Understanding Doctrine vs. Micromanagement (guide for new players)

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CCIP-subsim
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Understanding Doctrine vs. Micromanagement (guide for new players)

Post by CCIP-subsim »

(I originally posted this as a series of comments on the Computer Games: Tactical and Strategic facebook page - and since some folks there said it was a helpful summary, I thought I'd format and repost it here for posterity. If you're new to CMANO and just learning the system, it may be a helpful "concept guide" to working with missions and doctrine)

Q: How much micromanagement is necessary in CMANO?

A:
The answer is, not a lot, though you might find it beneficial in certain situations. There is a lot of detail available in case you want to get into it, but CMANO knows that you can't be expected to micromanage everything and it's not a good idea to anyway - so at the heart of controlling most larger-scale CMANO scenarios are two main things: (1) the mission editor; and (2) the doctrine/EMCON/WRA editor. For the most part, you're basically setting up areas of activity/target lists, units that will be assigned to those areas/target lists, and the way they'll behave. They can then behave autonomously. In fact, at least in theory, you can actually play (and win) entire scenarios by setting up orders at the start and never touching the controls again, though usually that's not a great idea and you will want to react to new intelligence etc.

Here's what the mission screen looks like for a CAP type mission for example:

Image

Note that while there's lots of things you can optionally specify (e.g. minimum number of aircraft on station, altitudes/throttles, refueling options), you don't even have to do that. The mission will be executed with default settings and very little player input. On average, it takes only about a dozen clicks to set up a typical mission in CMANO, which can have as many units assigned to it as needed and will function indefinitely. Compare that to what you can usually accomplish with a dozen clicks in a micromanage-y RTS title!

The real trick, though, is figuring out how your units are doing and how you can make them do better - and that's where the devil is in the details and it's great having all those options! But you don't need to worry about them constantly - only when something becomes a real issue. And it's in those details that CMANO shines, not because you HAVE to deal with them all the time, but because there are many times you will WANT to deal with them - and the game gives you lots of options for doing so.

The other important screen in CMANO is the doctrine menu:

Image

Basically you always have a doctrine set as a kind of SOP for the entire side (i.e. all units under your control) and all units will typically follow it unless there is a different specific rule set further down the hierarchy of command. The hierarchy basically goes side => mission => group => individual unit. For example, the general rule for the side might be to not use gun for A/G strafing, but when setting up a CAS mission for example, you can specifically set the mission doctrine to enable A/G strafing - so that your SOP is that units do not use guns on ground targets, unless they are assigned to that CAS mission in which case they're cleared to do so. Or, you can select a specific flight of A-10s or an individual aircraft and override that setting just for them individually.

In theory, yes, you can micromanage the game to a level where you fly an A-10 to the right altitude and range to start shooting, then manually order it to release x number of rounds on target - but there's no reason for you to do that. Usually, all you have to do is to assign it to a mission with either a patrol area or a target set - and it'll use the doctrine settings to find, identify and engage targets within parameters. Doesn't matter if it's one aircraft or a hundred aircraft, either - as long as they have a mission where the doctrine doesn't put them in a bad situation, they can manage perfectly well themselves!

And the final main screen is the WRA - Weapons Release Authorization, which is basically SOP for weapons release:

Image

Basically it works the same way - it's set and can be changed for the entire force, but you can also change the WRA for every mission, group, or individual unit if you want to. Again, useful for tweaking different roles for your units.

Strike missions also allow you to set two different sets of doctrines - one for the strike aircraft, and one for the escorts. So you can force your strike aircraft to fly radar-off, avoid detection, and never engage hostile aircraft or air defences and focus on the mission, while the escorts can go in with guns (and radars) blazing.

To sum up, I should say one thing:
There isn't necessarily a lot of micromanagement, but there is a lot of detail and information the game will bombard you with, and it can be a bit overwhelming. The nice thing is that you don't have to deal with all of it all the time, and pretty much everything has a reasonable default setting (which can even be extremely reasonable if the scenario creator carefully set it up to reflect realistic procedures for a given conflict - or extremely unreasonable if the scenario creator purposely wants to throw you off with a hidden doctrine flaw). As long as units have patrol areas/targets and loadouts with the right weapons, they don't need to be told what to do and will take care of themselves pretty well.

But it helps a LOT if you understand the details of what's going on, because when it matters most is when things go wrong. When something isn't going right, you often do have to go find that one tiny thing hidden somewhere in the doctrine that's not making it the way it's supposed to. Whether it's aircraft dropping 16 JDAMs on a target that only actually requires 1 to destroy it, or whether it's ships that decide to light up, reveal their position, and fire off half their SAMs at a passing enemy cruise missile that doesn't present any threat to them. Or whether it's downright suicidal behaviour by certain units because the doctrine allows them to make multiple passes against the same targets and they take full advantage of that, common sense be damned.

It's always some little thing! And it can be a bit frustrating to diagnose and correct that one little thing, unless you can pin down exactly where the units get those bad ideas from.

So there's not a lot of clickwork or giving units really basic orders, but you do have to learn a lot about the fine details of the game and its underlying logic - whether you like it or not. Which is why I think it's good to always start with small scenarios and learn one thing at a time with CMANO - if there's a wargame/sim out there that can overwhelm with volumes of detail, it's definitely got that!
giantsquid
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RE: Understanding Doctrine vs. Micromanagement (guide for new players)

Post by giantsquid »

That's a great guide, thanks!
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SeaQueen
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RE: Understanding Doctrine vs. Micromanagement (guide for new players)

Post by SeaQueen »

I like that guide a lot. One of the things I've started doing a lot is creating missions and spending a lot of time moving platforms between them. I might create several submarine operating areas, for example, and fill them with one submarine each. Then as some of them run out of torpedoes I'll send them somewhere safe and reassign the remaining submarines to fill the operating areas according to what I think is important at the time. I might do the same things with AAW patrols, SEAD patrols, tankers. Sometimes I create missions and leave them unfilled with any platform, just because I want to have the option of moving things there later. With ITALDs and MALDS for example, I might create a few different AAW patrols (e.g. Decoy I, Decoy II and Decoy III), and then send decoy equipped aircraft to one, some or all of those patrols. Once they arrive there, I shoot off their decoys manually using BOL, and let them return home. On the first wave, I might use just "Decoy I" the next wave "Decoy II" and "Decoy III" on third wave I might just use "Decoy II." In this case it helps me keep things random, or there might be a tactical advantage. For example, I might send the decoy equipped aircraft to the place where enemy fighters aren't operating at the time.

Over time, I've felt less and less constrained by the original purpose of each mission and more concerned with the way the mission effects the AI and how I can take advantage of that behavior to get the desired behavior I want. I think one of the keys to being good at using missions and the mission editor is being creative and flexible. It's also really useful to create a few pre-planned missions that you know you'll have to use eventually (e.g. if the scenario is "strike this deeply buried C3 facility" you know you'll eventually have to fly that mission) and leave them as "inactive" then, when you're ready to fly them, you can assign appropriate platforms to the mission from whatever is remaining at that point in the game as they're available and not necessarily launch it immediately. Then, when everything is ready to go and the conditions are right, change the mission to "active" status and let the AI fly it.
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mikkey
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RE: Understanding Doctrine vs. Micromanagement (guide for new players)

Post by mikkey »

CCIP-subsim, thanks for excellent guide!
thewood1
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RE: Understanding Doctrine vs. Micromanagement (guide for new players)

Post by thewood1 »

This is one of those posts that should be pinned or incorporated in the docs.
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AlGrant
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RE: Understanding Doctrine vs. Micromanagement (guide for new players)

Post by AlGrant »

Only just seen this .... good advice so giving it a forum *bump*

ORIGINAL: thewood1
This is one of those posts that should be pinned or incorporated in the docs.
+1
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