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

 
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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/17/2005 2:44:28 PM   
Arjuna


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Bob,

I personally have spent many hours improving the firebase code. While there may still be a rare case of it choosing a bad location our testers haven't reported any wayward ones in a long time.

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/17/2005 4:14:47 PM   
MarkShot

 

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Bob,

In addition to Dave's answer, a couple of things to keep in mind while playing COTA:

(1) The unit type graphic when playing with non-mil symbols (and I suspect mil symbols too) does not make a distinction between artillery and field guns (however, the game mechanics does make a distinction). The former can bombard (indirect fire), but the latter are direct fire only weapons. Thus, you are going to see "gun units" moving forward in an assault group similar to mortars (ie. movement to contact). These would be your or the enemy's field guns and that is as it should be.

(2) There may be cases of some units equipped with guns that can fire indirect, but the unit is configured as a direct fire unit. Steve Long once expained it to me ... basically indirect fire requires special training of the unit. Just because a unit has a capable gun doesn't mean that they can actually do it. In COTA equipment tab for your units, it will list the gun as direct fire only.

Here is a sample:




By the way, we are aware that the text description makes it overrun the display space.

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/17/2005 8:47:54 PM   
BK6583

 

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Mark,

That's an excellent point and I learned that the hard way when I placed a unit with an arty symbol and couldn't understand why the heck it wasn't using indirect fire until I looked real close at the equipment listing. That said, I have checked and all too often those arty units in my LOS were, in fact, indirect fire units. In several Nijmegan scenarios as the Allies, the AI left a slew of mortars and field artillery units just north of Nijmegan across the WAAL in plain LOS to my units. In other similar scenarios, the AI had mortar and field arty units seemingly milling around south of Nijmegan itself. At any rate, glad to hear that this has apparently been addressed for COTA.

Bob

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/18/2005 7:47:41 AM   
Golf33

 

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Actually on Crete most of the Allied guns were missing parts (like sights for example) and I dare say firing tables would have been in short supply as well. Where you see "direct fire" in the screen shot above, it is telling you that this gun would normally be capable of indirect fire but in this unit it is missing its sights and can only fire direct.

Just a very minor nitpick, it's not "field guns" that can't fire indirect - it's "infantry guns". Field guns are a class of artillery defined by trajectory and calibre and are normally indirect-fire equipment.

Regards
Steve

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 11/20/2005 11:50:58 PM   
MarkShot

 

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Here is a little example to illustrate our previous discussion on how the Win Meter can be misleading at times.

You'll notice that based on the Win Meter that I would have received a Marginal Victory. However, the actual result is a Decisive Victory. In other words, "it ain't over until the fat lady sings" ... or is that when Herman Goering sings?; I forget.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/5/2005 9:26:34 PM   
MarkShot

 

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Here is a tip for those of you who are like me, wargamers but have yet to reach the level of supreme grog. Meaning that you are not a walking version of compilations of Jane's WWII weapon reference publications.

I am just about to start a new scenario. I see that I have some tanks available, "Cruiser Mk IIA (A10)". It has taken me long enough to understand what the capabilities of a Sherman, Panther, or Tiger is. But who knows what this thing is. Is it bull dozer with a boiler tank over it as armor and a light machine gun for fire power? "A10" ... hmm could it have a rapid fire gattling gun firing explosive armor piercing rounds? (maybe the wrong designation or wrong era)

I need some help!




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/5/2005 9:32:28 PM   
MarkShot

 

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Here is what you can do:

(1) Run SM (scenario editor) - the install should create a shortcut for this. Otherwise, it will be SM.EXE.

(2) Open any scenario from the file menu. I suggest using one of the tutorials so you don't actually spoil for yourself one you are going to play.

(3) Go to the left panel's ESTAB tab. This contains the complete database of what is in the game.

(4) In this case (it works like Windows Explorer), select "equipment" and then "vehicles".

(5) Scroll the list to find the object you want and double click on it.

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/5/2005 9:33:00 PM   
MarkShot

 

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What you get (1) ...




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/5/2005 9:33:40 PM   
MarkShot

 

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What you get (2) ...




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/5/2005 9:34:22 PM   
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What you get (3) ...




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/5/2005 9:35:07 PM   
MarkShot

 

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What you get (4) ...




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/5/2005 11:06:22 PM   
RayWolfe

 

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Yea, but it doesn't tell you never to get in one if you want to live! Unless you're up against some even worse Italian offering of the same period.
Ray

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/7/2005 6:57:12 AM   
Deathtreader


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Hi,

Nice feature for equip.info. Its too bad though, that it isn't available read-only directly in the game as a database ref. If you want to know, should it really have to be nec. to shut down the game and then launch the editor?? Wishlist item??
Still love the system though!!

Rob.

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/7/2005 3:00:32 PM   
MarkShot

 

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It's on the wishlist.

Note: No need to shut down the game to run the scenario editor to check the equipment info.

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/7/2005 3:27:12 PM   
MarkShot

 

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quote:

ORIGINAL: Deathtreader

Hi,

Nice feature for equip.info. Its too bad though, that it isn't available read-only directly in the game as a database ref. If you want to know, should it really have to be nec. to shut down the game and then launch the editor?? Wishlist item??
Still love the system though!!

Rob.


One other clarification. The player can edit (modify/create) new maps and new scenarios. However, the Estabs (OOB, TOE, ...) cannot be altered by the player.

The game comes with an application for modify/create maps and another for scenarios.

The absence of a similar application for Estabs is the result of a design/business decision by PG.

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/8/2005 1:00:25 AM   
MarkShot

 

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A little more information on keeping SM.EXE open while playing (just checked via Windows XP Task Manager):

(1) It doesn't seem to burn any CPU in background.

(2) With 512Mb RAM and other apps running besides COTA and SM.EXE, I still have free memory available.

So, no reason to not run it concurrently if it helps you understand the equipment involved.

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/8/2005 4:49:43 AM   
MarkShot

 

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It seems COTA has quite a few scenarios of the type (for the Allies) where you must perform a fighting retreat. Meaning:

(1) Hurt the enemy.

(2) Slow the enemy's advance.

(3) Preserve as much of your force as you can to fight another day (exit the map).

---

Some insights on how to approach this. If done properly, the following approach will work even when facing an enemy force composed of armor and/or motorized infantry while your own force is entirely on foot but for some heavy weapons units.

* Mobile Forces *

(1) Set up blocking positions along likely axis of advance by the enemy (like roads) with at least two forces covering an axis. One force forward and one force back.

(2) Set up your arty fire bases such that their maximum bombard range covers close contact with the forward force. Throughout this whole evolution remember to keep pulling back the fire bases so that they do not get overrun. Ideally, their should be two blocking positions in front of them most of the time. Have them displace at night, since there most likely won't be too much to shoot at. If you feel you need fire support at night, then have them displace in two shifts so that there are always some batteries ready to shoot.

(3) To prime the whole situation such that the forward force can get dug-in, you may need to take a single company and push them considerably further forward to buy a few hours and give your guns something shoot at. (Such companies aren't going to make it home.)

(4) You will have your two forces per axis withdraw by reverse bounding overwatch (in leap frog fashion). Checking the force order delay, issue orders to the forward force to pullout prior to sun down such that when they commence their march night will have fallen.

If they are being pressed hard by the enemy, then you may want to use the [W]ithdraw command. But keep in mind that this will cause the creation of a rear guard. It is quite possible that the rear guard may well be guarding the rear when the Sun comes up. In which case, they are going to catch h*ll from the enemy. This will most likely result in you having to write off the rear guard and having a considerably weaker force assembled at Phase Line #3.

If your force was able to dig-in and had ample arty support, then it is likely that the enemy did not close considerably. In which case, you should be able to simply issue a [D]efend order for your force to move to the next blocking position as long as no one leaves their foxholes before it gets dark. This should allow you to make much better time and guarantee that the whole force is ready at the next position.

* Static Forces *

What is described above constitutes your active or mobile forces. Additionally, you should contemplate some limited inactive or static units.

(5) A few anti-tank gun units much further back positioned along key road junctures on the outskirts of a village and given time to entrench can cause considerable delays for the enemy.

(6) A few companies of infantry on foot placed further back such that they will have time to dig-in/entrench along the axis of advance can also spell trouble for the enemy. The best positioning will have these companies situated along an elevated tree line flanking the axis of advance (2-4km off the road is about right). This will accomplish a number of things.

(a) Due to differential sighting, you should have eyes on the enemy while being unobserved yourself. Your on-call arty can easily work with this to attrite the enemy. {I hope to produce some examples of differential sighting screenshots when I conclude my current game.}

(b) Even if spotted, they will be hard to dislodged dug-in into the woods.

(c) Their flanking fire can be very disruptive to the enemy. He'll be forced to deploy off road and this will slow down his advance as his movement rate is cut and he switches to a defensive formation. Further, this will keep him in your arty kill sack even longer.

PS: There is a delay command that Dave completely recoded (since HTTR) which is supposed to work wonders. I have yet to really experiment with it. However, if anyone gets some really good results with it. Then, please post here and explain to us how it can best be employed.

And that concludes this evening's tip.

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/8/2005 9:53:03 AM   
sterckxe


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quote:

ORIGINAL: MarkShot
PS: There is a delay command that Dave completely recoded (since HTTR) which is supposed to work wonders. I have yet to really experiment with it. However, if anyone gets some really good results with it. Then, please post here and explain to us how it can best be employed.


Well, I experimented a bit with the delay order, so here goes :

You know that company you mentioned above, the one that would act as a sacrificial lamb and which you wouldn't expect to make it back. That's the one you give delay orders with multiple fall-back points. Works wonders to delay an advancing force on a single axis, as it should. Another advantage of the delay order is that you can specify yourself where the unit will retreat to as opposed to the retreat path chosen by the AI when a defending unit gets dislodged.

A disadvantage is that when it delays too long and gets surrounded or cut-off it's toast. When to fall back is a decision taken by the AI which gets it right most of the time i.e. fubars it regularly - just like Real Life (tm) :)

Greetz,

Eddy Sterckx

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/9/2005 2:36:08 AM   
MarkShot

 

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I am back this evening, as promised, to talk a little bit about differential sighting. I first heard this term used by Jason Cawley on the Battlefront forums.

Differential Sighting - When Side A can see Side B, but Side B cannot see side Side A. Somewhat more losely, we can say When Side A sees Side B significantly earlier than Side B sees Side A.

Differential sighting provides Side A with a number of advantageous over Side B. What are they?

(1) Intel. Side A's commander will be forwarned of Side B's intentions possibly hours or days before Side B reaches that conclusion. Thus, an element of surprise that Side B thought it had could well be incorrect. Further Side A could well deploy reinforcements exactly when and where they are needed.

(2) If Side A has substantial arty resources to call upon, then they can rain it down on Side B.

(3) Side A may also lay direct fire upon Side B with impunity if their position is not spotted.

LOS is not always a two way street since real human eyes involved. So, a column of tanks lumbering down a road may well be visible to infantry dug-in and camouflaged along an elevated tree line with the Sun at their backs. Where as for the tank column, it may be almost impossible to spot the infantry on the ridge.

Does differential sighting occur in COTA? You bet your last bullet it does!

Now, the last time I had discussed this concept was with HTTR. At that time, I was forced to FUP in the open, but it looked like I was clear from enemy observation. All day long arty rained down on me and my attack was a mess. Only after completing the scenario from the AAR map did I find that a enemy unit had me under observation the whole time. As a side note, you should draw that conclusion if you find yourself in a similar situation.

But the reason I am back to discuss differential sighting in COTA is that, now for the first time, through the magic of beta tester cheat tools, I can put together a good conclusive example of how you can benefit from it.

< Message edited by MarkShot -- 12/9/2005 9:07:35 PM >


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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/9/2005 2:45:12 AM   
MarkShot

 

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Here you see a small section of a battle which is going to take place over a period of a few days.

I am the Allies (Blue) and the Germans (Red) are the enemy. My mission is to perform a fighting retreat at various phase lines while the Germans advance.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/9/2005 2:51:01 AM   
MarkShot

 

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Like any good commander, I study the map and terrain prior to planning my strategy. I notice a decent size woods with a elevated tree line over looking precisely through the area that the Germans must pass. I confirm the superb tactical advantage this position conveys by using the LOS tool. (Of course, the screenshot and conversion to JPG doesn't really do it justice.) The red dot is the actual spot from which I am checking LOS.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/9/2005 2:58:32 AM   
MarkShot

 

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Here you see them dug-in (the unit info box now shows the deployment status) along with a mortar platoon in case the enemy spots them and tries drive them from the high ground.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/9/2005 3:04:01 AM   
MarkShot

 

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Now, let's see what happens when the Germans show up?

Here you see the company selected with the TLOS (threat LOS) tool. As you can see, they have solid sighting of numerous German units making their way down the road below them.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/9/2005 3:07:30 AM   
MarkShot

 

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Beside calling in arty fire missions, they have also sent some ordinance down range themselves rather than letting the fire base have all the fun.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/9/2005 3:15:31 AM   
MarkShot

 

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Using my beta tester cheat tools, here is what the Germans see. Notice that they have absolutely no idea that the company of infantry is up there.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/9/2005 3:19:47 AM   
MarkShot

 

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Here we are looking at the same ground 8 hours later in the mid afternoon. Again, observe that we have excellent information on the Germans.




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< Message edited by MarkShot -- 12/9/2005 3:25:08 AM >


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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/9/2005 3:29:51 AM   
MarkShot

 

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And this is what the Germans have after getting stomped on for 8-9 hours by my arty. Someone caught a vague glimpse of something in the trees about 7 hours ago. No doubt, the German commander has more important things on his mind than to go chasing after every demon spotted in the trees by shell shocked privates.




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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/9/2005 3:32:12 AM   
MarkShot

 

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And that, my friends, is differential sighting in COTA.

Your faithful reporter and beta tester from the Front,

MarkShot

<out>

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RE: COTA (mini-guide): Tutorial, AAR, and tips! - 12/9/2005 4:15:00 AM   
Deathtreader


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quote:

ORIGINAL: MarkShot

It's on the wishlist.

Note: No need to shut down the game to run the scenario editor to check the equipment info.



Hi,

As always, thanks for the quick & timely responses. Your tips and tutorials motivated me to purchase HTTR a couple of weeks ago. Am having a blast!!!!!

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! - 12/9/2005 1:07:43 PM   
BK6583

 

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Markshot,

Ok - I have to ask the dumb question: How are we supposed to use this?

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