Playing COTA 101 - need some help

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Temple
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Playing COTA 101 - need some help

Post by Temple »

OK, so I've finished the first tutorial but before I proceed onto the second one I went ahead and played Sarantaporon - Daylight. Per the suggestion I'm using no delay and playing as Allies. I have several questions.

1. What's the best way for a unit to proceed up a road when there's the possibility of encountering an enemy unit? Probe? Move? I seem to get nailed by that one guy really bad and he holds up my whole force for awhile.

2. By the time I get my troops to the area of the hilltop objectives my Rangers are so wiped out they are almost useless. However, I feel like if I just delay them I'll never get them to the hill to be effective.

I did managed to get a marginal victory second time out, but it was close. I know there's a better way to do things.
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wodin
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RE: Playing COTA 101 - need some help

Post by wodin »

Play with at least some kind of delay.

I started playing the game at realistic delay setting.

Its tougher but far more exciting.

Honest try it when things do come off you feel like youve achieved something. Plus its the way the game is supposed to be played.

If you do have trouble then lower it. Just dont play any other scenario except the tutorial with no delay orders. Even if you end up on the next one up it still makes the game feel more realistic.
GoodGuy
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RE: Playing COTA 101 - need some help

Post by GoodGuy »

ORIGINAL: Temple

1. What's the best way for a unit to proceed up a road when there's the possibility of encountering an enemy unit? Probe? Move? I seem to get nailed by that one guy really bad and he holds up my whole force for awhile.

First things first: I wouldn't recommend to play with order delay, if you're new to this. It might be better to check out the units'/engines' possibilities first, before you start tinkering with delays.

It might be a good idea if you'd set the aggro-level for all units, according to type of task and possibility of enemy encounters.

Example: If you want to move units to an important destination, you should either use the Move-task (can be quite risky at times) or the attack-task (switch to in-situ formation) with "quickest" route selected. The latter task is slower, but you can even move tired units, since it's an attack-order.
For both types: You have to set the aggro-level to a setting where your forces keep advancing (ie. to overrun a single unit), but still return fire if being attacked.
So, set aggro to medium or low if you plan to overrun separated enemy units, or if you try to break through enemy strongpoints. This might be risky, so you have to include a higher number of casualties in your plans, especially if that enemy is dug in/built up trenches.
If you want to make sure that unexpected (small) opposition doesn't cause an evil pandemonium among your road columns, set the aggro level to "high" or "max". Your units will return fire immediately, take cover/halt or deploy to use their heavy weapons.

I hope this helped. [:)]

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MarkShot
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RE: Playing COTA 101 - need some help

Post by MarkShot »

Temple,

Some thoughts (I play with MAX order delays and affects my advice).

If you have to get some place, then know what lies ahead. Send a single motorized unit (usually armored car, tankettes, ...) there first. They will tell you what's there and answer. Is the enemy there in force? Is the enemy dug-in? Is the road under observation despite the fact that I see no one? Additionally, if you make contact, then you can start building a portfolio of targets for your arty.

Based on the above. If you got good contacts, then start wearing them down with arty. In a short scenario, you may want to call in the fire missions yourself and use a high ROF setting. If the enemy is weak and displacing, then you may want simply push by the enemy and skirmish as needed to get where you are going. If the enemy is strong and prepared, then an assault might be necessary to throw him back.

Even though COTA features lots of infantry on foot ... always think of roads, roads, and roads! As soon as they get off the road, the going gets exhausting. Try to control and use roads as much as possible.

Remember your support weapons. Find some locations with a good field of fire and them set up (at range) so that they can add their fire power while your troops try to move up the hill.

Hit the enemy from more than one axis of attack when possible. It make his defense much harder.

Get a fast moving unit or force behind the enemy to probe into his vulnerable rear. His units that are attempting to pull back from the forward edge of battle instead of being able recompose themselves to be thrown back into the fight will continue to take fire and possible receive more arty fire missions.

If you can deploy your mortars in range of the engagement area, then consider take direct command to do that. This will mean that the mortars are immediately available to provide supporting fire as the assault moves forward. If you leave them with the assault force, then time will be lost as they move to contact, take fire, and finally deploy. Effectively, it means that your first attempt is more likely to be turned back.

Lastly, when a scenario is short bump up all the attack order parameters. Your surbordinates need understand that you want to commit everything to this effort.

I hope that helps.
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Banquet
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RE: Playing COTA 101 - need some help

Post by Banquet »

I agree with wodin.. although it's nice that the option to play without delay has been given - to get to grips with the game or for those who really hate it.. I find the game so much more tense and exciting (not to mention realistic) with the delay. seeing the situation change and watching your units, desperate for your new orders to go through.. willing them to change direction to exploit an opportunity, or get the out of the trouble they are marching into.. it's absolutely gripping.. and the way the game was designed.

As to your question - I haven't played that scenerio yet, so can't help I'm afraid. Hopefully someone can offer some advice.

edit : aha, they already have! [:D]
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