After researching the Greek campaign we also came to realise the severe constraints imposed upon both sides by the supply systems. To really simulate this properly we need a more realistic resupply system. Again this is a major feature in its own right.
Perfect!!
I was thinking since the beginning that the supply system is more vital for COTA than the campaign feature.
I do agree with other members that this system is a big step forward for better operational games.
There is one thing i would like to point to game designers for future consideration (not COTA).
Although i have heard about plans to simulate more accurately other aspects of combat like counterbattery -close support and so on,
for me the really BIG innovation which will give a totally new dimension in operational level simulations, would be the incorporation of Zones and boundaries between major formations (brigade or division and above).
I think in ALL operational games until now (with the exception of Patriot in 1994!), players have the unrealistic ability to mix in the same area, units from multiple formations without any cost to pay.
The allocation of boundaries in reality is a reflection of the operational maneuver and is always a part of an order for the execution of every mission (attack-defence-advance or retreat).
Divisions operate in narrow zones along the main axis and in wider zones along secondary ones.
Violations of boundaries by some units demand a coordination between adjastent parent formations ,therefore they need additional planning time or else we might have disorganization or even friendly fire against the violators.
The same thing applies during passage of lines operations (both forward and rearward), relief operations and so on.
it is also known that boundaries between major formations are attractive targets for an operational attack along them, since the attacker tries to get a benefit from the lack of coordination in this area between the units of the two different parent formations.
I understand that this type of feature is difficult for game designers.
Anyway i just give my point of view as "food for thought" and maybe as an inspiration for future designs.