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

 
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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 12:26:39 AM   
jungelsj_slith

 

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quote:

ORIGINAL: MarkShot

That's a question for Dave.


What was your observation from the scenario that you played? Did it wait until your artillery was completely out of ammo before it sent a resupply?

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 12:29:57 AM   
MarkShot

 

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Actually, that's the traveling orders the AI gave them. You'll see later on that the AI put them into a defensive line formation.

The AI is not robotic. It goes through a series of steps in implementing the players orders. This is what frees the player from extreme micro-management and increases the command realism of the game.

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 12:31:59 AM   
MarkShot

 

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The arty ran out as my usage was extreme; many rapid and normal ROF fire missions - which was my intention.

Later on, when left on-call under AI control, there was an ample supply and resupply of shells.

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 2:09:05 AM   
Arjuna


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quote:

ORIGINAL: Jim D Burns

I am very surprised how easily you repulsed the defenders. A bridge assault usually required extensive close in fighting to carry the day, but by your screen shots it appears the allies retreated before the Germans were within 1 kilometer in most cases and many were 2 km away from any Germans yet retreating.

Direct fire and artillery should cause disruption, disorder and fatigue, but given the mission the allies had, I would think only a total route would cause their commanders to pull back. Any first year cadet knows that to abandon a strong defensive position like a river only opens their forces up to total destruction once the enemy crossed over.

I’d say support weapons and artillery are too powerful by far given these results, some hard close in infantry fighting should have been necessary to carry the day here. Even if the defenders were raw recruits, some close in fighting should have occurred before the retreat.

Jim



Thanks for your feedback Jim. I'll respond as best I can here, without having a recording of Mark's game to analyse and report back conclusively. So I'll be going on the screenshots ( just like you ) and what I know of the history and the game engine.

First off, most actions to secure a defended bridge are decided well before the troops actually close. The reason primarily being that most bridges and certainly the ones in Greece were very exposed with virtually no good nearby covered defensive terrain. In most cases the defending troops were easily identified at long range and systematically targeted by arty, air strikes and long range weapons. Tanks do not close unnecessarily. They utilise their best assets - ie long range firepower and armour protection. This was not like the bridges in Holland where average visibility was only 500m due to terrain.

I agree that direct and indirect fire should cause disruption, disorder and fatigue. But that is not all they do. The most telling effect of fire is to cause casualties and casualties adversely affect a units morale. Once the casualties start mounting there reaches a point for the commander and for the troops where they question the feasibility of continuing with their mission. In other words once a certain casualty threshold is reached they will retreat and in some cases rout.

In COTA we differentiate between the two such that retreats are an ordered pull back while a rout is a disorganised fleeing of the field. Units and commanders have varying capacities and attributes that affect this. For units's it's their stubborness, experience, training and morale. For commanders it's their aggro and determination. Other factors also affect the result - specifically the task parameters of Aggro and Acceptable Losses. If these are low then the casualty threshold will be low and hence they will more readily conced ground.

Another factor is the task type and doctrine being employed. For instance if the force was ordered to Delay ( and of course without the recording I cannot confirm this but this was the overall Allied posture ) then the defenders would establish a couple of blocking positions and once the forward position was threatened or the delay route cut or threatened, then they will pull back, leapfrogging past the rear blocking position and establishing a new one. The aim of the delay force is to trade space for time and hopefully minimise friendly casualties while maximising enemy casualties. Not an easy feat for experienced troops let along inexperienced ones.


quote:

The more I think about it the more I think the problem is available responses to incoming fire. It appears a unit either holds or retreats in the face of fire. I’d add one more response, go to ground. A unit under direct ranged or artillery fire should automatically receive an order of go to ground. They would then find the best cover within say 100 yards and go to ground. Effectively becoming pinned with a corresponding offensive fire reduction based on their experience, fatigue, disruption level, etc.



In fact there is a whole range of responses or reactions to enemy contact, fire, bombardment, air strike and assault. Units pretty much automatically go to ground when under fire. There are several deployment states - undeployed, taking cover, deployed, dug-in, entrenched and fortified. Units on the move are undeployed. As soon as they receive fire, the first thing they will do is take cover and hopefully deploy ( ie occupy good firing positions ) and then return fire.

The specific reaction depends on a lot of factors, including their mission, their training, experience, fitness, fatigue, morale, proximity to leaders and other reacting units, proximity to enemy, enemy actions etc just to name a few.

Units under fire have their suppression level increased. The amount of suppression varies due to a number of factors, including the terrain, the weight and effectiveness of the enemy fire, whether it is direct or indirect, training and experience and so on.

quote:

Units should only be forced to retreat if routed or if facing assault type units (Infantry, Armor, etc.). Support weapons and artillery should not be the deciding factor in capturing ground unless the damage caused is enough to cause a route. At most it should displace a unit to better cover within a short distance of its starting location.


I disagree here. Military history, especially WW2 military history is replete with cases after case of a unit retreating in good order away from an enemy threat before that enemy assaults it. In fact most doctrine and certainly that of the Western European forces of WW2 emphasised the need when delaying to stay long enough to force the enemy to deploy for an attack but to pull out before the main enemy assault. In general the usual trigger was the second or third registration round of supporting artillery fire.

As to whether fire spt or arty should or should not be the deciding factor I think that this very much depends on the state of the defenders defensive positions. At Tempe the Allies had had little time to dig in, let alone entrench. They were not in good shape to withstand a heavy bombardment. In such circumstances hvy weapons and arty can have a field day as they did.

One of the principles of war is Momentum. Once having an enemy on the hop you want to keep him there. You do so by employing the two fundamentals of fire and movement. At the operational level you want to harrass an enemy delaying force with as much long range firepower as you can muster in order to secure the forward movement of your spearhead forces. This principle was well understood by the Germans in WW2 and was standard practice.

Having said all that I have witnessed many battles in COTA where well dug-in defenders have stood their ground against an enemy assault, where the day was only decided at the point of a bayonet or from behind an anti-tank gun firing at point blank range. Jim, rest assured that we have put a lot of work into getting the most realistic operational simulation we can. That is not to say there isn't room for improvements and fine tuning ( hey there is always room for that ).

We do appreciate your feedback. Please don't jump to conclusions on the sole basis of your initial take on this AAR. COTA deserves more than that and you would be denying yourself a great wargaming experience.

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(in reply to Jim D Burns)
Post #: 94
RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 2:17:07 AM   
Arjuna


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quote:

ORIGINAL: elmo3

Question for you Mark:

Do units need to completely run out of ammo before the resupply process starts? Or do they automatically call for ammo when they are getting low? Even the former is better than waiting to 0300 as in HTTR. Thanks.


Short answer - NO.

Longer answer - The new Resupply system works on the push-pull principle, in that supply is pushed onto the battlefield Depots according to a supply shcedule specified by the scenario designer in the ScenMaker ( SM ) and pulled from the Depots to specific units by those units requesting it. There are two regular resupply determination events that occur at 0600 and 1800 each day. These kick off a series of routine resupply requests which are processed one per minute per Depot. At this time a unit will assess its restocking requirements and submit a request. The Depot logs the request, prioritises them and then each minute thereafter processes the top priority request until they are all met or it runs out of supplies.

At any time however, if a unit runs below 20-25% of any category of supply, ammo, fuel or basics it can put in an emergency request, which goes to the top of the queue for processing.


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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 2:51:25 AM   
elmo3

 

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Thanks for the long and the short of it Dave.

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 3:29:12 AM   
Jim D Burns


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quote:

ORIGINAL: Arjuna

Tanks do not close unnecessarily. They utilise their best assets - ie long range firepower and armour protection.


Well what we see here is Tanks vs. Infantry, so just identifying a target would necessitate they close with the enemy. Take a look at an average flat expanse of a grassy field (the engineers were in a town). I could easily hide 100 men from the eyes of tank commanders 1 or 2 kilometers away just by having them lie down. Close to within 400-600 meters and you have a very different story of course, but there are still lots of places to hide in a 1k by 1k field.

quote:

This was not like the bridges in Holland where average visibility was only 500m due to terrain.


I have read a lot of military history and have never read an account where defenders across a river retreated before any infantry actually assaulted them. Granted the armor assaulted the engineers here, but look at those engagement ranges for the rest of the German troops.

They were never within 1k and almost all exceeded 2k range. So at best their mortars may have been somewhat effective (assuming the units have mortars intrinsic to them) and Heavy MG’s were probably at the most extreme ranges possible with very little effect if any given the sheer difficulty in actually seeing your target let alone telling if your bullets were landing anywhere near them. Other than the engineers I don’t see any justification for all those allies to retreat at those kinds of engagement ranges. So either direct fire weapons and artillery is too effective, or units retreat far too easily in my opinion.

quote:

The most telling effect of fire is to cause casualties and casualties adversely affect a units morale. Once the casualties start mounting there reaches a point for the commander and for the troops where they question the feasibility of continuing with their mission. In other words once a certain casualty threshold is reached they will retreat and in some cases rout.


I totally agree, but given the results here I suspect they are causing far too many casualties far to fast. When a unit is caught in the open by the first few salvos of fire casualties should be high. But after that the unit has gone to ground and every single man is looking for the best little piece of cover he can find, so casualties should dramatically drop off once a unit has gone to ground. I suspect casualty rates do not drop off and that’s why we see support weapons and artillery clearing the entire riverbank before a single German rifleman was close enough to fire a shot.

quote:

Another factor is the task type and doctrine being employed. For instance if the force was ordered to Delay ( and of course without the recording I cannot confirm this but this was the overall Allied posture ) then the defenders would establish a couple of blocking positions and once the forward position was threatened or the delay route cut or threatened, then they will pull back, leapfrogging past the rear blocking position and establishing a new one. The aim of the delay force is to trade space for time and hopefully minimise friendly casualties while maximising enemy casualties. Not an easy feat for experienced troops let along inexperienced ones.


It appears all units retreated as the entire area is free of allied units rather quickly in the screen shots. It also appears that they then tried to counter-attack but were again repulsed (again without getting very close to the enemy at all). It just feels too easy to repulse an enemy by reading this replay. Other than the armor vs. the engineer unit in Tempe, I see no other engagement that got to within 1k of each other. So the Germans are basically chasing away the entire allied force with their direct fire support weapons and artillery. Traditionally these weapons types SUPPORTED assaults, they never lead the assault and cleared ground.

quote:

In fact there is a whole range of responses or reactions to enemy contact, fire, bombardment, air strike and assault. Units pretty much automatically go to ground when under fire. There are several deployment states - undeployed, taking cover, deployed, dug-in, entrenched and fortified. Units on the move are undeployed. As soon as they receive fire, the first thing they will do is take cover and hopefully deploy ( ie occupy good firing positions ) and then return fire.


I no longer think its limited responses to fire, I now suspect as I stated above casualties are too high for too long of a period for direct fire and artillery type units. Units under fire need to be able to withstand prolonged periods of fire after the initial shock and surprise of the opening salvo or two. Infantry and armor should be necessary to carry the day, it should be a rare occurrence when support weapons or artillery causes a withdraw without an assault unit present. Meeting engagements were fought all the time during the war and it still required assault units to win the day. Here we see support units carrying the entire battle with exceptional ease.

quote:

Military history, especially WW2 military history is replete with cases after case of a unit retreating in good order away from an enemy threat before that enemy assaults it.


I agree completely, but it was almost always a command decision to do so. Since the player is in that position it should be his decision and not forced upon him by the game. In fact you can call it what you want, but if the game forces it it’s a retreat in my book not an orderly withdraw. Now if the opponent here ordered his units to delay (makes no sense at a bridge to not try and hold at all costs long enough to blow it) then perhaps my fears are a mute point. I would like to see some test scenarios of meeting engagements run though to see if I’m right if that is the case though.


quote:

Having said all that I have witnessed many battles in COTA where well dug-in defenders have stood their ground against an enemy assault, where the day was only decided at the point of a bayonet or from behind an anti-tank gun firing at point blank range. Jim, rest assured that we have put a lot of work into getting the most realistic operational simulation we can. That is not to say there isn't room for improvements and fine tuning ( hey there is always room for that ).


Again I stress it appears not a single German rifleman got within 1k of the enemy here all day. This to me is EXTREME even if the case had been a severly outnumbered untrained conscripted allied force some infantry fighting should have occurred even if only for 20 minutes or so. But not a rifle shot was fired and the entire allied force is whupped. I think casualty rates need to be toned down so units don’t flee so quickly. Perhaps more suppression and less casualties?

quote:

We do appreciate your feedback. Please don't jump to conclusions on the sole basis of your initial take on this AAR. COTA deserves more than that and you would be denying yourself a great wargaming experience.


Don’t worry about the sale, I own HTTR and will buy this game when it’s ready. I just think there is a problem that needs to be addressed here. It seems obvious to me, doesn’t anyone else agree?

Jim


< Message edited by Jim D Burns -- 11/1/2005 6:35:15 AM >


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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 4:49:45 AM   
Arjuna


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Jim,

We'll have another look. One thing we and our beta testers have learnt though is that you should not make changes from a single instance but rather from a comprehensive sample base. As in real warfare, there can be abberations or rare outcomes. These do happen. The thing is not to jump too readily. So we'll monitor things here. Certainly this is not somethinh that out beta testers have commented on in the many hundreds if not thousands of hour of testing. But then again we're only human. Thanks once again for your feedback.

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 1:31:21 PM   
elmo3

 

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quote:

ORIGINAL: Jim D Burns


... I just think there is a problem that needs to be addressed here. It seems obvious to me, doesn’t anyone else agree?

Jim



No way for me to offer an opinion based on only seeing one side of one AAR.

Allied orders are an unknown. If they had Delay orders then they aren't going to stand and fight. They will withdraw to the next waypoint once the Germans deploy and start putting fire on them.

The attributes of the local Allied commanders come into play and we don't know how they are rated.

LOS could play a big part too. Did they see the German armor already across the river? If so they may have decided a fight to the last man was pointless since the bridge couldn't be held or blown in time anyway.

In any case if there is a problem it will get sorted out and I'm sure Dave will take whatever action he decides is appropriate.

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 5:38:34 PM   
MarkShot

 

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A little side note here. You will notice no informational messages (they usually appear scrolling from the top of the screen in red, green, yellow, and blue) in my screenshots. This is because of the way I do these AARs.

The battle has already been completed. But rather than simply take screenshots at selected moments, I make save games along with personal notes. This allows me a much greater deal of control when later getting screenshots to display the situation. (It also helps with testing, since when problems are found there is a very detailed record from which to retrace events.)

The message log which the game displays is not stored in the save game. Thus, despite quite a few informational messages (objectives changing hands, supplies being delivered, units routing or surrendering, ...) having displayed while I played, you will not see any in this AAR.

A new COTA feature allows you to filter these messages or turn them off entirely. There is also a tab where you can display and filter all messages for the current gaming session.

Note: The individual unit log messages are stored in the save game and available on reload. What I am refering to above are global messages.

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 6:08:05 PM   
MarkShot

 

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The sun is beginning to come up. (I once again demoed the improved environmental roll over text.)

We have spotted two concentrations of the enemy: East of Tempe and to the South at Evangelismo (a newly active objective). Some fire is being exchanged around Tempe.

Tempe is well defended and the 143rd Regt is continuing to cross.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 6:16:45 PM   
MarkShot

 

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Here is the situation further to the South.

Another new objective active, Makrykhorion.

I have highlighted the 141st 3rd Bn. Notice, their unit info boxes and the task line has become straight and not showing a route. These units are resting at the moment. The AI has done this automatically based on their fatigue. (as mentioned previously your units are not robots and exhibit realistic behavior and receive revised implicit orders and paths provided by their AI commanders)

We see that our armor has also taken much needed rest near Makrykhorion.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 6:26:21 PM   
MarkShot

 

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New Orders

Here is the big picture. Good progress in the South. Our armor is on the move again.

The 143rd Regt has pretty much completed their crossing.

The enemy are concentrated around Evangelismos. We need to drive the enemy back and take it. Additionally, we need to pull our motorized infantry out from Tempe and start them heading South towards Larissa.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 6:39:16 PM   
MarkShot

 

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New Orders

The 143rd Regt is given orders to form up along the river and attack South towards Evangelismos.

Unlike before, this is not a hasty action. This will be a deliberate and well formed attack. I have specified various task parameters (look at the left panel). Since the enemy is fairly scattered about and the attack will cover about 3km, I deem it prudent to attack in an arrowhead formation so that the flanks are adequately covered.

I have chosen not to reincorporate any support weapons (mortars and guns) directly into the attacking force. A review of the situation shows that the closest mortar platoons will be able to cover most of the attack engagement area. By the time that our forces are moving beyond their cover, the enemy should already be reeling back from the attack. If we knock them back far enough, they will come in range of the mortar platoons setting up at Makrykhorion.

Once again, I am giving macro-management orders and letting the AI handle the details of this attack for me. (There are two levels of AI command here - regiment and battalion.)

Looking at the command tab, I estimate that it is going to take 4-5 hours for this attack to get rolling.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 6:44:01 PM   
MarkShot

 

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New Orders

I would like to extend the reach of my arty. I order them to move South 2.5km.

(micro-managing again)




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 6:48:48 PM   
MarkShot

 

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The big picture to the South.

Our armor has reached Larissa.

We now hold Makrykhorion and are making good progress elsewhere.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 6:51:43 PM   
MarkShot

 

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Here we see the 143rd Regt beginning to execute their orders to form up for the attack on Evangelismos.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 6:57:31 PM   
MarkShot

 

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Here we see the 143rd Regt beginning the attack on Evangelismos. The thick black arrows in the unit info box on the counters indicate that they are assaulting. (Note the difference in the level coordination of this action compared to our effort at the bridges. But this type of coordination comes at a price; it takes time.)




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 7:21:18 PM   
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The attack progresses well.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 7:25:48 PM   
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New Orders

The enemy has been driven back from Evangelismos and beginning to take fire in their rear from our forces at Makrykhorion.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 7:29:11 PM   
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New Orders

Evangelismos will soon be passable.

We order our motorized infantry under the command of Pz 3 Regt HQ to make their way from Tempe to Larissa.

I won't show a screenshot, since I would need to zoom out so far that it would just appear to be a cluttered mess.

They will take a few hours to get moving.

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 7:39:10 PM   
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Here we see our motorized infantry on the move to the South of Evangelismos. You will notice that they are no longer traveling in road column formation on the road. They have shaken out into a different formation for better security, since the AI commander is responding to nearby enemy activity. When the threat dissappears and the AI commander feels that they are secure, he will switch back to road column formation on the highway traveling via bounding overwatch.

At Panther Games, AI means what the words actually say.

Also, note due to the new COTA handling of offroad movement, their progress has slowed to a crawl.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 7:41:24 PM   
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Start:1 12:00 End: 3 12:00
Last: 2 14:46 Now: 2 18:39


We are doing okay in terms of points and scoring so far. Note, the green objectives (we own those) and the Win Meter at the top.




Attachment (1)

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(於 11/13/21 台北,台灣,中國退休)

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Post #: 113
RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 7:48:53 PM   
elmo3

 

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What are the Allied brigade and division units with the three boxes in the upper left of the counters? I assume they are supply depots. If so the brigade depot in the 18:39 shot is way off the road. Seems odd. I would think they would bug out to the "rear" along a road at the first sign of trouble.

If they are depots can they be captured as the Germans planned for the fuel depot near Stavelot in the upcoming BftB?

(in reply to MarkShot)
Post #: 114
RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 7:56:45 PM   
MarkShot

 

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Start:1 12:00 End: 3 12:00
Last: 2 18:39 Now: 3 02:13


It's the early morning hours now.

I have skipped here informing you of one order. At 2 20:53, I ordered our armor to form a defensive line facing North to the North of Larissa. I did this just in case any enemy units manage to get by us in their effort to escape through Larissa. If this happens, they will meet our dug in tanks at the outskirts of town.

Our motorized infantry is 15km from Larissa now.

We hold all the objectives which were assigned to us.

As you have might guessed already, it's long since been over for the Allies. (However, when I am done with this AAR I will discuss how the Germans could have lost, and how to effectively approach this scenario as the Allied commander.)

I'll pick this up again with the Sun coming up on the final day.

---

Remember your comments and criticisms are welcome. However, if they are too military/historical hardcore or of a technical nature about game mechanics, then I will defer them to Dave.

The game isn't perfect; no game is. But it is as close to perfection as you can find in the current market of games, and it is a blast to play.

Take care.




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Post #: 115
RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 8:16:25 PM   
MarkShot

 

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Joined: 3/29/2003
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quote:

ORIGINAL: elmo3

What are the Allied brigade and division units with the three boxes in the upper left of the counters? I assume they are supply depots. If so the brigade depot in the 18:39 shot is way off the road. Seems odd. I would think they would bug out to the "rear" along a road at the first sign of trouble.

If they are depots can they be captured as the Germans planned for the fuel depot near Stavelot in the upcoming BftB?


I have included a more detailed screenshot of your unit in question.

It could be a base, but remember there is FOW and reliability of this information ain't so hot.

Now, I used my little beta tester cheat toolset to check the situation out. :) Well, it is, in fact a base. It is on the move with orders to displace down the road to the South-West about 5 clicks.

Normally, bases will stay in the rear between the front line and their SEPs (supply entry point). However, remember we have overrun the Allied positions and also cutoff their retreat. So, what's a base going to do? I believe the Allied SEP is at Larissa. Sort of right where my armor is now camping. So, the Allies are completely cutoff from supplies (from the SEP and from their base). However, this is the least of their problems right now. At the moment, the thing in greatest demand are their German phrase books, since they need to start practicing how to say "Nicht schiessen! Wir ergeben uns!" auf Deustch. :)

For those of you at home, an easy way to simply check things in a save game is to save it and when the battle is done, simply reload and surrender at that point. Then, you will see everything as it was.




Attachment (1)

< Message edited by MarkShot -- 11/4/2005 12:41:04 AM >


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(in reply to elmo3)
Post #: 116
RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 8:19:39 PM   
MarkShot

 

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Yes, the whole fuel and ammo base capturing has been discussed by the developers, testers, and scenario designers. I am not sure what the resolution of those discussions are or if I would be at liberty to say if I had been paying more attention. :)

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(in reply to MarkShot)
Post #: 117
RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/1/2005 9:09:33 PM   
elmo3

 

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Thanks Mark. I didn't recognize the unit graphic from HttR so a supply depot of some kind was the logical guess.

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Post #: 118
RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/2/2005 12:50:37 AM   
jungelsj_slith

 

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Arjuna, thanks for all of the extra effort you put into player feedback and keeping us updated. This is one of the few matrix games forums where I can always expect constant updates on the status of the game. Really looking forward to this one.

(in reply to jungelsj_slith)
Post #: 119
RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/2/2005 1:15:07 AM   
Arjuna


Posts: 17785
Joined: 3/31/2003
From: Canberra, Australia
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quote:

ORIGINAL: molotov_billy

Arjuna, thanks for all of the extra effort you put into player feedback and keeping us updated. This is one of the few matrix games forums where I can always expect constant updates on the status of the game. Really looking forward to this one.


You're welcome.

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www.panthergames.com

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