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RE: COTA (mini-guide): Tutorial, AAR, and tips!

 
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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 5:46:06 PM   
MarkShot


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In the next series of posts, I will implement the plan.

Observe as I do that, I will do a bit of micro-managing of individual units. Also, observe that I will also do some macro-management and delegate some very broad high-level tasks to the AI to handle large forces of many units.

Part of the beauty of this game series is that it easily accomodates both styles of play and you can flexibly do both even within a single battle and/or switch styles within the middle of a battle. (In fact, you'll also see a little bit of this by me towards the middle of the battle.)

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 6:03:33 PM   
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Micro-managing mode = on (just for rhetorical emphasis)
Macro-managing mode = off (just for rhetorical emphasis)

I generally like to begin with my artilleries batteries and set up my fire bases. Arty plays a key role no matter what the particulars are and there usually aren't many such units and they tend to remain fairly stationary.

Our arty is already in range of the initial engagement area. So, I want them to be able service fire missions ASAP. Thus, I gave a DEFEND order "in-situ" (don't move; do it where you are).

Let me highlight a few of the tools I used:

#1) A filter to just display the units of interest for this task.

#2) Weapon range display to verify that I can hit what I want to hit.

#3) The blue circle is the maximum range at which I can deliver fire missions.

#4) There is the task marker. (Since it is "in-situ", it doesn't really matter where I put it. I usually offset it a little from the current location to make it easy to spot.)

#5) There is the "in-situ" setting.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 6:13:44 PM   
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Micro-managing mode = on (just for rhetorical emphasis)
Macro-managing mode = off (just for rhetorical emphasis)

Okay, let's take care of some of our mortars. In this plan, I have decided to micro-manage them. Later, I'll give some of them back to the AI for management. It all depends on the situation. For a discussion of this, see my HTTR threads.

Here we see four platoons of mortars assigned to the Tempe mission.

#1) That's the platoons I have selected. (but the orders need to be given one unit at a time)

#2) This is where I want them setting up. In general, I want them to hustle over there. However, I placed many waypoints in the last kilometer, since I want to short circuit the movement parameters and make them travel through cover.

#3) Here I set them to hustle and make a maximum effort; also, the facing of their deployment.

In this scenario, most parameter settings will call for speed and maximum effort. There will not be much pacing of physical effort, ammo conservation, or holding back reserve forces.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 6:15:10 PM   
elmo3

 

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Mark

It's been a while since I played HTTR. Is that menu bar along the bottom new? Thanks.

Elmo

PS - As we discussed recently it's not like I don't have enough games already, now you are tempting me back into playing HTTR!

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 6:35:20 PM   
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The bar at the bottom is completely new with COTA. (However, some of the functionality was previously available in HTTR.)

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 6:39:17 PM   
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Micro-managing mode = on (just for rhetorical emphasis)
Macro-managing mode = off (just for rhetorical emphasis)

I am assigning the three remaining mortar platoons. Two are assigned to Kouphalades Ferry mission, and one to covering Pz 3 Regt coming down the road from the North-East; in case, they run into trouble. I position it across from a suspected enemy position based on intel.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 6:49:11 PM   
MarkShot


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Let make a quick detour here to introduce two new features and extremely useful ones. These will figure into the order for our support weapons to provide support for the Tempe mission. Support weapons being anti-tank guns (but they can also fire anti-personel rounds), AAA, and field guns.

First, we have the new LOS Area tool. It displays a pattern showing the visible area from a selected location. (For those who have played Steel Beasts, the implementation is quite similar.)

If you will recall, my plan called for me position all my support weapons on a hill overlooking Tempe.

#1) The hill.

#2) The new LOS Area tool.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 6:54:33 PM   
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Here you see the new LOS AREA tool in action. The red dot is where I clicked. The white area shows good LOS. Or in this case, confirms my decision to setup on this hill as it will give me an excellent field of fire over the bridges (to hammer the enemy) and on any approaches (to prevent reinforcement by the enemy) to Tempe.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 7:06:38 PM   
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The second new and useful feature I want to point out is the path display tools.

In RDOA and HTTR, you could specify particular types of path, but you wouldn't really know what the AI would chose until it did. Well, sometimes, you could be in for a painful surprise.

I personally has adopted the following techniques to deal with that:

(1) Place waypoints at major road junctures to constrain the AI's freedom.

(2) Place numerous waypoints at short distances when what you want at a particular point in the route is contrary to the overall parameter selection. (You see an example of that with my mortar platoon paths to the Tempe area.)

The need for #1 is largely eliminated with the new tool I will show you. However, #2 still proves to be a useful technique. (There is a wishlist item to allow parameters to be assigned in a waypoint specific fashion.)

Going back to the hill overlooking Tempe, let's see what the AI would choose as the fastest route to the hill for one particular gun unit.

The pathing tools are over to the left next to the LOS AREA tool. The green line shows the route the AI would choose for the quickest travel.




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< Message edited by MarkShot -- 10/30/2005 9:51:38 PM >


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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 7:10:02 PM   
elmo3

 

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Great new LOS feature. There appear to be shades of gray in addition to white. Does that imply something less than 100% clear LOS but more than 0% blocked?

Edit - Can you click anywhere on the map to use it or must you have a LOS to where you want to click first? Sorry for interrupting your display of the other new feature.

< Message edited by elmo3 -- 10/30/2005 7:13:30 PM >

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 7:12:21 PM   
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Now, there is only one problem with this route. It will take ATG platoon too far South and too close to the defenders in Tempe. However, in general, I do want it to make the best time.

Let's try this. Much better.

Now, what is this telling me? It is saying that if I place a single intermediate waypoint somewhat to the North of the hill and then the final waypoint on the South of the hill, I will get exactly what I want.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 7:14:33 PM   
MarkShot


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re: LOS AREA

It shows variable degree of LOS. (Of course, when using it for direct fire weapon placement. One should also consider the range of the desired weapon system.)

You can use it anywhere on the map.

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 7:20:11 PM   
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So, the use of the pathing tool yields the following order to accomplish what I want. Less work than in HTTR with 100% certainty of what you are going to get.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 7:28:39 PM   
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Micro-managing mode = on (just for rhetorical emphasis)
Macro-managing mode = off (just for rhetorical emphasis)

Alright, let's continue with the orders for our support weapon units now.

These units are assigned to the Tempe mission.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 7:31:51 PM   
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Micro-managing mode = on (just for rhetorical emphasis)
Macro-managing mode = off (just for rhetorical emphasis)

Finishing with the orders for our support weapon units here.

These units are assigned to the cover Pz 3 Regt's mission.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 7:41:31 PM   
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OKAY, I AM NOW SWITCHING TO MACRO-MANAGING. MEANING BROAD DELEGATION TO THE AI.

I'll work from West to East as I do this.

Micro-managing mode = off (just for rhetorical emphasis)
Macro-managing mode = on (just for rhetorical emphasis)

I have switch to another filter here; the HQ units filter. This is very useful when macro-managing and working with large forces. (See #1.)

Here is the order to the 141st. Regt to cross at Kouphalades Ferry.

3,000+ men (See #2)

17 units; meaning game counters (see #3)

Once again, they have been ordered to do this fast and with maximum effort.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 7:44:36 PM   
MarkShot


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Micro-managing mode = off (just for rhetorical emphasis)
Macro-managing mode = on (just for rhetorical emphasis)

Here is the order to the 143rd. Regt to cross at Tempe.

3,000+ men

17 units; meaning game counters

Once again, they have been ordered to do this fast and with maximum effort.




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< Message edited by MarkShot -- 10/30/2005 9:15:09 PM >


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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 7:58:29 PM   
MarkShot


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Micro-managing mode = off (just for rhetorical emphasis)
Macro-managing mode = on (just for rhetorical emphasis)

Okay, let's pick up the pace a little.

Looking at the Pz 3 Regt, they are composed of armor, motorized infantry, and recon on foot. I'll work bottom up again.

The Geb Recon Bn 112 (recon on foot) will be assigned to move down to the Tempe Rail Bridge. They have been ordered to take their time. I am assuming that they will function as a security force to hold this objective (after it has already taken) to free the 143rd. Regt for other duties.

The 1st. Pz Bn Pz 3 Regt (armor) will be assigned to push as hard and as fast as they can to Larissa. It is anticipated that they will provide assistance along the route to further disrupt the enemy at Tempe.

The rest of Pz 3 Regt which is the HQ and motorized infantry is separately assigned to push hard to Larissa. However, they are assigned to do this at a slower pace. We will let the armor do the heavy lifting of clearing the route.

Is it risky to send the armor barreling on ahead (not even stopping at night)? Well, it could be, but I am counting on them encountering an enemy who is in turmoil on route and not one that has dug-in with the intent to ambush. Call it a Deustche Thunder Run to Larissa.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 8:05:30 PM   
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Micro-managing mode = off (just for rhetorical emphasis)
Macro-managing mode = on (just for rhetorical emphasis)

Working bottom-up we finally are left with Geb Div 6 HQ. All the lower level tasks have been assigned already.

We order Div 6 HQ which now only has three engineering units, a supply base, ... in direct command to defend down Gonnos. The engineers will wait there until it is safe to head towards Tempe and remove the demolition charges from the bridges.

At this point, you should hit the filter for units without orders. All units should dissappear from the map, since everyone should have orders. If you find a unit, you've screwed up somewhere.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 8:11:36 PM   
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At this point, I'll give you some screenshots of the complete plan.

Remember the following points from all this:

(1) Construct your plan top down.
(2) Implement the plan in the game bottom up.
(3) Combine micro/macro management as you see fit.

I have the filter for just units with orders selected. I have selected the small counter option.

Here is what it looks like completed zoomed out.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 8:13:48 PM   
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A close up of Kouphalades Ferry.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 8:15:34 PM   
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A close up of Tempe.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 8:18:07 PM   
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Our plan is now implemented.

I'll stop here and we'll pick it up next time with the heat and smoke of battle. It may be a few days as I anticipate a busy week coming up.

Feel free to comment and post questions. Dave O'Connor, President of PG, should be around next week.

Take care.

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/30/2005 8:21:03 PM   
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Many, many thanks Mark!!!!!!!!!!!

This has been most illuminating. I'll probably now buy the game based solely on this AAR.

Rob.

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So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
Hmmmm... big place ain't it??
- Sir Harry Flashman (1854)

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/31/2005 6:06:54 PM   
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Now, I had said that my plan would not include a detailed time table like other battles I have fought.

However, let me just call your attention to one key deadline that will make or break this plan. We must be across the river by nightfall.

Based on our intel reports ... At Kouphalades Ferry, it looks like we will be largely be unopposed or meet light resistance. So, timing is less critical. But at Tempe, we are clearly going to meet some determined resistance.

Our plan says that we will use our fire power advantage (artillery, close in mortar support, and long range direct fire from support weapons) to break Allied positions at Tempe and prevent reinforcement. However, if we do not get across by night fall, we will lose our fire power superiority. The Allies will be able dig-in their front line positions, and move in reinforcements with impunity.

So, if we don't get across by night fall, this could turn into another Dunkirk for the Allies. Personally, two weeks from now, I would rather be waiting for my next promotion to come through than explaining to Herr Hitler how I was responsible for a fiasco.

Now, what is our deadline? At 22:00, it will go dark. New COTA feature: Check out the new rollover text for the environmental conditions of the battle.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/31/2005 6:16:11 PM   
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To help you keep track of time, I will put the following header in my posts as we follow the action:


Start:X XX:XX End: X XX:XX
Last: X XX:XX Now: X XX:XX


The start and end time of the scenario. The last time I updated you and what time it is now.

Let's begin ...

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/31/2005 6:41:12 PM   
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Start:1 12:00 End: 3 12:00
Last: 1 12:00 Now: 1 12:57


For the most part, Pz 3 Regt forces are already across the river having used a ferry crossing. Excellent progress. In fact, they are moving so fast that they will probably encounter the enemy before their support weapons are set up, since the support weapons are moving through rougher terrain.

I have selected the actual units with orders here so that you can see how the units directly under my command are tasked.

It looks that we are going to run into the enemy in about another 2-3km.

---

Now, let me discuss one of the key realism improvements that you will see in COTA. It's hard to pick up in the screenshots, but it is going to make a big difference to your game play.

(1) Road networks are going to be critical both for keeping supply lines open or interdicting supply lines and force movement. In HTTR, nothing was impassable except for water; although movement slowed down and fatigue increased for vehicles off road. In COTA, there is impassable terrain for vehicles and the penalities for off road terrain that is passable by vehicles is very significant. So, roads are going to play a much bigger role.

(2) In general, fatigue rates have been increased. For longer (time duration) operations, you are not going to be able to push a single force through days of hard action. Night fatigue rates have been increased to be more significant than they were in HTTR. Additionally, terrain slope will also play a role.

---

In HTTR, a good Allied road block on this road would have delayed us, but not stopped us; unless it was supported with heavy arty. In COTA, a good Allied road block with the river on one side and woods on the other can stop us dead in our tracks (intended pun here).




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< Message edited by MarkShot -- 10/31/2005 6:43:53 PM >


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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/31/2005 6:52:25 PM   
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Start:1 12:00 End: 3 12:00
Last: 1 12:00 Now: 1 12:57


The 143rd Regt heading for Tempe is now in contact with the enemy. Look at the Southern most counter; its bottom right corner of the counter; the blue box - this means it is exchanging fire with the enemy.

I have highlighted just a few unit paths for the 143rd Regt, support, and mortars so that you can see where everyone is headed.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/31/2005 7:14:02 PM   
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Start:1 12:00 End: 3 12:00
Last: 1 12:00 Now: 1 12:57


From now through the next few hours, we will have some very solid contact information on enemy units defending Tempe or moving in to reinforce.

We will take direct responsible for calling fire missions to break the defenders and turn back any reinforcement. For the next few hours, this will be our primary means of preventing the bridges from being blown before we are able to mass our forces across from Tempe.

Tip: If you let the AI control your arty and mortars, the ROF (rate of fire) will always be slow. If call in the fire missions yourself, you can set any ROF you want.

Here is what I am going to do:

(1) ROF = Rapid ----- If the unit is in Tempe or actually moving towards Tempe and it shows a green arrow on its counter (top right hand corner); meaning it has not been shaken by our fire.

(2) ROF = Rapid ----- If the unit is in Tempe and it shows a green box on its counter (top right hand corner); meaning it has been somewhat affected by our fire. But any unit in Tempe is a real problem for us, since they could blow the bridges.

(3) ROF = Normal to Slow ----- If the unit is trying to move towards Tempe, but has stopped and it shows a green arrow or green box on its counter. We'll conserve some ammo, but keep the pressure on.

(4) ROF = Slow (possibly) ----- If the unit is outside of Tempe, but has stopped and it shows an orange arrow or orange box on its counter; meaning that it has retreated. Conserve ammo, but perhaps see if we can break the unit and take them out of the fight.

For those who know the game, I am talking about the unit info box / rout status display.

When you do your fire missions, you want to set the intel filter to current contacts and zoom when placing the cursor. Keep your eye on the situation and drag the cursor as the contact moves.

Here you see one such fire mission.






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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 10/31/2005 7:36:23 PM   
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Start:1 12:00 End: 3 12:00
Last: 1 12:57 Now: 1 13:29


Our arty is having just the affect I wanted. Here is a close up of the Tempe area. You can see some retreating and/or halted enemy units.




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