ORIGINAL: GoodGuy
ORIGINAL: Adam Parker
4. HttR - My experiences with this game ran from awe at watching thr AI make some clever moves to boredom in realizing the game could also be "click and forget".
Well, that may be the very first impression of many players, no matter if they are more into real time simulations or more into turn-based ones.
I thought that too, well for a few hrs only, hehe. I then figured that it's not just like giving an order to a regiment or division - to attack a big town, for example - and then sit back.
In COTA and HttR the focus is on the operational plan, not on single companies or squads.
Both games are, in my books, the best approaches regarding operational planning/combat I've ever seen.
(Re)Posting a belated second to GoodGuy's commentary:
This may or may not convince you that COTA/HTTR is your cup of tea, but the following is to explain why I believe they are the finest simulations of command available on a PC.
Let's start with what a commander does in the real world, and the difference between planning and execution.
The commander has some kind of mission from higher: accomplish the following tasks, within a given timeframe, with given forces and assets.
The commander and staff proceed to analyze the mission, the expected enemy, the terrain, the available troops, and the available time to formulate a plan.
Traditional wargames support planning decently well - no better and no worse than HTTR/COTA. You can sit back and analyze courses of action, allocate forces to missions, and generally prioritize and synchronize. The change comes when we begin executing the mission.
During mission execution, the commander spends a lot of time sitting back and watching events unfold. From the perspective of a person watching the commander, it's possible not much is going on that's visible.
A great deal should be going on in that commander's head, though:
* Is the plan still capable of accomplishing the mission?
* Are friendly forces doing what the plan requires?
* Is the enemy doing what the plan predicts?
If the answer to any of these is "no", the the commander has a problem.
In addition, the commander should be continually looking for leading indicators that the answer to one of those questions is going to be "no" at some point in the future, and trying to figure out how to avert that "no" answer. This includes not only the current situation, and projected results from it, but also potential contingencies.
There's a comment of Napoleon's that runs something like: When I command a battle, I am continually asking myself: what would I do if the enemy appeared in a new location (flank, rear, etc). If I do not have an answer to this questions, I know I am in trouble and need to find an answer.
Thus, the commander has a continual process of visualizing the future state of the battlefield - knowing that if troops are going to be moved in response to changing developments, there will be delays on getting those troops into position, not only from time to move, but from the staff planning time necessary to get them moving as something other than a disorganized mob.
This is where HTTR/COTA shines: it puts the player squarely in the Visualize, Describe, Direct cycle a commander experiences: visualize the future state (and potential states) of the battlefield; Describe to subordinates the actions necessary to shape the future state into a positive outcome; and Direct the execution of those described missions.
The command delays *force* players to conduct future visualization: often, an enemy breakthrough happening now can't be countered for several hours. These delays make OODA loops a real and active participant in the battle; not just those in the simulation's delays, but in the commander's heads. A player who becomes reactive to events, instead of proactive in shaping them, is lost. (A few boardgames also do this through delays orders mechanisms, notably the Civil War and WW2 tactical games by The Gamers (MMP).)
The player is not encumbered with moving each and every unit: instead, the player issues missions: assigning objectives and resources to subordinates. Because Panther's AI commands units well (unlike that of multi-million dollar programs which will remain nameless), the player does not need to get involved in micromanagement.
Instead, having described the missions to subordinates, the player can sit back and direct operations: sitting back, watching events unfold, and continually trying to answer the questions:
* Is the plan still capable of accomplishing the mission?
* Are friendly forces doing what the plan requires?
* Is the enemy doing what the plan predicts?
If the answer to any of these is "no", the the player has a problem.
In addition, the player is continually looking for leading indicators that the answer to one of those questions is going to be "no" at some point in the future, and trying to figure out how to avert that "no" answer. This includes not only the current situation, and projected results from it, but also potential contingencies.
(Originally posted up
here )