aka Golf33 mentioned setting up fire bases outside of enemy observation. Let's look at an example of that. Here is one where my fire base is set up in the polder. German, enemy, forces are operating on the North side of the Canal.
You will notice that my arty batteries have been set up right behind a small rise. How did I determine that? First, the darker shade of the terrain indicates a higher elevation. Second, you can use the LOS tool to show you the contour of the terrain across a given vector.
Additionally, you should notice that it is no accident that this fire base is located on the South side of the Canal. I have used a natural terrain feature to greatly reduce the chance of disruption by German units.
MarkShot has attached this image:

RE: Tips thread
From MarkShot:
Here is another look at that same fire base. The security force is pretty minimal, since I primarily depending on the Canal keeping the Germans away. However, you will notice that I have positioned light flak units on the slight rise (in a reverse slope) position for the following reasons. Light flak will provide longer range fire power and the elevation will increase their purvey of the surrounding terrain. Just in case an enemy unit happens to wonder into the area.
This fire base is what I would call a rear area fire base meaning it is not hot and in midst of active fighting. A little latter we'll look at a forward area fire base.
MarkShot has attached this image:

Here is another look at that same fire base. The security force is pretty minimal, since I primarily depending on the Canal keeping the Germans away. However, you will notice that I have positioned light flak units on the slight rise (in a reverse slope) position for the following reasons. Light flak will provide longer range fire power and the elevation will increase their purvey of the surrounding terrain. Just in case an enemy unit happens to wonder into the area.
This fire base is what I would call a rear area fire base meaning it is not hot and in midst of active fighting. A little latter we'll look at a forward area fire base.
MarkShot has attached this image:

RE: Tips thread
From MarkShot:
As I stated I like to leave my arty on call and let the AI manage it. It does a fair job. But there is one problem, how do you avoid running out of arty by 13:00 or 14:00 each day in larger scenarios. I can tell you that there is nothing more depressing than it being 15:00 and facing 5,000 angry Germans assaulting your position of 500 riflemen with no arty support on-call. About the only thing worse I can imagine are the Germans bringing along a few squadrons of Tigers for good measure.
Here is how you can have your cake and eat it too (meaning have the AI manage your arty and not run out). Have some units of your fire base "on call" and others stand down (rest). Then, at appropriate times, you activate specific batteries. For example, when are in the process of a major attack.
In the screen shot, you will notice the unit information icon showing the West half of the fire base resting and the East half of the fire base on call. In the next post, I will show an easy trick for doing this.
MarkShot has attached this image:

As I stated I like to leave my arty on call and let the AI manage it. It does a fair job. But there is one problem, how do you avoid running out of arty by 13:00 or 14:00 each day in larger scenarios. I can tell you that there is nothing more depressing than it being 15:00 and facing 5,000 angry Germans assaulting your position of 500 riflemen with no arty support on-call. About the only thing worse I can imagine are the Germans bringing along a few squadrons of Tigers for good measure.
Here is how you can have your cake and eat it too (meaning have the AI manage your arty and not run out). Have some units of your fire base "on call" and others stand down (rest). Then, at appropriate times, you activate specific batteries. For example, when are in the process of a major attack.
In the screen shot, you will notice the unit information icon showing the West half of the fire base resting and the East half of the fire base on call. In the next post, I will show an easy trick for doing this.
MarkShot has attached this image:

RE: Tips thread
From MarkShot:
Here is how you active and deactivate your arty units quickly with no order delay impact. (I learned this trick from Steve Long.)
In the OPTIONS Tab, there is a check box for REST AFTER BOMBARD. If you want to activate, then uncheck it. If you want to deactivate, then check it.
MarkShot has attached this image:

Here is how you active and deactivate your arty units quickly with no order delay impact. (I learned this trick from Steve Long.)
In the OPTIONS Tab, there is a check box for REST AFTER BOMBARD. If you want to activate, then uncheck it. If you want to deactivate, then check it.
MarkShot has attached this image:

RE: Tips thread
From MarkShot:
Now, issue a ombard order like this. That's right directly on top of the unit. They won't actually fire; so, don't worry. Set the duration for one minute. The state of the unit will flip. That's all there is to it. And you can make your arty last all day long. [:)]

Now, issue a ombard order like this. That's right directly on top of the unit. They won't actually fire; so, don't worry. Set the duration for one minute. The state of the unit will flip. That's all there is to it. And you can make your arty last all day long. [:)]

RE: Tips thread
From MarkShot:
Okay, be sure to check back later for more "War Stories". Also, the rest of you RDOA veterans should feel free to add your own insights to this thread. Let's make sure our fellow HTTR newbies survive their first 24 hours of simulated combat! [:)]
Okay, be sure to check back later for more "War Stories". Also, the rest of you RDOA veterans should feel free to add your own insights to this thread. Let's make sure our fellow HTTR newbies survive their first 24 hours of simulated combat! [:)]
RE: Tips thread
From VALENT PHILIPPE:
[:D] thinks to MarkShot for all your work for the beginner like me . it was very interesting and i have to imprime all the pictures and text to understand the subtilities of the game. [:'(] thinks very much.
A question very simple to you of course ( a napoleon gamer!) the scenario jugernaut , side germans, is there a plan to struggle the allies ? [&:] it was a great scenario with many troops and many objectives very differents . no? a too big for me,? all you say to me applies in this scenario? that'true?
thinks to me for the answers. phil.
it is a good forum "grace" at MarkShot sympathic one .
[:D] thinks to MarkShot for all your work for the beginner like me . it was very interesting and i have to imprime all the pictures and text to understand the subtilities of the game. [:'(] thinks very much.
A question very simple to you of course ( a napoleon gamer!) the scenario jugernaut , side germans, is there a plan to struggle the allies ? [&:] it was a great scenario with many troops and many objectives very differents . no? a too big for me,? all you say to me applies in this scenario? that'true?
thinks to me for the answers. phil.
it is a good forum "grace" at MarkShot sympathic one .
RE: Tips thread
From Mr.Frag:
Mark,
Can you go into proper use of Armor now as Dave was saying he has changed it to not walk into point blank range with HTTR. This will make for some dramatic differences over RDOA...
Mark,
Can you go into proper use of Armor now as Dave was saying he has changed it to not walk into point blank range with HTTR. This will make for some dramatic differences over RDOA...
RE: Tips thread
From MarkShot:
Phil,
Bonjour, ca va bien?
Well, a number of points:
(1) If you have specific scenario questions, why don't you open up a thread for it like, "RDOA Scenario Help: Juggernaut". I would like to keep this thread spoiler free so as to not discourage people from reading it.
(2) I no longer have RDOA installed only HTTR. I don't believe The Juggernaut made it into HTTR. However, I am not sure, since some scenarios were migrated, but estabs and names were modified.
(3) If I recall, the scenario is a meeting engagement. So, see point #8 on my very first post on this thread.
(4) On the old forum, Golf33 gave a good reference to a primer on maneuver warfare (as compared to attrition warfare). One of the basic principles which I recall was "Don't meet strength with strength. Meet weakness with strength." So, some corallaries are: avoid the fair fight (withdraw), mass your forces and hit the enemy, his weak force, by a large force ... This may give you some ideas for the scenario.
(5) Also, see my first post points #3, #5, and #6.
(6) One other thought ... if a scenario (meeting engagement) has spread out objectives. If you spend 2/3s of your time concentrating on 2 or 3 of them, you should find at the end if you hit the last objective hard that it may well be lightly defended. Forces tend to be pulled to where they are needed and thinned where they are not. So, surprise the enemy when he is not looking ... toujours l'audace!
Perhaps, if you open a new thread, someone with RDOA installed can give you more specifics.
Bonne chance, Mon General!
Phil,
Bonjour, ca va bien?
Well, a number of points:
(1) If you have specific scenario questions, why don't you open up a thread for it like, "RDOA Scenario Help: Juggernaut". I would like to keep this thread spoiler free so as to not discourage people from reading it.
(2) I no longer have RDOA installed only HTTR. I don't believe The Juggernaut made it into HTTR. However, I am not sure, since some scenarios were migrated, but estabs and names were modified.
(3) If I recall, the scenario is a meeting engagement. So, see point #8 on my very first post on this thread.
(4) On the old forum, Golf33 gave a good reference to a primer on maneuver warfare (as compared to attrition warfare). One of the basic principles which I recall was "Don't meet strength with strength. Meet weakness with strength." So, some corallaries are: avoid the fair fight (withdraw), mass your forces and hit the enemy, his weak force, by a large force ... This may give you some ideas for the scenario.
(5) Also, see my first post points #3, #5, and #6.
(6) One other thought ... if a scenario (meeting engagement) has spread out objectives. If you spend 2/3s of your time concentrating on 2 or 3 of them, you should find at the end if you hit the last objective hard that it may well be lightly defended. Forces tend to be pulled to where they are needed and thinned where they are not. So, surprise the enemy when he is not looking ... toujours l'audace!
Perhaps, if you open a new thread, someone with RDOA installed can give you more specifics.
Bonne chance, Mon General!
RE: Tips thread
From MarkShot:
Mr. Frag,
I'll bring up armor in a later post. At the moment, I have yet to finish my discussion of fire bases. [:)]
Mr. Frag,
I'll bring up armor in a later post. At the moment, I have yet to finish my discussion of fire bases. [:)]
RE: Tips thread
From MarkShot:
Phil,
I just realized that I may have confused "Juggernaut" with "Clash of the Titans".
Well, at least, you get some tips for "Clash of the Titans". [:)]
Phil,
I just realized that I may have confused "Juggernaut" with "Clash of the Titans".
Well, at least, you get some tips for "Clash of the Titans". [:)]