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

Prepare yourself for a wargaming tour-de-force! Conquest of the Aegean is the next generation of the award-winning and revolutionary Airborne Assault series and it takes brigade to corps-level warfare to a whole new level. Realism and accuracy are the watchwords as this pausable continuous time design allows you to command at any echelon, with smart AI subordinates and an incredibly challenging AI.

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

Post by MarkShot »

What you get (4) ...

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

Post by RayWolfe »

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. [;)]
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RE: COTA (mini-guide): Tutorial, AAR, and tips!

Post by 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.
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??
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MarkShot
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RE: COTA (mini-guide): Tutorial, AAR, and tips!

Post by MarkShot »

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

Post by MarkShot »

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

Post by MarkShot »

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

Post by MarkShot »

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!

Post by sterckxe »

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!

Post by MarkShot »

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

Post by MarkShot »

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!

Post by MarkShot »

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!

Post by MarkShot »

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!

Post by MarkShot »

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!

Post by MarkShot »

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!

Post by MarkShot »

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!

Post by MarkShot »

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

Post by MarkShot »

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!

Post by MarkShot »

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!

Post by Deathtreader »

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!!!!![:D][:D]

Rob.
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!

Post by BK6583 »

Markshot,

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