Tzar007
Posts: 772
Joined: 2/7/2004 From: Montreal, Quebec, Canada Status: offline
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From MarkShot: In this installment, we'll take a look the following items: (1) The mission. (2) The forces and reinforcements which we have available. (3) A simple time table. * The Mission * Except for a few paratroopers on the Northern Bank of Wilhemina Kanaal (The Son Bridge) our forces are starting in the South either near Eindhoven or further South down at the map edge. Thus, we'll have to push North and take the two bridges in sequence under a tight time table. Everything really hinges on the Son Bridge. If the Germans blow it, we are more or less stopped and lose potential points. If the Germans hold it, we are more or less stopped and lose potential points. You get the picture. * Our Forces * There are a number of ways to quickly see what you have to work with. First, if you play the game a lot, then you will probably get familiar with the Estabs and just be able to know what you have by looking at the names. However, we'll assume you are not at that point yet. The way I usually do this for forces on the map is to click on the map, then up arrow to get to the senior unit, and then use the arrow keys to walk the chain of command. This is pretty quick and easy to do. You'll get a sense of what units you have and the chain of command. Often, I'll have the equipment tab pulled up on the left so I can see what the unit is packing. With HTTR there is another very quick way to get a sense of what you have and that is to use the unit filter keys. A series of key toggles have been defined to allow you to display just certain classes of units on the map. So, suppose you want to see what arty you have, well, hit the "8" toggle key and only arty units display. This can be a lot quicker than my old method which I described to you above. On a small scenario like this, the unit filters will seem like a minor convenience and you could easily get by without them. But when you go play one of the larger scenarios running 5+ days and having a couple of hundred units on the map, you will see what an incredible time saver and situational awareness aid this feature is. {Author's note: I have set my unit icons to use little pictures crafted by Dave. You can play the game displaying standard military symbols instead. However, this is just what I am used to.} Well, let me you show you a few quick screenshots so that you can see how this works. I have also highlighted for you the little indicator which shows up on the bottom of the map. RDOA players will also note that the highlighted area also indicated what unit info has been selected. First, all units. Second, just arty units. Third, just the HQs. See how this works. All Units: Artillery Units: HQ Units: So, what do we have? 131st. Queens Inf Bde: 1 X Eng [motor] 1 X TD [motor] 1 X Arty [motor] 1 X LTank [motor] 1/5 Queens Inf Bn: ( 4 X Inf Coy, 1 X mortar, 1 X ATG, 1 X LFlak, 1 X LTank ) [motor] 2nd Bn 508th: ( 3 X Inf Coy [foot], 1 X mortar [foot], 1 X ATG [motor], 1 X Eng [motor], 1 X LFlak [motor] ) Now, when looking at your forces, you also what to see what will be your reinforcement situation. So, we jump over to the reinforcement tab for this. On the left side, you will a list of reinforcements. When a particular one is highlighted you will see it's icon where it will appears on the map (extreme South). For you RDOA players, I believe that additional information is being displayed in the reinforcement tab, but I forget what was added. Reinforcements Tab: The important thing when looking at reinforcements is to note three things: what, when, and where. We can easily see if the arriving units is infantry on foot or with transport, or armor, or artillery, etc... When looking at "when", it is often best to think of reinforcements in terms of time windows. Reinforcements in the display will often be itemized, but the scenario designer will often have many individual units arriving in a one hour window. As most of you will be playing with order delays turned on and these are waived for the first 59 minutes after arrival, then you should tend to look at these time windows and see all units arriving in the window as one or just a few task forces to command. This will vastly simplify your perspective on dealing with reinforcements and, at the same time, lead to a more cohesive plan for their use. Here is what we see about this battle in terms of reinforcements: Day #1, morning - 1/7 Queens Inf Bn (motorized) Day #1, afternoon - Arty Day #2, evening - 1/6 Queens Inf Bn (motorized) Day #2, night/morning - Inniskillen Dragoon Guards (armor) You will notice that I have abstracted the time frames a little. When you think about your plan and reinforcements, you may want to do this. It better reflects the realities that events are simply not going to happen at the exact hour and minute that is written into your plan. After all, this is war. In some games reinforcements are quite vague and happen almost like unexpected bonuses in the midst of battle. As you can see in HTTR except for the time frame, they are pretty definite. So, in any less than trivial scenario, you should make sure that you integrate them into your plan. For example, this may mean that your initial forces on the map primary task might not be to engage the enemy. Perhaps, their mission will be to secure a good fire base location for arty or secure a key highway so that the follow on heavies can move into the battle quickly. * The Time Table * I often find it helpful to construct a simple time table. This is particular true of shorter scenarios before proceeding. In longer scenarios, you can put forward a time table, but there will just be too many unknowns to really employ it to guide the entire battle. You'll simply have to replan a few times on the situation evolves. However, with this scenario we can easily put forward a time table to which our adherence will be a good measure of our chances for victory. Phase I: Prepare Push on Son (1 08:00 - 1 14:00) Phase II: Take Son (1 14:00 - 1 22:00) Phase III: Prepare Push on St. Oedenrode (2 06:00 - 2 12:00) Phase IV: Take St. Oedenrode (2 12:00 - 2 22:00) You will notice that I have left some slack during the morning of Day #2. If my troops are making good progress, then they may get some rest before entering into battle on Day #2. If they are not doing as well as I expected, then they may have to fight on through the night. --- That concludes this installment. Next, time we'll prepare our initial plan, issue orders, and kick off the game and follow the battle. Stay tuned for more AAR, more new features, more tips, and more screen shots.
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