Tzar007
Posts: 772
Joined: 2/7/2004 From: Montreal, Quebec, Canada Status: offline
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From MarkShot: Okay, I think it is time to get this thread back on topic which is "HTTR Tips and Tactics". Let's talk today about using the interface. Or more accurately, we will talk about how I use the interface and you can take away from that what you will. I want to talk about the unit info box as you have them mapped to 10 function keys and there is quite a bit to choose from. I'll step through each and then do some additional posts showing some examples where I can. It is important to note that all the information below is available in the side bar for each unit. However, the value of the unit info box is that it allows to summarize the overall situation at a glance as opposed to clicking through many units. * F1 - Combat Power * This measures the degree of fire power a unit can deliver. The important thing to remember is that it represents powers of 10. So, 1 = 10**0 = 1 2 = 10**1 = 10 3 = 10**2 = 100 4 = 10**3 = 1000 So, a unit with a value of 2 delivers 10 times more fire power than a unit with a value of 1. I don't tend to use this one all that much. But it could be useful to beginners to get a sense of the value of your units. Mainly I use it when I have airstrike available. I want to find current units (intel toggle) with accurate contact information and a high combat power rating. You really don't want to waste one of your few precious air strikes on the company cooks. * F2 - Strength * This tells you the strength of a unit relative to its full strength in the Estab (TOE). So, remember scenarios can begin with units starting out understrength. As such, it is not a good measure of casualties taken or inflicted. However, if you keep that in mind, then you can still use it for that purpose. For me, I hardly use it. Here is a handy trick to get your own actual casualties. Highlight the HQ of a particular force in question. Now, hold the SHIFT key and press the DOWN ARROW. You will have selected all the units. On the left side bar, you will see various statistics that represent the sum of all selected units. Thus, you can check your losses. * F3 - Rout Status * This tells you whether your troops are doing what was intended for them or they are getting very rattled by the enemy. I think I spend about 90% of the game in this mode. This basically answers the question at a glance: Is my attack succeeding? Is my defense holding? This along with objectives and the locations which your forces occupy on the map will tell you how the scenario is proceeding. (Yes, looking at the Win Meter in the upper left is a good idea too.) * F4 - Task * This tells you what command a unit is executing. It can be the result of a direct order from you or an implicit order generated by AI superiors. For implicit orders, it need not match the order which you gave. For example, you may command an attack, but your AI superior will first give the command to subordinates to move to the FUP. I find this mode useful for a number of things: (1) You can watch as orders propagate through the chain of command. With order delays enabled, this can take simulated hours depending on the situation. Thus, you can get a sense of how close your orders are to reach the line units in the field. (My advice to new players is to get used to making a note of the time you issue an order versus when the entire force has received it. If you do this, you will start to develop an awareness of how long things take.) (2) You can figure out why your force is not doing what you have commanded. For example, as above, perhaps they haven't received the new orders yet. Or perhaps, they are exhausted and are getting some rest. Or perhaps, they everything has gone FUBAR and they are reorging. Or perhaps, the given units have been placed in reserve and so they are not attacking. (3) You can determine what stage an attack is currently in. Attacking units will go through implicit tasks of: MOVE to get to the FUP, REORG as they prepare at the FUP, ASSAULT as they head out from the FUP, REORG as they prepare to secure the objective, MOVE as they move to secure the objective, and DEFEND as the objective is secured. So, if you see your units REORGing at the FUP, then the assault will be starting soon. For example, when you see it switch over to ASSAULT, that's time to begin your prep bombardment of a primed bridge. (4) You can determine what the enemy is up to. If you encounter his units, you may see MOVE or ASSAULT. If you see ASSAULT that means he is serious about making life miserable for you and and expect a coordinated effort as opposed to his units just stumbling about. * F5 - Deployment * This tells you just how prepared the unit is for contact from minimally prepared to it is sitting in a concrete bunker and has the exact range settings worked out for every MG42 position. I find this mode useful for: (1) Determining how ready your defense is for the enemy's arrival. You can see if a delaying action elsewhere has succeeded. If the defenders get dug-in, then your plan worked. (2) Determining how tough enemy resistance is going to be. If you find enemy units entrenched, it is going to be tough going and take a lot of arty. (3) This can also be useful for planning airstrikes. If you are looking to cause casualties, then it is better to hit a unit that is not deployed (as long as it is stopped). * F6 - Facing * I use this rarely. I find this mode useful for: (1) Where does the AI think the threat is? (2) Did you catch the enemy by suprise? (Units will reorient their facing if need be.) * F7 - Cohesion * I use this from time to time. I find this mode useful for: (1) Determining how disorganized an attacking force has become. When it reaches a certain degree, the HQ will have the attackers fall back and regroup to make another push. {To some extent, closer FUPs reduce the likelihood of this occurring. It's best to avoid this as it can totally remove pressure from the enemy and give up ground already taken.} * F8 - Fatigue * This tells you whether your troops are fresh or have been pushed way beyond the limits of human endurance. What things will drive them exhaustion? Movement ... particularly on foot, through tough terrain, or at night; combat; and for mortar/arty crews lots of fire missions. If find this mode useful for: (1) Get a rough idea of how much you can ask of a force. For example, fresh infantry can be asked to force march at top speed into a battle. However, infantry that is already tired should be allowed to shift positions at a normal march and preferably in daylight. (2) Get a rough idea of how a force is recovering its strength. For example, an attack force having taken its objective may go into a defensive posture while the front moves past it. After a while, it will recover and could be replaced by rear area troops (Senior HQ and supply) and be ordered into a new engagement. (3) Figuring out why your mortars have stopped firing even when they still have rounds left. They are just plain exhausted. * F9 - Morale * I hardly use this. * F10 - Arty Ammo * This indicated the percentage of ammo still left to gun and mortar crews. This mode is useful: (1) At a glance determining who has ammo left and how fast it is going. In any active battle, arty will tend to get expended within a matter of hours as opposed to lasting an entire 24 hour period. (2) You can use this in conjunction with a tip I showed you earlier which uses gun units in time shifts (on call and rest) in order to provide arty support through out a 24 hour period. --- Once again, this is how I play. It's not how everyone else plays or how you should play. But I think this might help for those perhaps initially felt overwhelmed by the level of information available. I'll try to find sometime later to post some examples.
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