Getting Started Manual
Transcription
Getting Started Manual
Getting Started Manual written by Steve “Golf 33” Long and Dave “Arjuna” O’Connor © 2006 Panther Games and Matrix Games. All rights reserved. Matrix Games and the Matrix Games logo are trademarks of Matrix Games. Airborne Assault is a trademark of Panther Games. All other trademarks and trade names are the properties of their respective owners and Panther Games and Matrix Games makes no claim thereto. 1 GETTING STARTED MANUAL ��������������������������������������� ����������������������������������������������������������������������������������� ������� ��������� �������� ��������� ��� ��� ��� ��������� ������� ����� ���������� ��� ����� ����� ������ ������ ��������� ������������� ���������������� ��� �������� ���� ���� ����������� ������������� �������� �������� ����� ���� ��������� ��������� ������� ����� ��� ��� ������ �������� ���� ������������ ��� ����� ���� ������� ��� ��� ������ ����� ����������������������������������������������������������������������������������� ��������������������������������������������������������������������������� ���������������������������������������������������������������������������������� ��������������������������������������������������������������������������������� �������������������������������������������������������������������������������� ������������������������������������������������������������������������������ ������������������ ���������������������������������������� ��������������������������������������������������������������������������� ��������������������������������������������������������������������������������� ��������������������������������������������������������������������������������� ����������������������������������������������������������������������������� ��������������������������������������������������������������������������������� �������������������������������������������������������������������������������� ������������������������������������������������������������������������������� ���������������������������������������������������������������������������������� ������������������������������������������������������������������������������ ������ ��� ������� ��� �������������������� ���� ��������������� ����������� ������ ��� ���������������������������������������������������������� �� ����� ������� ������������ ����� � ���� ������� ���������� ������� ������������ ����� �������� ������� ������������ ����� ����� ������������������������������������������������������������������������������������������������������������ �������������������������������������������������������������������� ����������������������������������������������������������������������������������������������� 2 Contents Using the Manuals Getting Started Advanced Tutorial Reference Manual ScenMaker Manual MapMaker Manual Symbols used in the manuals Installing the Game User Support – Getting Help Game Support – Forums Tech Support Scenario Design and Modding Support TrueUpdate™ 6 6 7 7 8 8 8 9 10 10 10 10 10 Introduction for New Players 11 Pausable Continuous Time Continuous Space Command Structure and AI Decision-Making Cycle Orders Delays Morale and Fatigue The AI Opponent 11 11 11 12 13 13 13 What’s New Gameplay Resupply Movement Objectives and Orders Improved AI New Units and Equipment New Terrain Types and Altitudes New German Parachute Arrival Type New Weather Data Interface Improvements Display Toolbar Order of Battle Display Tools Tab Supply Tab 14 14 14 14 15 15 16 16 16 16 16 16 17 17 17 Message Log 17 Unit Log 17 Improved Force Data Displays 18 Enhanced Terrain Popup 18 Different Map Graphics for Different Zoom Levels 18 Modding Support 18 New Import/Export Force List 18 Introductory Tutorial ( Tut #1 ) – Bridges to Lamia 19 Before You Begin Starting the Game The Game Screen Overview Getting around the Battlemap Planning for Battle Objectives and Briefings You and the Enemy Terrain The Plan First Moves Reconnaissance Security Indirect Fire Support Headquarters Final Review before Running Running the Game First Contact Second Contact Waiting for Fire Support Take Komma Bridge Setting up to Take Yef Alamanas Bridge Keeping up With the Battle Assessing the Situation Further Moves Victory at Last! If Both Bridges are Blown End the Tutorial Next Steps Introductory Scenarios 3 19 19 21 21 22 23 23 26 36 38 39 39 40 43 44 44 46 49 50 51 52 59 63 80 85 88 89 89 90 90 GETTING STARTED MANUAL 4 Getting Started Welcome to Airborne Assault™ Conquest of the Aegean (COTA). We hope you will enjoy this product as much as we did developing it. We believe that the AA game engine leads the charge in operational warfare simulation. The system is different from other wargames and it can take a little time to master it. We have endeavoured to make the interface as intuitive as possible and we recommend that you take the time to go through this manaul and complete the Introductory Tutorial. This should take around two to three hours. But it’s time well spent. The introductory tutorial covers the basics of the game. After completing it you should then play the list of scenarios provided at the end of this manual. After that you should do the Advanced Tutorial, which takes you through the more complex features and introduces you to the fundamental principles of operational warfare. For more in-depth information please consult the Reference Manual, which is in PDF format, and installed with the game. PDF is Adobe’s® standard for digital books (eBooks) and printing. You need a PDF reader to view or print it out. Adobe’s Acrobat Reader™ comes for free with this game. This can be accessed from the Windows Start Menu. You can then switch to and from it while playing the game using the Alt-Tab keys. In general we have made the assumption that players will have a basic familiarity with military organisation and capabilities; for players new to these subjects, the Airborne Assault: Highway to the Reich Strategy Guide, which is available in PDF format online from Matrix Games, is a worthwhile investment that covers some of the more basic topics as well as more advanced gameplay and planning than is available in this manual. You can order a printed and bound version of the PDF Reference Manual here: http://www.matrixgames.com/services/DocCenter.asp Two different version of the pdf files are supplied. The “print” version contains hi-res 300dpi images and should be used if you intend printing the manual yourself. Otherwise use the “screen” version for viewing on your computer screen. This contains 96dpi images suitable for screen display. Also installed as PDF files with the game are the ScenMaker Manual, which contains detailed instructions for making your own custom scenarios; and the MapMaker Manual, which will walk you through the process of developing new game maps. 5 GETTING STARTED MANUAL Using the Manuals Here’s a list of what you’ll find in the various manuals that come with COTA. Getting Started The Getting Started Manual contains a few items to help you get started, to familiarise new players with the most important features of the Airborne Assault game system, and to help people familiar with the earlier title “Highway to the Reich” ( HTTR ) to quickly get a handle on the differences. ± Symbols Used in the Manuals Throughout the manuals we’ve used a few symbols to make it easy for you to find important points or instructions. This list explains what each symbol means. ± Installing the Game This contains step-by-step instructions on how to install the game. ± User Support – Getting Help This provides a list of the places you can go to get help with the game, including technical support and gameplay hints. The What’s New section contains information about the differences between COTA and our previous game, HTTR, to make it easy for HTTR players to make a quick transition to COTA. ± Introduction for New Players This covers some of the basic aspects of the game that make it different from other wargames: pausable continuous time execution, command structure and orders delay. The section also includes a brief discussion of the decision-making process. ± What’s New For returning fans of HTTR, this section introduces our new features: units and equipment, objectives and orders, terrain types and altitude layers, mixed mode movement, supply, improved player interface, and better support for Modding. ± Introductory Tutorial ( Tut #1 ) – Bridges to Lamia This contains a walk-through of a single scenario which is used to illustrate basic game concepts like reading the screen, understanding the map and units, developing a plan, issuing orders, and running the game. 6 ± List of Introductory Scenarios It is recommended users complete these before going onto the Advanced Tutorial. Advanced Tutorial ± Advanced Tutorial ( Tut #2 ) – Setback and Rebound This is another single-scenario walk-through that goes into more detail on developing plans, scheduling tasks and introduces the concept of Orders Delays. The scenario is longer and has more units in it, including reinforcements. This manual introduces the fundamental principles of operational warfare. Reference Manual The Reference Manual has the following sections: ± Game Basics This includes instructions on starting the game, loading scenarios and saved games, and connecting for a head-to-head game online ( internet ) or over a LAN. ± Using the Interface – How do I Play? This provides step-by-step instructions on how to do things, organised into five categories: using the Battlemap, dealing with units, playing the game, briefings and objectives, and orders. ± Understanding Game Elements – What is this? This provides an in depth explanation of the map, units, objectives, orders, and tasks. ± Understanding Game Processes – What’s going on? This provides an explanation of what happens when forces move, fight, plan and react. It also covers such issues as formations, routes, combat power, intelligence, supply, and victory. ± Interface – Screen by Screen! This details the options you can choose on each of the interface screens. ± Annexes The Annexes at the back of the Reference Manual are useful quick-reference sheets for checking things like the effect of terrain, rout and deployment status of units, formation effects, route settings, and a 7 GETTING STARTED MANUAL guide to the various symbols used in the game. The annexes also include a list of scenarios ranked by complexity and all the tables form the Reference Manual grouped in one place.The Glossary annex not only lists the abbreviations used in the game but also translates some of the German and Italian terms, and gives the meaning of most of the common terms in the game. Make sure to look at the first annex – MarkShot’s Top Tips. This contains over fifty tips to get you from civilian to victorious general in record time. ScenMaker Manual If you want to do more than just play the game, then this is a must-read. It contains instructions on how to edit existing scenarios and create your own from scratch. MapMaker Manual Like the ScenMaker Manual, this one is for people who are interested in extending the game experience for themselves and others. Learn how to create new maps, including instructions on how to use scanned historical maps to start from. Symbols used in the manuals There are a few symbols to recognize in these manuals. They are: ± F Indicates an item of useful information Indicates a step you have to carry out, or a number of different ways to achieve the same thing Indicates keyboard key shortcuts + Indicates a keyboard combination: hold down the first key, then press the second, then release both keys Used to indicate selecting an item from a Windows menu (such as File > Open… or Start > Programs > Airborne Assault > COTA Quick Start) > The keyboard shortcuts used in this manual are for a US-layout, standard Windows keyboard. If you are using a different keyboard, the keys may vary slightly. 8 Installing the Game To install COTA: F Close all running programs F Insert the COTA CD into your CD-Rom drive The installation menu should automatically appear. F Select the Install button If the installation menu does not automatically appear (AutoPlay may not work for some Windows users): F Insert the COTA CD into your CD-Rom drive F Double-click My Computer on your desktop F Double-click the CD-Rom icon F Double-click the Setup icon to launch the installer menu F Select the Install button . 9 GETTING STARTED MANUAL User Support – Getting Help Matrix Games offers many levels of service for our customers with technical and game play issues. Game Support – Forums Our forums are one of the best features of Matrix Games. Every game has its own forum with our designers, developers and gamers playing the game. If you are having a problem, got a question or an idea on how to make the game better, post a message there. COTA Forum Before you can post in this forum you will need to register as a Matrix forum member. Register for Matrix Forums. You can then participate in the wide range of other Matrix forums. Matrix Forums. Tech Support Sometimes we all need some help. Our Tech Support Forum is a place to give and receive help for your OS or PC issues. This is NOT an official game support conference but a place for general tech support. All questions are welcomed – basic or advanced, software or hardware. There is also a Tech Support forum specifically for issues with COTA. COTA Support Forum Scenario Design and Modding Support If you are designing your own maps, scenarios or moddifying the game sounds and map patterns and need some help or want to announce a new available mod then contact us at: COTA Scenario Design and Modding Forum TrueUpdate™ True Update will check your current installation of COTA and check if updates are available for download. An active internet connection is needed. You can access True Update via the True Update shortcut in your Windows Start folder. You can also download updates from our website. 10 Introduction for New Players Airborne Assault: Conquest of the Aegean is different from other wargames. Some innovative features produce a unique simulation of the challenges of high-level military command. These features are briefly described below; if you’re already familiar with HTTR, then you can skip this section and read What’s New instead. Pausable Continuous Time Traditional wargames have always been turn-based. Because battles are a constantly-evolving event, breaking them into arbitrary intervals of time simply isn’t realistic. A commander doesn’t have to wait until the next turn to influence the battle; he can pick up the radio or field telephone and issue orders at any time. For this reason, COTA is a real time game, with events unfolding continuously until the game ends. However, unlike typical real time strategy (RTS) games there is no ‘clickfest’; instead, you can pick from a range of game speeds at any time, and you can also pause the game to assess and issue orders, so you are the one who ultimately determines what pace you want to play at. You can also use the RunUntil feature to specify a time the Game can run to and then Pause waiting for your next input. Most importantly, our ground-breaking Artificial Intelligence (AI) system means that you can delegate the execution of your plan to computer subordinates, allowing you to control the battle rather than controlling every unit. Your success will be not be determined by how fast you can click on units but on how well you can analyse the battle, develop plans and react to unexpected events as the battle unfolds. Continuous Space There are no hexes in COTA. Instead, you get an accurate representation of the battlefield terrain, over which your units can move freely. This provides a very accurate simulation of the effect of terrain, especially when it comes to line-of-sight (LOS) checks and cover. Where hex-based systems are pretty crude, applying a single LOS and / or cover effect to every unit within a particular hex, COTA takes into account the exact shape of terrain features and the position of units in and around those features when calculating which units can see each other and what happens when the shooting starts. Command Structure and AI Most wargames force the player to issue orders to every single unit in the battle. In reality, however, a commanding general has more important things to do than instruct every soldier where to be and what to do! Instead, armies are organised with a hierarchy of commanders and their staffs (called Headquarters or HQs) who at each level develop plans and issue orders to the HQs below them. In turn those subordinate HQs develop their own plans and issue their own orders to their subordinate HQs or units. Airborne Assault faithfully recreates this chain of command: you issue orders to the HQs under your command, and they will develop plans and issue orders to the HQs and / or units under their 11 GETTING STARTED MANUAL command. This frees you, the most senior commander, to focus on the bigger picture of the battle while your AI subordinates carry out the routine details like working out which road to take. With each order you can specify how much freedom your subordinates have to decide things like routes and formations for themselves. Some of your subordinate commanders will be very capable; others, as in real life, may be inexperienced or lacking in judgement or aggression and may need to be watched more closely. Because there will be times that you will want or need your units to carry out quite specific tasks, you can also issue orders directly to any unit at any time, effectively bypassing the chain of command for that unit. You can also reorganise your units by assigning them to different HQs, creating purpose-built task forces or battle groups to carry out your plan. Your strategic plan for the battle will translate quite naturally into the orders you issue to the HQs under your command. Because of this, you will find that soon you are equally at home commanding a few companies in a battalion knife-fight as you are wielding command over a cast of hundreds of units in a divisional or even corps battle. Decision-Making Cycle In combat, commanders follow a simple procedure for making decisions. The procedure known as the OODA Loop or Boyd Cycle is shown in this diagram: The side that can cycle through this process faster is usually the side that will win. By ‘getting inside’ your opponent’s decision-making cycle, you can keep him constantly on the back foot, forcing him to do what you want instead of the other way around. Once assigned an order, your AI subordinates will attempt to carry out that order until you give them a new job to do. In the process they will conduct their own decision-making cycle. They will also regularly assess the situation and may change their plans to suit, depending on how much freedom you grant them when issuing the order. Like real-life subordinates, if they take heavy casualties, they will report back to you so you can decide whether or not to change their task. 12 Orders Delays Nothing involving large military forces happens instantly. Once the commanding general makes a decision, his staff must develop detailed plans, orders have to be written up and sent by radio, telephone or runner; when they arrive, the subordinate HQs and units must develop their own plans and forward their own orders to the units at the sharp end. To simulate this process, Airborne Assault imposes orders delays – a time delay between you issuing the order and your units acting on it. Because this is so different from most wargames, where your units will carry out orders as instantly as if you were commanding by telepathy, we don’t force you to use this. Instead, it is available as an option, with four levels from no delay to fully realistic delays where orders involving large forces may take several hours of game time to be planned and executed. Playing with orders delay lets you experiment with what is called manoeuvre warfare, where the aim is to defeat the enemy by outthinking him. Because there is a delay between issuing an order and having it carried out, if you can fool the enemy into sending his forces against a diversion, while you send your main force elsewhere, by the time he realises his mistake it will be too late: even if he issues orders right away, it will take some hours for his forces to receive the word and redeploy, during which time you can be arranging further disagreeable surprises for him! As in real life, orders delay is affected by many factors including the skill of commanders and HQ staffs, the distance between units and their HQs, combat events, and the workload of HQ units. Morale and Fatigue Airborne Assault accurately models the influence of unit quality and condition on combat, and the effect of combat on the morale and effectiveness of units. Your troops will get pinned down and may decide to retreat if under heavy fire. If they are under too much pressure they may even crack and rout. Combat is exhausting, too, and the game tracks the fitness and fatigue levels of your units. You will need to monitor these and consider resting your units to maintain effectiveness. The AI Opponent The computer-controlled enemy in COTA uses advanced algorithms to decide where and when to allocate its forces at the strategic level. At the tactical level it uses the same chain of command AI and spotting, movement and combat rules that you do. There is no ‘cheating’ by the AI: it cannot see anything that you can’t, nor does it get additional forces than a human player would. Because even the best AI cannot be as good as a skilled human opponent, the best experience will always be playing head-to-head against another person. See the Reference Manual for details on finding opponents. As you get better at the game you may find it useful to give the AI some advantages, and most scenarios allow you to do this by increasing or decreasing the forces available to either side. You can also select supply and weather options that favour the AI side. Note that in doing so you are not altering any of the underlying game mechanics. 13 GETTING STARTED MANUAL What’s New COTA represents a major step forward from HTTR. Not only are we taking you to a new theatre and back in time to the early years of World War II, we have made some major changes to the game engine to make it an even more detailed and realistic recreation of WWII combat. For players familiar with our last game, here is a list of the major changes: Gameplay Resupply Rather than the abstracted supply delivery system in HTTR, COTA presents an all-new detailed supply request and delivery system. Units running low will automatically request replenishment and bases will calculate capacity and tonnage and dispatch the required supplies. Keeping a corridor open between your bases and your front-line troops is now very important as supplies will not be able to reach surrounded units. Interdicting the enemy’s supply lines will bring major benefits as failed supply runs will result in losses to the enemy’s truck fleet, reducing his ability to transport ammunition, fuel and rations. Besides units being out of supply, the new system results in a smoother a more continuous delivery of ammo to fighting units. This is particularly noticeable with arty. In conjunction with mixedmode movement, supply increases the importance of the road network. The whole process is highly automated so you as the player do not need to micromanage anything; instead, focus on keeping your lines intact and overrunning the enemy’s, while your AI staff officers worry about counting the beans and bullets. You can, however, monitor what’s happening by referring to the Depot Tab when you select a Base unit. This will specify a host of information about the status of requests and deliveries. The Unit Info Box F7 key can be used to cycle through the various supply states of all the units, including displaying the current Supply Line Status. The actual supply line links can be displayed for each selected unit using the Display Tool Bar. Movement The new Mixed-Mode Movement system is a revolutionary change in the way AA works. Ground slope is calculated and compared with the mobility of units, so motorised (wheeled or tracked) forces are limited to high-mobility corridors while infantry can swarm over the steeper slopes. Slope not only impacts who can travel where, it also dictates the speed at which units move and the level of fatigue they experience while doing so. The movement values for all types of terrain have been adjusted and vehicles will have a much tougher time getting through streams and will be restricted to roads through woods and marshes. This makes gaining control over the road network much more important. One important thing to note is that when you select a force and give an order to it if the specified location is impassable to that force, the AI will automatically select the closest passable location, beep and display a message that it has moved the location for you. If you still want to occupy the original objective, you can use the new Pathing tools on the Tools Tab of the Side Bar to determine if the 14 location is reachable for Foot or Motorised or the selected unit.. If it is passable say to Foot units you then have the option of deselecting those motorised units and reissuing the order. Objectives and Orders A major change in gameplay comes with the new Exit Objective. Instead of being confined within the map borders, players can now fight to exit their troops off the map. There is now an Exit Order for you to use. A force ordered to Exit where the exit objective is friendly controlled but where its own location is threatened by enemy forces, will Withdraw to the exit objective. In all other cases it will simply Move to the exit objective. In some scenarios certain objectives are linked. This is indicated by a linking chain on the Objective Tab of the Side Bar. This means that you have to fulfil just one of the linked Objectives to achieve the assigned Victory Points. In some scenarios objectives are marked with an “AE” which stands for Auto End. Completing these objectives automatically ends the scenario. There have also been improvements made to the AI that handles some of the orders you give to your troops, too. The Delay Order, in particular, has benefited from a complete rework. Where a delay force has two or more line units, it will now skilfully leapfrog back under pressure, inflicting maximum damage and delay on the enemy while preserving as much of their strength as possible. Similarly the Withdraw order now divides the force into a main body which will move to the objective and a rearguard that delays back to it. One important thing to note for both Delays and Withdraws relates to the setting of waypoints. Where you only set one waypoint, this will be the objective and the first blocking location will be the location of the senior unit ( Subject ) of the assigned force ( forceGroup ). This is known as the subjectLoc. Where two waypoints have been specified, the second will be the objective and the first will be the first blocking location. Subsequent blocking locations will be determined by the AI along the route it determines between the first and second waypoints. If you specify three or more waypoints then the last waypoint will be the objective, the first waypoint will be the initial blocking location and the force will establish subsequent blocking locations at each of the subsequent waypoints. Improved AI Under the hood, COTA now employs new Force Allocation routines that significantly enhance the AI’s ability to allocate the right forces to each objective, including the cross-attachment of force types such as armour and infantry. The Reaction code has been overhauled to deliver an even more realistic simulation of unit reactions to enemy contact, including retreats. Additional Reassessment code allows for an even greater range of options when the AI controlled forces reassesses their plans. The Formation code has also been revised. The handling of artillery and support units has been improved, especially their deployment. The suppression effect of bombardments have increased. Armour is now more likely to halt and engage once it comes within effective range of its main armament. 15 GETTING STARTED MANUAL New Units and Equipment You’ll find many new units in COTA. The game ships with a completely new database, covering equipment and military organisations from Italy, Germany, Greece, UK, Australia, New Zealand and the Free French. There are dozens of new weapons and vehicles to wield in battle, from the tiny Italian and British light tanks through to monster captured Russian KV-II used by the Germans. New smallarms, anti-aircraft, anti-tank and artillery guns, and mortars have been recreated in full detail, as have new trucks, armoured personnel carriers, self-propelled guns and tanks to carry them. New Terrain Types and Altitudes To recreate the coastal battlefields of Crete a new beach terrain layer has been added to the game. The five new altitude layers also allow us to create maps covering the rugged and imposing Greek and Cretan mountain ranges. New German Parachute Arrival Type To accurate simulate the unique nature of German parachute operations, a new reinforcement arrival type has been added. This accurately reflects the disadvantages suffered by the Fallschirmjaeger due to their substandard parachute design and inability to jump together with their heavy weapons. New Weather Data A new weather pattern has been added to simulate snow. Additional data is now stored for Sunrise and Sunset and for min and max temperatures for each day of the scenario. Interface Improvements Display Toolbar The new Display Toolbar, located under the Battlemap, gives you quick access to some of the most important display and game functions. Now you can filter the map display using the Unit Info, Unit Type, Intel and Message filter buttons; display Command or Supply lines, Range Rings, Map Grid, active and eliminated unit icons, objective and task icons; offer and accept surrenders; and load, save, and leave games faster than ever. There are additional Info Box and Unit filters. Some of the keyboard shortcuts for these filters have changed - see Annex A of the Reference Manual 16 Order of Battle Display Sorting out the command structure of your forces is easier than ever with the new Order of Battle Display Tab (OB). Quickly display the organic command structure of your units, and locate and select your units straight from the Sidebar. Expand and contract the OB force tree by selecting the +/- boxes. Select a unit in the tree to select the unit on the map. Double-click the unit in the tree to select the unit and display its data in the Sidebar. Double-click a unit on the map to have it shown selected in the OB Display. Tools Tab The new Tools Tab on the Side Bar contains an array of useful tools. In addition to the existing Threat and Line of Sight (LOS) tools, there is now a LOS-Area tool, which displays all those locations that are visible within 10km of the selected location. There is also an array of Pathing tools to calculate and display the different types of routes between two selected locations. Select the tool, click on the start and end locations and if reachable a route is displayed. The fine red dots indicate the area searched in determining the route. You can also select a unit and then select one of the Unit pathing tools and click the end location to determine the route for that unit. If unreachable a beep will sound and a message displayed to that effect. Supply Tab The Side Data displays now include a Supply Tab that displays a graph of the daily supply allocation to each of the Supply Entry Points ( SEPs ) ( whose icons appears on the map. ) The graph comes in three types – lines, columns and stacked columns. Select the buttons below the graph to specify which type. The % value refers to the percentage of the Sides’ daily requirements that will arrive at the SEPs each day. The requirements are determined using the at-start forces plus those reinforcements scheduled to arrive by the given day. They ignore any losses. Message Log All on-screen messages are now also displayed in the Message Tab ( Msg ). Selecting a message from the list will centre the map on the Sender. You can filter the messages by type by selecting the Flash, Urgent and Routine filter buttons at the bottom of the list. The messages are stored for the duration of the current session. They are not saved in the Saved Game file. The messages within the Message Log can be filtered differently to those displayed at the top of the Battlemap. Unit Log The Force Data displays now have a Unit Log tab that lists each significant action or event that the unit experiences, such as Under Fire, Taking Casualties, Retreating etc. Use this to review what has happened to the unit. 17 GETTING STARTED MANUAL Improved Force Data Displays The Force Data displays have been reorganised and enhanced with additional data. In addition to the previous data, the General tab ( Gen ) now displays Experience, Training, Fitness, Aggression and Stubborness, the number of bridges and non-armoured fighting vehicles ( non-AFVs ), Infantry and Engineer values, the current move effect and type along with the force’s formation role and the number of units. If the selected unit has subordinates then the values for its entire force are displayed in a seperate column beside the unit data. There is a new Unit Log tab and a new Depot tab ( Dep ). For most units the Depot tab displays the Depot ( Base unit ) that the unit draws from. Select this to go to the Depot. For Base units the Depot Tab displays details on current and required supply stocks, current and required transport capacity, the number of requests by type, the number of transport columns and the vehicles and personnel allocated to them and the number of units and subBases drawing from the Depot. Enhanced Terrain Popup Right clicking on the map now brings up an enhanced popup that details the dominant terrain types, the X,Y and Z location parameters, move effects for foot and motorized, hit effects for direct and area fire and the current slope in degrees. Different Map Graphics for Different Zoom Levels Each zoom level now has its own set of map graphics. So the appearance of the map can change as you zoom in and out. Of course these too can be modified. Modding Support COTA features enhanced support for Modding. The MapMaker and ScenMaker have been extended to support the new game engine features. A set of free tools for Microsoft® Excel® is also included with the game, to help you quickly and easily modify the characteristics of the units in your scenarios. You can now provide your own customised briefing and victory messages, including the commanders’ signatures. The terrain key for the map is now moddable. New Import/Export Force List A new Import/Export Force List feature has been added to the Side menu in the ScenMaker. Select a force from the Units tab. Right click and select Export. Select Yes or No from the subsequent dialog to also export subunits. Provide a name for the new force list and hit the Save button. To import the saved force list simply select a unit in the Units Tab, right click and select Import, select the desired force list and the forces now appear subordinated to the selected unit. This makes it easy to create generic force lists and build scenarios quickly. 18 Introductory Tutorial ( Tut #1 ) – Bridges to Lamia Before You Begin If you are a new player, before starting this tutorial please read the Introduction for New Players. Returning players of HTTR will already be familiar with these concepts and may want to get stuck straight in! However, it’s a good idea for experienced HTTR players to check the What’s New section in order to get a handle on the new features of the game. By its nature few games will replay exactly the same, including the tutorials. To assist you keeping track with the manual, whenever you see the text “Saved Game Point...”, you can load the indicated saved game from the COTA\Saved Games\Tutorials\Intro Tutorial directory. This way you will be starting the next section from the same position as the manual. You are encouraged to use the tutorials as your digital sandbox to experiment with the mechanics of the game. Starting the Game F Select the Conquest of the Aegean program from the Start > Programs > Airborne Assault program group menu to launch the game. F On the Command Set, select New Game 19 GETTING STARTED MANUAL F From the Select to Play window, select “-Tutorial I – : Bridges to Lamia” and click OK F From the Game Options window, select Allies by clicking once on the Play As button F Set Orders Delay to None by clicking once at the left of the Orders Delay slider bar F Set Axis Reinforcement Schedule to “No Reinforcements” by clicking the Axis Reinforcement Schedule button F Check that the other settings match this screenshot (if this is the first game you’ve played, they should all match) and click Begin Scenario. A progress window will appear as the scenario is loaded. You will find yourself looking at the game screen. 20 The Game Screen Overview The Battlemap is a 2D vector map, in this case covering the area around Thermopylae. The area is a little over 22km east to west and a little less than 25km north to south. Historically, the Allies fought a determined defensive battle here as the Germans advanced with overwhelming superiority in numbers and equipment. However, we’re going to take a few liberties with the history and launch an Allied counterattack! The Sidebar appears on the left of the screen, consisting of a strategic map view (Stratmap); Zoomer Control; time, weather and victory displays; the Play buttons - Pause, Slow, Normal, Fast and Run Until; the Orders, Tools and Options Tabs; below which is the Data Display. At the bottom of the screen is the Display Toolbar, which has a number of buttons – Unit Info Filter, Unit Type Filter, Intel Filter, Message Filter, Display Lines, Range Rings, Map Grid, Show Units, Show Eliminated Units, Show Objectives, Show Tasks, Menu, Surrender and Minimise. 21 GETTING STARTED MANUAL Getting around the Battlemap The area of the Battlemap currently displayed is indicated by a white Viewable Area rectangle in the Stratmap. The Battlemap has six different scales or zoom levels. The red handle on the Zoomer Control indicates the current zoom level. To change levels, simply click on one of the other notches. F Click on the Zoomer Control, fourth notch from the left, to zoom the map in two levels You can also zoom in and out by selecting the + and - buttons at either end of the Zoomer Control, and directly on the Battlemap by holding the Alt key down and pressing either the left or right mouse buttons. If you have a MS Explorer mouse, you can also use the side buttons to zoom in and out. If you have a mouse with a middle wheel, scrolling the wheel will zoom in and out. The direction can be changed by checking the Revers Mouse Zoom option from the Options Tab. Now that you have zoomed in, you will see that the Viewable Area in the Stratmap is smaller. You can use the Stratmap to pan around the map: F Drag the Viewable Area around and see the Battlemap display a new area 22 F Click on the Stratmap outside of the Viewable Area rectangle to jump to that spot You can also navigate directly around the Battlemap: either by dragging with the right mouse button held down, or by using the autoscroll feature. To autoscroll, move the mouse to the top, bottom, left or right edges of the screen and the map will move up, down, left or right. You can turn autoscroll off in the Options Tab on the Sidebar. To get an idea of the scale of the map turn on the 1km map grid. To do this: F Click on the 1km Grid button on the Display Tool Bar ( or hit the G key ) Planning for Battle Objectives and Briefings First of all, check out the briefing – there is often good information in it about the battle and your objectives (sometimes even about the enemy, though you should always take that with a grain of salt since it can be wrong!). F Click on the Side Data Briefing Tab ( Brf ) on the Sidebar The first briefing is the Side Briefing. In a multi-player game, this is not visible to the enemy and can contain useful tips about which objectives are more important. The second briefing is the Scenario Briefing – this is visible to both sides in a multi-player game. The important thing to note from our briefing is the useful intelligence on the enemy defences, and that while two of our objectives are bridges that might be destroyed, only one of those is worth rebuilding. Next we need to work out in more detail what we have to do to achieve victory and win the game. In COTA, victory is achieved by gaining more Victory Points (VPs) than the enemy. You get VPs by achieving Objectives, which are listed under the Side Data Objectives Tab ( Obj ) on the Sidebar, and appear as square icons on the Battlemap. Clicking on an objective in the list highlights its icon on the Battlemap. The objectives are listed in descending order based on how many VPs each is worth. 23 GETTING STARTED MANUAL F Zoom the Battlemap out one level by clicking on the third notch on the Zoomer Control, or by holding the Alt key and right–clicking on the Battlemap F Click on the Obj Tab on the Sidebar F Click on the first objective in the list – Yef Alamanas Bridge . You should see a yellow ring appear around one of the objectives on the Battlemap. If you don’t, then the objective is probably off the screen. If off screen: F Double–click the objective in the Obj Tab This will then centre the screen on the objective, but only if it’s offscreen. Earning VPs This objective alone is worth 50 VPs. The maximum you can earn for a scenario is 100 VPs. At the end of the game, the enemy’s VP total is subtracted from your VP total and if the difference is 50 VPs or more you get a decisive victory. If it is greater than 25 VPs you get a marginal victory, between 25 and –25 the game is a draw, between –25 and –50 it’s a marginal loss and less than –50 a decisive defeat. At any time during the game you can see an estimate of how you are doing on the Victory Meter on the Sidebar. This is only an estimated of what the victory level would be if the game ended now. The yellow ring around the Objective Icon on the Battlemap is the objective perimeter. To secure the objective you must ensure that friendly forces within the perimeter outnumber any enemy forces inside the perimeter by at least 10 to 1. Better yet, make sure there are no enemy units within the perimeter! As this is a Secure Crossing objective (indicated by the special bridge icon), you will also need to keep the bridge intact – or rebuild it if it gets destroyed. The pink colour of the crossing icon means that it is primed for demolition, so we will have to capture it before the enemy can detonate his charges and send the bridge into the river. 24 You know when you have secured an objective because the Objective Icon on the map will have a bright green box drawn around it and the objective name will be displayed with bright green text in the objectives list. You have already secured the Start Line objective. F Click on the Start Line objective to highlight its icon on the Battlemap If the objective icon is not visible within the map area currently in view then: F Double–click the Start Line objective in the list to centre the map on its icon Do it Now or do it Later? There’s some additional, useful detail on the Obj Tab. F Click on the Yef Alamanas Bridge objective again Below the Objective List you will see the breakdown of VPs available for the selected objective. In this case, it has 25 points for Occupation and 25 points for Completion. You will also see a From time, and a To time. What does this mean for you? ± If you gain the objective by the From time, and you hold it until the To time, you’ll get all 25 Occupation VPs and all 25 Completion VPs ± If you don’t gain the objective by the From time, the amount of VPs available for Occupation will start to decrease, and will reach zero at the To time ± If you achieve the objective between the From and To times, you’ll start to get some of the Occupation VPs; if you hold it until the To time, you’ll get however many Occupation VPs were left when you first took the objective ± If you are still holding the objective at the To time, you will get the full 25 Completion points; if not, you’ll get none of them Phew! Because this objective has a pretty early From time, and the Occupation points for it are such a big part of our victory requirements, we will need to secure the objective as early as possible. F Now click on the Sperkhios Ferry objective in the Obj Tab This objective isn’t worth as many VPs. It has no Occupation points at all. It’s still worth getting, but we only need to get it by the end of the scenario (since that’s its To time), so we can afford to throw a bit more at the Yef Alamanas Bridge now, and once we’ve got that and any other valuable objectives tied up, we can divert some troops to the Sperkhios Bridge – ie. we will take it in sequence. 25 GETTING STARTED MANUAL F Take some time to look at the other objectives, working out when you need to take them, how much they are worth, and where they are located on the Battlemap We’ll get back to objectives when we come up with a plan – after we’ve had a look at the enemy, our own troops, and the terrain. You and the Enemy You will see a number of square coloured counters on the Battlemap. These represent Units - a unit is a group of personnel, their equipment and supplies, organised into a single cohesive entity. A unit is the smallest entity in the game that you can manipulate. A Force is a collection of units. In this scenario, your force is composed of the dark green units with yellow or white writing (which are Australian or New Zealand respectively), and the white units with dark blue writing (which are Greek). Your enemy, the Germans, are represented by grey and black unit icons with black or white text. These units also appear on the Stratmap, as brightly coloured dots – green for friendly and red for enemy. Both your and the enemy’s units are grouped into command structures. These are briefly explained in the section on Command Structure and AI. If you want a more detailed look at how command structure works, check out the section in the Reference Manual on Military Structure. For this tutorial, the bare minimum you need to know is that some units are Headquarters (HQs), and that they have other units under their command. These can include other HQs - ie there can be multiple levels of command. You can give orders to the HQs, and they in turn pass on more detailed orders to their subordinates. You can also give orders straight to the subordinate units, taking them under your own direct command. You’ll get to see this in action later in the tutorial; for now, let’s take a closer look at the units themselves. Friendly Units The first thing to do is to select a unit. The easiest and quickest way is usually using the mouse: F Pan and zoom the map as necessary so that you can see all your Allied units (near the bottom of the map) F Click on the icon that looks like the one in the picture below: . 26 The icon for this unit tells us quite a bit about it. The Unit Type Symbol at the top left shows that it is an infantry unit. Note that we are using Military Sybols for this. You can change these to display the alternate Picture Symbols using the Options Tab if you wish. Across the bottom of the unit, the tan Command Bar tells us that the unit is currently under command of another unit (in other words, we haven’t given it any orders yet). The Force Size Symbol in the centre of the Command Bar shows us that it is a Battalion-level unit and the HQ Flag on the left end of the command bar indicates that it is a HQ unit. The Designation is an abbreviation of the name of the unit – in this case, the 2/8th Inf Bn HQ. The Unit Info Box is used to display status information like current task, deployment, morale, supply etc. The type of detail displayed in the unit Info Box is set for all units using the Unit Info Filter button on the Display Toolbar. The Unit Info Box can provide a snapshot of the status of all units. Remember about the command structure? Well, now we get to see it. First, ensure that the Command Lines are being displayed by referring to the Display Lines button on the Display Toolbar. If the button does not read “Cmd” then: F Click the Display Lines button until it shows “Cmd”. 27 GETTING STARTED MANUAL You’ll see a blue line drawn from our selected unit to its superior or boss, the 19th Inf Bde HQ. This shows that currently, 2/8th Inf Bn HQ is getting its instructions from that HQ. You’ll also see a number of green lines drawn from 2/8th Inf Bn HQ to other units; these indicate units that are getting their orders from 2/8th Inf Bn HQ, its subordinates. Those subordinates are also conveniently highlighted as well, so they stand out. These lines are called Command Lines and they also come in grey –we’ll see this when we start to issue orders. You can see another representation of the command structure by looking at the OB (Order of Battle) Tab: F Double–click the 2/8th Inf Bn HQ icon The Data Summary now shows the OB Display. 2/8th Inf Bn HQ is highlighted and you can see where it and its subordinates fit into the overall organization. The OB Tab displays the organic structure; as you play the game, you will often reorganise your units to form a current or dynamic structure, which we’ll look at a bit later. Getting Around Your Units ( Navigating the Chain of Command ) You can navigate or cycle through your units using the cursor arrow keys. With the 2/8th Inf Bn HQ selected: F Press the Down Arrow key F Press the Right Arrow key to select the next unit at this level (B Coy 2/8 Inf Bn) and press it repeatedly to select C Coy, then D Coy, and then the Mortar Platoon (Mor Pl 2/8 Inf Bn) F Press the Left Arrow key Inf Bn F Press Up Arrow key to reselect the 2/8th Inf Bn HQ, and again to select the next HQ up – in this case, 19th Inf Bde HQ 28 to select the first subordinate (A Coy 2/8 Inf Bn) to select the previous unit at this level – in this case, D Coy 2/8 F Continue to use the cursor arrow keys to navigate around your forces . One thing that you will notice is that once you have selected 19th Inf Bde HQ, pressing the Down Arrow key will select the 2/4th Inf Bn HQ. This is because 2/8th Inf Bn HQ was not the first subordinate of the brigade HQ. The order of subordinates is shown on the OB Tab. You can also quickly find the most senior unit on the map (also called the On-Map Boss) using the arrow keys: F Click on an empty map location to deselect any units, then press the Up Arrow key select the On-Map Boss to The command structure used is the one you, the player, have set up. By default this will be the organic structure, modified by any attachments or detachments caused by orders you have given. This may differ from the actual structure being used by the units because of two reasons - orders delay and force allocation. Firstly, when playing with orders delay it will take some time before units receive your new orders. During that time they will continue to use their existing structure and this may be at variance with what your orders say. Secondly, once your units receive their orders they will develop their own plan to implement them. This will involve allocating forces to the various tasks that make up their plan. This may involve attaching units such that the structure being used varies from that you ordered. Eg. You order the 19th Inf Bde HQ to Move. The Force Group used for your order is the organic structure which includes one AT Bty directly subordinated to the Bde HQ. However, in developing the plan the Bde HQ assigns the AT Bty to the Advance Guard where it is subordinated to the 2/8th Bn HQ. Now when you navigate down through the Bde’s structure you will still see the AT Bty directly subordinate to the Bde HQ ( because it is using the Order structure not the Plan structure ). Similarly if you select 2/8th Bn HQ and navigate down you will not see the AT Bty. 29 GETTING STARTED MANUAL How Good are They? When you select a unit, the icon will be highlighted yellow and a white box will be drawn around it to indicate the approximate area occupied by that unit. The box has an open side – this indicates the rear of the unit. If you selected the unit directly from the Battlemap, you’ll also see the Sidebar change to display a new set of information in the Data Summary. This is called the Force Data Display. Above the tabs is the unit name, which describes the unit and often also its formal superior. Under that is some information about what the unit is doing; we’ll look at that in more detail later. The new tabs tell you about the selected unit or units. Now we’ll look at some of the other tabs, and we may as well get acquainted with our other units in the process. You can also get to the Force Data Display from the OB Display: F Click on an empty area of the map – if the OB Tab isn’t shown in the Sidebar, click on it to bring it to the front F Scroll to the bottom of the OB Display and double–click the unit named C Sqn 2 NZ Div Cav Regt . The Sidebar will change again to display the Force Data Display in the Data Summary. At this point the Gen Tab, which displays the current condition of the unit, should be showing. If it isn’t: F Click on the Gen Tab on the Sidebar It has a number of progress bars showing the unit condition; basically, for the blue bars, high is good, and for the red ones, high is bad. A bar halfway indicates an average value. A bright blue bar indicates the current value. A darker blue bar is the “at-start” value. Note that Experience, Training, Fitness, Aggression and Stubbornness only have an “at-start” value as these do not change in the course of a scenario. It also has some numbers that describe the size and firepower of your units. For this unit, things to note are the good levels of Morale, Personnel, and Equipment; this should make it fairly robust in combat, at least initially. While its training is good, it’s not that experienced and this shows in its less than average aggression and stubbornness. Other things to note are the wheel symbol next to the Movement box. This indicated that this unit is motorised and as such will be restricted in the terrain it can traverse, but it will move fast along roads. It also has an armour value reflecting the fact that it has armoured fighting vehicles ( AFVs ). These will give it a considerable advantage in combat. 30 F Click on the Equip Tab This tab shows a list of equipment and weapons held by the unit, along with its ammunition, fuel and basic supply levels. The main items of equipment in this unit are the eight Vickers Mk VI light tanks, and the 14 Daimler Dingo Scout Cars (a light armoured car armed with a machine gun). Once an item of equipment is reduced to 0 (for example, all the 50 calibre machinegun ammunition has been expended, or all the tanks destroyed), that item will be greyed-out in the list. F Select the 19th Inf Bde HQ unit F Select the Gen Tab. Note that it displays two columns of values. The one on the left are the HQs own values, while the one on the right are the total values for the force – ie the HQ plus all it’s subordinates. Note also the different movement types – foot for the HQ but motorised for the force, indicating that at least one subordinate is motorised. The total number of units in the force is displayed at the bottom right. Also note that equipment is never scavanged or captured during the game. However, However, basics, fuel, and ammunition will periodically increase under normal resupply conditions. F Select the Cmd Tab to display values about the unit’s commander, his biographical summary and the command capacity, command load and orders delay for the unit. Because we are playing without orders delay, the Unit and Force Delay values are both zero. In real life, of course, it took time to transmit orders and develop plans and in the Advanced Tutorial we’ll look at dealing with this. The Staff 31 GETTING STARTED MANUAL Load value is also zero at game start but once orders are issued will display a value reflecting the number and command difficulty of its subordinates. If Staff Load exceeds Staff Capacity then extra delay will be incurred when processing orders. F Select the Hist Tab to display the historical notes on the unit. We will look at the remaining Depot ( Dep ) and Log ( Log ) tabs later. The Log Tab records important events or changes in status that affect the unit. These are recorded as they occur or every 15 minutes of game time for the more common events. As we have not commenced play the unit logs will be empty. Please check back here after the game has been in progress for a few hours. F Experiment with different methods of selection to look at each unit in turn, looking at the different Tabs to identify the unit strength, equipment, and quality Once you have a fair idea of the forces available to you: F Zoom the map out so you can see all friendly units ( use mouse wheel or Zoomer Control on the Sidebar ). F Click and drag on the Battlemap to place a selection marquee over all friendly units F Click on the Gen Tab on the Sidebar. In total, we have available 4212 soldiers, 102 armoured fighting vehicles (mostly light tanks and scout cars in the 2nd NZ Div Cav Regt), and 42 mortars and guns. These are split between 2/3rd Fd Regt (which has 24 25 pdr field guns), 3rd AT Bty 1 AT Regt (which has nine towed 2 pdr anti-tank guns), and the support platoons of the infantry battalions (which have two 3” mortars – or two 65mm mountain guns for the Greeks – each). 32 We have a fairly high level of morale amongst our troops, which will come in handy when the shooting starts. In general our units are well-trained, with the exception of the Greek infantry battalion, which is comprised of men only recently called up. The Cav Regt is well-trained but not terribly aggressive nor stubborn, which suits its reconnaissance role. We can use it to gain better information about the enemy strength and location, and with its large number of machineguns, to provide supporting fire for an infantry attack. Because of the very light armour of its vehicles, however, the Cav is vulnerable to fire from anti-tank guns and rifles and needs to be kept out of close contact if possible. Our main striking power is in the two Australian infantry battalions, which are made up of welltrained, aggressive and stubborn troops (although they are somewhat lacking in firepower, especially over a long range). The Greek infantry lack firepower and training, but they are stubborn troops; they will be good for holding captured ground against enemy counterattacks, but will suffer heavily if used to assault an enemy position. Reinforcements In some scenarios, you will receive reinforcements – additional units that arrive during the game. To check for reinforcements: F Click in an empty space of the map to deselect and display the Side Data in the Sidebar F Select the Reinf Tab on the Sidebar. The list is blank, so for this first encounter, the forces we start with are all we have. In Tutorial II we’ll take a look at reinforcements and how to use them. Enemy Forces We know from the briefing that the enemy forces deployed in this area are likely to consist of a single foot infantry battalion, supported by antitank, flak and engineer units. German units are coloured according to their Service – light blue for Luftwaffe (Air Force) ground units, grey for Wehrmacht (Army) units, and black for the SS units. F Navigate to the area of the Yef Alamanas Bridge F Click on the infantry company located on the north side of the bridge. 33 GETTING STARTED MANUAL The first thing to be aware of is that the enemy unit icons represent intelligence reports or sightings of actual enemy units. For this reason, in addition to the usual information they also have Sighting Age and Reliability fields. As a report ages, its icon will become darker. After a period it will disappear altogether – deemed to be of no value. The reliability is important and indicates just how much faith you should put in the accuracy of the report. A Poor reliability report is likely to be inaccurate in terms of the unit type, strength and firepower – so be wary. It’s also worth remembering that soldiers in contact are very prone to exaggerating the size and strength of the enemy they face! F Select all four enemy units at Yef Alamanas by dragging a marquee over them, or by holding the Ctrl key down and clicking each in turn These units will have to be destroyed or driven off in order to achieve the Yef Alamanas Bridge objective. The two most important details to note here are the number of personnel ( 550 ) and the anti-personnel firepower ( 121 ). Please note that these values may vary from game to game according to the quality of intel reports. For an attack, conventional wisdom says you want to have combat odds of 3 to 1 or better. What constitutes this combat ratio can be quite complex. It’s certainly not just a case of personnel numbers. Firepower is a better indicator, but this has to be modified by unit effectiveness (morale, cohesion, fatigue, training and experience etc), visibility, armour/anti-Armour ratio and terrain effects – not to mention indirect fire support. All of these contribute. Since Yef Alamanas will be a tricky position to assault – because of the restricted, marshy terrain on this side of the river – we will have to compromise on firepower a bit, simply because we won’t be able to fit many men into the space available for an attack. F Click on the 2/4th Inf Bn HQ Its force has 659 personnel and 81 anti-personnel firepower. By itself it will probably not be sufficient to secure the bridge, especially if the enemy reinforces his defences. However, we can beef the attack up by adding more units: F Press the Shift + Down Arrow keys Bn F Now hold Ctrl key 34 + to select all the units in 2/4th Inf and click on the 2.8 Fd Coy and the C MG Coy: F If you accidentally select a wrong unit, just Ctrl–click on it again to deselect it You’ll see the total anti-personnel firepower of our group has gone up to 125; still not enough but a good start. The engineer unit will be useful in unpriming the crossing, while the machinegun unit will provide some useful direct fire support. We can always add in any units that are spare to provide extra fire support. F Click on 2/3rd Fd Regt This is our longest-ranged weapon; the 24 field guns in this unit can suppress an enemy defensive position or smash a counterattack. Note the Bombardment firepower value; those 171 points will make up for the lack of anti-personnel firepower in our assaulting infantry. The other objective of immediate concern is the Komma Bridge. F Select the enemy intel report near the Komma Bridge. This bridge appears to be defended by a single infantry company, with 191 personnel and 27 anti-personnel firepower. We should be able to take that on pretty easily – 2/8th Inf Bn ought to be enough. 35 GETTING STARTED MANUAL Terrain The terrain is always a major influence on military operations. COTA accurately models the effects of terrain on spotting, fire, and movement, so we need to take these factors into consideration when developing our plan of attack. Over time you’ll develop your own feel for terrain, so we’ll only take a brief look here. F First, centre the map on the Yef Alamanas Bridge objective by whatever method you prefer We can get a good idea of the terrain simply by looking at the Battlemap. Ground elevation is shown by a series of coloured contours, where the darker colours indicate higher ground. When the map is zoomed-in, each contour indicates a 100m change in altitude; when it is zoomed-out to the lowest two levels, each contour indicates a 200m change. The ground elevation changes smoothly between contours. You can get a good idea of the slope by looking at how far apart the contours are. We can get an even better idea of the slope using the LOS (Line of Sight) Tool. F Click on the LOS Button on the Tools Tab of the Sidebar 36 F Click on the Yef Alamanas Bridge objective and hold the mouse button down and drag the mouse to the Start Line objective. You will see two things: a blue line that changes intensity and appears and disappears between your observer point and the current mouse location, and a series of black lines of different lengths that extend out from the blue line. The blue line indicates those areas that can be seen from your observer point; the brighter the blue, the less obstructions there are to visibility so the better the view. Where the blue line disappears, that point cannot be seen from your observer point. The black lines indicate the elevation of the ground at each point along the line, giving you a good graphical representation of the slope. Slope is important. Slopes reduce movement rates and increase fatigue. Motorised units – like 2/8th Fd Coy, RAE – cannot move over ground that slopes more than 30° unless traversed by a road. Nonmotorised forces can move over ground that slopes up to 60°. This is mitigated by the effect of roads – as long as there is a road, motorised units will always be able to move, and as long as there are tracks, non-motorised units will be able to move. Other terrain features, like woods or towns, are also shown on the map by representative graphics. You can check exactly what the terrain is at any particular point using the Terrain Popup: F Right–click on the map near the village of Koutseki, just south of the bridge This will be important because it offers some cover and a position from which we can fire on the bridge defences. Equally important but not as useful will be the band of marsh and the streams; motorised units can’t cross the marsh at all, except on the road, and even non-motorised units will be badly slowed down by the marsh and streams. There is a narrow band of clear ground between the marsh and the stream but it’s not really even wide enough for a single company, so we’ll be forced either to attack along the road or to accept the slow movement and disruption of the swamp and stream. On the plus side, south of the Marsh the ground is out of view from the German defences, so as long as the enemy doesn’t try to push onto our side of the bridge, we should be able to advance unseen as far as the marsh. F Check out the terrain and visibility around the Komma Bridge and consider the importance of this for your plan 37 GETTING STARTED MANUAL The Plan Given the enemy position and our objectives, the basic plan will be conducted in five phases: 1. Push forward our reconnaissance squadrons to identify any enemy units and start engaging them from a safe distance, while securing the Start Line objective 2 Launch a minor attack on the Komma Bridge objective based on 2/8th Inf Bn, taking the Moskhokhorion Flank objective in the process 3 Launch a major attack against the Yef Alamanas Bridge objective using the 2/4th Inf Bn, reinforced by machinegun and engineer units and supported by fire from 2/3rd Fd Regt 4 Consolidate our gains by bringing forward the Greek II Inf Bn 82 Inf Regt to defend our gains 5 Push out forces to secure the Anthili and Sperkhios Bridge objectives. We’ll take this a bit at a time! 38 First Moves Before we start issuing orders take note that unlike other games, when you issue orders to your units the objective of your order is a map location not an enemy unit. Your intent may be to bombard an enemy unit, but you order your artillery unit to bomard the location ( where the enemy unit is ). The enemy unit may subsequently move but your artillery unit will continue to bombard the location until it’s mission expires. Reconnaissance We’ll set up our reconnaissance first: F Select C Sqn 2 NZ Div Cav Regt F Click the Move order on the Orders Tab in the Sidebar F Click on the Battlemap to place the Move waypoint here: In this case there is only one waypoint. The final waypoint is known as the objective location or ObjLoc. From this location, our light tanks will be able to engage the bridge defences with machinegun fire but will be far enough away that the enemy should find it hard to return fire effectively. Note that once you give the order, the Command Bar on C Sqn’s icon goes white; this shows that C Sqn is now taking orders directly from you instead of from its organic superior - 2nd NZ Div Cav Regt HQ. To reflect this the command line drawn between C Sqn and the Cav Regt HQ is now coloured grey and a blue command line is drawn from C Sqn to the on-map boss - ie 19th Inf Bde. This represents you on the map. F Select 2nd NZ Div Cav Regt HQ F Press the M key (this is the same as clicking Move on the Orders Tab) 39 GETTING STARTED MANUAL F Hold down the Shift key and click on the crossroads north of Elevtherokhorion and then on the village of Koutseki to place two waypoints F Release the Shift key and click on the eastern village of Koutseki, south of the Yef Alamanas Bridge, to place the final waypoint or ObjLoc. When you click, waypoints will appear on the Battlemap. The last waypoint will always be the order icon, which in this case is a Move; the others will turn into Waypoint icons. If you forgot to release the Shift key , don’t worry; you can press the Esc key or click the Cancel button on the Orders Tab to get back to the normal mouse pointer. When your units follow the Move order, they will go through each waypoint in turn. They might take a different route between waypoints – depending on the situation – but they will have to move through every waypoint in the order you placed them. Because the enemy at the bridge is stronger, we’ll use the rest of our armour here. This will also be handy in case the enemy wants to take advantage of the difficult terrain to push a unit forward and delay our advance; we want to attack the bridge as soon as possible so we want to lead with a strong force to dislodge any enemy this side of the river. When you issue the order to 2nd NZ Div Cav Regt HQ, you will notice that although its command bar goes white, the command bars of the other highlighted units stay their original colour. This is because while the Regt HQ is now taking orders directly from you, the other two units are still taking their orders from it; you’ll see how this works more clearly once we start running the game. Security We need to hold the Start Line objective, so we’ll just get the Greek infantry to stay where they are: F Select II Inf Bn HQ 82 Inf Regt F Select the Defend order on the Orders Tab on the Sidebar ( or press the D key ) F Click on the Battlemap, near the unit, to place the ObjLoc 40 The Sidebar will change once you issue the order to show the current settings for the order. You can change those settings to get different behaviour from your units: F On the Order Data display in the Sidebar, click on the InSitu Formation button. Setting In-Situ as the formation means the units of the battalion will not move unless the enemy forces them to retreat. Like the 2nd NZ Div Cav Regt, you’ll notice that the HQ you gave the orders to is now under your direct command, while its subordinates are still taking their orders from the HQ. As well as securing our initial objectives and conducting reconnaissance, we want to position our striking power where we can quickly swing it into action – but where the enemy will not be able to observe and target it. F Select the 2/8th Inf Bn HQ F Click the Move button on the Orders Tab ( of press the M key ) F Click on the Battlemap in the middle of the town of Iraklia In this position the battalion will be able to move on the Komma Bridge objective as soon as we have identified the strength of the defences. Similarly, we want to bring 2/4th Inf Bn forward to a reasonably safe location; one where they can assist the Cav to clear the route to the Yef Alamanas Bridge objective if necessary and if not, where they are out of enemy observation. F Select the 2/4th Inf Bn HQ Since we’ll be using this for the most important action of the battle, we should beef it up a bit with additional units. F Hold down the Ctrl key and click on the C MG Coy and 2/8th Fd Eng Coy 41 GETTING STARTED MANUAL Now, when you issue an order to the battalion HQ, it will take command of those two units as well and will include them in its plans. This is called attaching the units to the battalion. Because these units will no longer respond to orders from 19th Inf Bde HQ, we say that they are detached from that HQ. The new group – 2/4th battalion and the two extra units – is called a Battlegroup, and 2/4th Inf Bn HQ is the Battlegroup Commander. This time we’ll use a keyboard shortcut to issue the order. There’s a handy reminder feature if you forget the keyboard equivalent of one of the orders: F Hold your mouse over the Move button on the Orders Tab for a few seconds A Tooltip or Rollover will pop up showing the name of the order and the keyboard shortcut. F Press the M key F Click on the map in the middle of Koutseki village (western one) To make sure the battalion takes the good road (instead of the tough mountain track that is the shortest route), we need to specify a route type: F Select Quickest from the Order Data display in the Sidebar 42 to turn the mouse cursor into the Move cursor Indirect Fire Support Because of the relatively poor firepower of our infantry companies, we already know we’ll be needing our 25 pdr guns to plaster the enemy while our footsloggers and engineers seize the bridges. First step is to check the range of the guns from their current location: F Zoom the map out F Select 2/3rd Fd Regt F Select Bombard from the Range Rings button on the Display Toolbar You will see a black ring appear around the unit. This indicates the minimum bombardment range of the guns; below this distance, they have to engage targets with direct fire which is not usually desirable. The blue ring shows the maximum range of the guns: they can bombard any target between the black and blue rings! We can already hit the Yef Alamanas Bridge objective, but we can’t reach the Komma 43 GETTING STARTED MANUAL Bridge or any of our further objectives. Because it takes the guns time to get set up to fire, it’s best to move them forward now – that way we won’t have to move them at a later time when we might need them to be firing instead! F Order 2/3rd Fd Regt to Defend about 1200m north-west of Elevtherokhorion F Set the Speed to Fastest and Route to Quickest; we want the guns in position to provide fire support as soon as possible. Headquarters Because Orders Delay is turned off, the location of HQs in this game will not be terribly important. However, positioning your senior HQs is so important when Orders Delay is turned on that it’s a good habit to get into from the start. F Order 19th Inf Bde HQ to Move to the open ridge about 500m southeast of the Start Line objective. Final Review before Running We’ll do a last check to make sure we haven’t missed anyone out. The friendly unit filter is handy for this: F Press the - key or select Units with No Orders from the Unit Filter button of the Display Toolbar This filters out all friendly units that have been given orders, either directly by us or by a superior unit. If you’ve followed the instructions above carefully, there shouldn’t be any friendly units still displayed. If there is still a friendly unit, go back through the preceding steps and find the one you missed. Once you’re happy that all units have been given orders: 44 F Press the = key or select Units with Orders from the Unit Filter button of the Display Toolbar F Press the Up Arrow key senior unit on the map. F Hold down the Shift key to select the On-Map Boss - ie your most and press the Right Arrow key repeatedly until all the units we issued orders to have been selected As we saw earlier in the tutorial, holding down the Shift key while pressing the Cursor keys adds units to the selection. We use the Right Arrow key because once we’ve given orders to a unit, its position in the current command structure is level with the on-map boss. As you select each unit, you’ll see its subordinates highlight and the order you’ve issued to it appear on the screen. F Press the F1 key to show Task Info in the Info Box of our unit icons This will be blank for all units – none of our units have had a chance to receive our orders yet. However, those we have given orders to will have a pink background, indicating orders are on the way. Now let’s look at what happens when we set the game running: F Click on an empty part of the map to deselect the units. You’ll notice that on the Display Toolbar, there is a Unit Filter button that shows the currently active filter. Play around with different filters for a bit, noting which units are shown under which filter: F Press any of the number keys various friendly unit filters F To show all friendly units, press the 1 key – and , , and to enable the , or press the current filter key again Now we’re ready to get cracking with the battle! 45 GETTING STARTED MANUAL Running the Game Saved Game Point #1 - optional - load saved game now - Tut 1.01 Running the Game.aag. As stated in the section on Pausable Continuous Time, COTA runs in accelerated real time. To get the game going, we’ll set a run speed (slow, normal, or fast) and the battle will then steadily unfold until either we change the run speed, pause the game, or the game finishes. For this tutorial, we’ll keep things simple and always pause the game before giving orders; in the Advanced Tutorial (Tut #2), we’ll up the ante and start giving orders while the game is running. There are five run buttons for Pause, slow, normal, fast and run until speeds. The actual speed of the game will vary from one machine to the next depending on hardware and in particular on processor speed and load. From time to time the game may appear to stop briefly. This is normal and occurs when the AI is under a heavy load ( eg. calculating complex routes ). Note that even though you are not running with orders delay, the AI still executes certain complex orders like Attack in a number of phases. Hence for an attack you will see the units move to their forming up place, reorganise and then assault. For Defend you will often see the force move first to a location near the objective and then they will shake out into their defensive formation and actually defend. So during this move phase the order icons of the sub-units will not necessarily be the locations they will finally defend. Note also that the AI manages the low level reaction of units. Units that come into contact with the enemy will automatically take cover, deploy and open fire. When appropriate the AI will also ensure your units start moving again. In some cases they may automatically rest or reoganise. So you do not need to order your units to fire ( though you can if you wish ) - just place them in harms way. Artillery units that are not moving are automatically placed in “on-call-support” and may bombard in response to requests from other units all managed by the AI. You can override this behaviour by enforcing that your artillery units “rest” instead of providing on-call-support. Base units and long range artillery may be redeployed by the AI to suitable depot locations and firebase locations. Again you can override this by issuing these units direct orders. We’ll address that shortly. For now: F Click the button on the Sidebar to run the game at Slow speed The game clock will start to advance (this can take a few seconds). Once it reaches D1, 06:01: F Click the button to Pause the game, or press the Spacebar The Info Box on our unit icons will now display symbols depicting the orders that have been issued to each unit. You will also see that the straight lines running from our units to their ObjLocs have all been replaced by route lines following the most appropriate path. Let’s have a look at the impact of telling a unit to use a different route: 46 F Select the 2/4th Inf Bn HQ F Select its Move order by clicking on the order icon F Select Safest Route on the Sidebar F Click the button to run the game at Slow speed again After a couple of minutes you will see the route of that battalion change to one that takes advantage of the woods on top of the main ridge. Although this route is less likely to be observed by the enemy, it will be slower and more tiring for our infantry (and we need them for an attack later, so let’s keep them fresh). F Pause the game and select Quickest from the Sidebar F Press the > key speed to Slow F It will take a while for us to reach the next stop, so if you want, you can press the > to increase the key again to increase the speed to Normal or even Fast. You will see your units start to move along their assigned routes. In accordance with the In-Situ formation, the Greek battalion is staying put; where we have issued an order to a HQ unit, not only is the HQ moving, but so are its subordinates. 47 GETTING STARTED MANUAL At D1, 06:27 (give or take a few minutes – every game will be slightly different) you should receive a message about the Moskhokhorion Flank objective. This is because C Sqn 2 NZ Div Cav Regt has reached the perimeter of that objective. Since the enemy doesn’t have anyone there, we get control of the objective. A few minutes later, as the squadron leaves the perimeter, you’ll get another message. Nothing to worry about though, we’ll take care of the objective in due course. Right now, there’s something else to look at: F Set the game speed to Slow F Select 2/3rd Fd Regt This unit has nearly reached its destination. Let’s look at what happens when it gets there: F Press the F5 key to display Deployment in the Info Box on our unit icons . While the unit is moving, it displays the Undeployed symbol ( ). In this mode the unit will be highly visible, more vulnerable to enemy fire, and will not be able to fire any of its heavy weapons – in this case, the 25 pdr guns. The white unit footprint outline will also show that the unit is still in Road Column formation (unless you set a specific formation, units on the move will usually use this formation unless the enemy is nearby). As the unit closes up to its final location, the white perimeter outline will change to show that the unit is shaking out into its defensive formation. When it reaches the ObjLoc, the info box will show it’s Taking Cover ( ). It’s a bit less visible and vulnerable, but the 25 pdr guns are still not available – they are being set up. 48 First Contact At about this point, you will hear shots ring out! F Press the Space bar to Pause the game We need to quickly find where the firing is coming from. COTA contains features to help with this: right now, we’ll use the Intel Report Filter. F Click the All Intel button on the Display Toolbar at the bottom of the screen, or press the I key This sets the Intel Report Filter to Current, so the Battlemap and Stratmap will only show enemy units that have been spotted within the last 15 minutes. Older sightings will be replaced by a thin black outline. Look on the Stratmap to see which of the red enemy dots is still there – in this case it will be the garrison at the Komma Bridge, which has now been detected and engaged by C Sqn 2 NZ Div Cav Regt. F Pan and zoom the Battlemap so you can see C Sqn 2 NZ Div Cav Regt and the German units at the Komma Bridge On the bottom right of C Sqn’s icon, you’ll see a new item: a blue, yellow or red box. A red box indicates that our unit is taking casualties (men and equipment); a yellow box indicates that it is taking fire but not casualties; and a blue box indicates that it is firing at the enemy but not taking any return fire. A white box means some of the unit’s personnel are surrendering. You might also see yellow and/or red lines moving between C Sqn and the enemy; yellow lines are anti-personnel fire, and red are anti-armour. C Sqn’s info box will show Taking Cover and pretty soon after will change to Deployed ( ) – in this state, the unit will be a lot less vulnerable and its fire will be more effective. At this range, C Sqn should be pretty safe from enemy fire, so we’ll leave them to shoot up the enemy garrison and gather further intel while we turn our attention elsewhere. F Set the game speed to Slow . 49 GETTING STARTED MANUAL Second Contact Saved Game Point #2 - optional - load saved game now - Tut 1.02 Second Contact.aag. At about D1, 06:50, you might see another red dot appear on the Stratmap in the vicinity of Koutseki, just ahead of the rest of 2nd NZ Div Cav Regt. There will also be more firing! If this happens, it means the enemy has pushed a unit over the river in the hope of disrupting our advance before we can attack the bridges. Don’t worry if it doesn’t happen; in COTA, it’s very unusual for a game to play out the same way twice. F If you make contact in or near Koutseki, press the Space bar game F If not, continue running the game and skip to Waiting for Fire Support to Pause the As your units close in on the enemy, you will get better intelligence about the unit, its equipment, and its condition. Which exact unit you run into may vary from game to game. It is possible to take fire and yet not identify the enemy firing. Because this battle is at much shorter range than the exchange of fire involving C Sqn, it’s quite likely that you will lose some men and vehicles in the village. Despite this, if there’s only one enemy unit, your recce lads will probably be able to push on through. F Set the speed to Slow or Normal again F Click on the enemy unit icon to select it F Make sure the Gen Tab is displayed in the Sidebar You’ll see the Reliability and Sighting Age fields change as your units get a better view of the enemy, or the enemy pulls further away. F Press the F2 key to display Rout Status in the unit icon info boxes You’ll see the info box change to display the Rout Status of your (and the enemy’s) units. A green arrow pointing up is the best; a green square means the unit has temporarily halted under fire. A yellow arrow pointing down means the unit has been forced to retreat, while a yellow square means it is taking cover where it is or it is trying to recover from a retreat. Similarly, a red arrow means it’s been broken and is routing off, while a red square shows that either the unit is in panic where it is or that it is trying to pull itself together after routing. Rout status is discussed in more detail in the Reference Manual section on Rout Status. F Watch the enemy unit fade in and out of contact as your units press forward . If your recon squadrons identify more than one enemy unit, or if they are not making any progress, you will have to wait for artillery fire support and possibly infantry to clear them from your path. 50 Waiting for Fire Support Keep an eye on the progress of your artillery at the same time as you watch the battle in Koutseki: F Deselect all units by clicking on an empty map location F Click on the FireSpt Tab in the Sidebar . This tab shows all units that are capable of bombardment (also called indirect fire) that we have given direct orders to. In this case, it’s just 2/3rd Fd Regt – although the Australian infantry battalions both have mortar platoons that are capable of indirect fire, we’ve left those platoons under the command of the battalion HQs, so they don’t show in the FireSpt Tab. The status of each fire support asset is displayed next to their icon. Once the unit reaches its ObjLoc and deploys it will then be able to fire its guns and will go On Call. This means that it is ready to fire in support of any unit under the command of its superior, which in this case is you. If the enemy pushed forward to Koutseki or is spotted by your advancing units, then within a few minutes you should see shells start to burst on his positions. If this doesn’t cause the enemy to withdraw: F Issue 2nd NZ Div Cav Regt HQ a Defend order located on the western edge of Koutseki We’ll leave the Div Cav there until the infantry have moved up and can support them to clear the road to the bridge. 51 GETTING STARTED MANUAL Take Komma Bridge Saved Game Point #3 - optional - load saved game now - Tut 1.03 Take Komma Bridge.aag. Now that the artillery is in place, it’s time to think about taking the Komma Bridge objective. 2/8th Inf Bn should have just about reached the Start Line objective; let’s get them moving on an attack to seize the bridge. We could cancel their current order by selecting it and pressing the Delete key and then issuing a brand new Attack order. Instead we’ll change the order type and add some extra waypoints. If the game is running, pause it using the speed buttons on the Sidebar or with the keyboard. F Select the 2/8th Inf Bn HQ unit F Select the battalion’s Move order by clicking on it on the Battlemap F Click on the Attack button on the Orders Tab or press the A key Y o u w i l l see the mouse cursor turn into the Attack order cursor. 52 F Shift-click F Release the Shift key to place the ObjLoc on the crossroads near the Moskhokhorion Flank objective, then on the road about 200m east of C Sqn 2 NZ Div Cav Regt and click on the open ground just north of the Komma Bridge This process adds new waypoints after the one you selected. By selecting an intermediate waypoint you can also use this method to place extra waypoints in the middle of a unit’s order. F If you forget to release the Shift key key before placing the last waypoint, press the Esc or click Cancel on the Orders Tab to get the normal mouse pointer back 53 GETTING STARTED MANUAL On the Order Data display in the Sidebar: F Set Formation to Line F Set Aggro to Max F Set ROF to Rapid F Set Losses to High F Check the Secure Crossing checkbox . What does all this mean? Line formation means the companies in 2/8th will attack in line abreast; we’ll see that in action shortly. Setting Aggro to Max tells the battalion HQ that it’s to be an all-out assault; it will commit as much of its force as possible to the assault. Setting ROF (Rate of Fire) to Rapid means our units will fire their weapons at the fastest rate, burning up ammunition quickly but putting a heavy weight of firepower onto the enemy. During the attack if your losses exceed the acceptable loss threshold you will rceive a warning message. It will then be up to you to call off the attack or continue on. Setting Losses to High will mean you won’t receive the warning message until you have lost a great deal of your force. If you were conducting a Probe the AI may automatically bunker down when the threshhold has been exceeded. Checking the Secure Crossing checkbox means our lead units will attempt to unprime the bridge (disable the demolition charges) as soon as they are close enough. You should notice something different about the waypoints for the Attack order: the second-last waypoint is shown using a different icon than the usual one. This icon indicates that this waypoint (always the second-last waypoint for an Attack order) is the Forming-Up Point or FUP. When conducting an attack, a force will Move to the FUP, deploy into attack formation, reorganise or Reorg to gain cohesion, and then Assault the attack objective. There is a lot more detail about attacks in the Reference Manual, in the Seize an Objective section. While we’re setting up the attack, we can change C Sqn’s orders to make sure they provide some fire for the attack as well: F Select C Sqn 2 NZ Div Cav Regt F Issue a Defend order located just forward of its current position F Set Formation to Line, Aggro to Max, and ROF to Rapid 54 F Click and drag the Facing dial until the needle points due North . Line formation generates the most firepower to the unit’s front. The order we’ve just issued will cause C Sqn to aggressively engage any enemy unit in front of it, which will be good cover fire for 2/8th Inf Bn’s attack. Note that because this is for a single unit there is no point in setting the formation frontage or depth. This only applies to forces of more than one unit. F Set the game speed to Normal If the enemy fires back aggressively, C Sqn may retreat. This isn’t critical. It is pretty much out of effective range of the enemy’s anti-tank weapons and will resume its positions after a short while. Following the Attack Saved Game Point #4 - optional - load saved game now - Tut 1.04 Following the Attack.aag. Once the lead unit of 2/8th Inf Bn has passed through Iraklia: F Pause the Game F Select all the units of the 2/8th Inf Bn ( select the HQ, hold the Shift key down and select the Down Arrow key Observe that as well as the white waypoint and order issued, there are also very similar symbols displayed for each unit at the first waypoint but in a grey colour. ) icons and routes that you have These are Unit Tasks – instructions that the Bn HQ has generated for the units under its command in order to carry out the Attack order that you issued it. You can see details about the tasks: F Click on one of the grey Unit Task Icons 55 GETTING STARTED MANUAL You will see the Task Data, containing information about the task settings, appear in the Sidebar. It’s very similar to the Order Data but you can’t change any of the settings; if you don’t like them, you’ll need to change the order you gave to the Bn HQ instead or micro-manage - ie give orders directly to each unit. Airstrike! Saved Game Point #5 - optional - load saved game now - Tut 1.05 Airstrike Targeted.aag. At some point during the game you may get a message advising you that an airstrike is available. This means you have fighter-bombers on station overhead. You’ll also notice the Airstrike order button changes to show a number; you can queue up a number of airstrikes, but beware, each strike only stays available for 30 minutes. Use it or lose it! If you get an airstrike: F Pause the game F Press the F4 key to show Combat Power in the unit icon info boxes This displays Combat Power in the info boxes of unit icons. This is a kind of summary value of the relative effectiveness of each unit, taking into account firepower, training, morale, rout status and so on. The colour of the info box indicates the units’ rout status, making this a multipurpose tool! Most units will show a green background; this means the unit is either OK or halted, while a yellow background means they are retreating or retreat recovering, and a red background means they are routing or rout recovering. A unit with a combat power of two is twice as strong as a unit with a combat power of one; a unit with a combat power of three is twice as powerful as a unit with a combat power of two, and so on. This is handy for airstrikes since it helps you target the most dangerous enemy units. F Check that the Intel Report Filter button in the Display Toolbar reads I-CurIntel F If it doesn’t, click the button or press the I key 56 until it does Airstrikes happen within about five minutes of your ordering the target, so you want to be sure you’re looking at the current enemy sightings. F Click the Airstrike button on the Orders Tab or press the S key F Identify the enemy unit near Komma Bridge with the highest Combat Power F Click on the location of the enemy unit. F Start the game running again . Note you are targeting the location not the enemy unit. If the enemy is moving click just ahead of its current location. Within the next five minutes of game time you should see a set of large explosions appear on the enemy unit and hear the sounds of an airstrike going in. Airstrikes may not do much actual damage, but they are very effective at breaking the morale of enemy forces – this makes them more likely to retreat. Also, if used against enemy artillery, it can force them to move and they will need to spend time deploying before they can shell your troops again. 57 GETTING STARTED MANUAL Back to the Bridge Saved Game Point #6 - optional - load saved game now - Tut 1.06 Following the Attack2.aag. At around D1, 10:15, 2/8th battalion should reach their FUP (remember, the second-last waypoint of their Attack order). F Select all units in 2/8th Inf Bn As they get close to the FUP, you’ll see the grey task icons spread out into attack formation and change into Reorg tasks. This tells you that your units are commencing their last preparations for the attack. You may also see one or two Defend task icons – these shows the location of the battalion reserve (a unit or group of units that are held out of an attack). Most likely, for this attack, Mor Pl 2/8 Inf Bn will be a reserve unit, since it can fire its mortars against the defending Germans from the reserve position. After a short pause to reorganise, the battalion will commence its assault. The task icons of the assault group will change to Assault and will move to be positioned on or just past the attack objective, and the units themselves will start to move towards the enemy. You can see how they are following the Line formation you ordered, and how the terrain (in this case the river and bridge) has forced some changes to it; units in the assault will always follow the shortest path to their destination, deviating only for impassable terrain – hence the channelling across the bridge. By about D1, 11:15 your attacking units should be close to the bridge. You may see one or two of them take casualties, halt, or even retreat, but overall they should make steady progress. You should also see the 2/ 8 Mortar Pl providing fire support onto observed enemy. The mortars are “on call” meaning that they will respond to requests from those units taking part in the attack. At this point, we’ll shift our focus to the next (and more important) objective: the Yef Alamanas Bridge. F Pause the game 58 Setting up to Take Yef Alamanas Bridge Saved Game Point #7 - optional - load saved game now - Tut 1.07 Setting up to Take Yef Alamanas Bridge.aag. Fire Support First, we need to position our fire support. We have a unit that will be perfect for this, and it’s already located forward with the infantry battalion; to use it to full advantage, we’ll give it a separate order now. F Select C MG Coy This is a machinegun unit equipped with a number of tripod-mounted Vickers medium machineguns (MMGs). Like an artillery unit, it needs to be Deployed to use the MMGs; unlike an artillery unit, it only takes a few minutes to do this. We want to place it somewhere it can engage the enemy bridge garrison while being fairly safe from direct attack. Let’s quickly check the range of its weapons to see how close we need to get it: F Click the Range Rings button on the Display Toolbar until APer is selected. You’ll see a large green circle appear around the unit. This indicates the maximum ranges of the unit’s AntiPersonnel weapons. You can use this method to see the maximum range of any of your units. 59 GETTING STARTED MANUAL Next, we’ll check for a location that can see the enemy at the bridge. The easiest way to do this is in reverse; find out what areas can be seen from the bridge. F Click on the LOS Area button in the Tools Tab of the Sidebar. F Click on the map at various locations to identify those that can see the bridge and surrounding areas, especially on the far bank. A good location is about 1700m West-North-West of the bridge. F Issue a Defend order with the ObjLoc positioned as shown in the screenshot: If there are still enemy units hanging around on this side of the river, then use enough waypoints to give them a wide berth! F Set Formation to Line, Aggro to Max and ROF to Rapid, and Facing to point due East 60 F To make sure it gets there in plenty of time, set Speed to Fastest and Route to Quickest This will maximise the unit’s firepower to the East, effectively engaging the enemy at the bridge and making it hard for other enemy units to reinforce. You will notice that when you issue the order, C MG Coy’s command bar goes white – it is now taking orders directly from us. It’s no longer attached to 2/4th Inf Bn, so it won’t respond to any orders we give to that battlegroup. We’ve got more fire-support resources in the area: the heavy machineguns mounted on the tanks and scout cars of the 2nd NZ Div Cav Regt. F Order the 2nd NZ Div Cav Regt HQ to Defend the high ground just south of the eastern village of Koutseki F Select the same order settings as for C MG Coy, except for Facing, which you should set to due North 61 GETTING STARTED MANUAL Taking the Bridge Now we’ll issue orders for the main event: F Select 2/4th Inf Bn HQ ( it should be in or near the western village of Koutseki ) F Click on the Attack button on the Orders Tab or press the A key The mouse pointer will change to the Attack order cursor. F Place a waypoint for the Forming Up Place ( FUP ) 300m NE of Koutseki, as indicated below F Place the ObjLoc NE of the village of Yef Alamanas on the far side of the bridge F Set the Formation to Successive Lines – this will give us plenty of depth on a narrow frontage F Set the Speed to Fastest, Aggro to Max, ROF to Rapid, and Losses to High F Check the Secure Crossing box F Set the Facing to NE . Because we have fire support from 2nd NZ Div Cav Regt and C MG Coy, we can afford to have our main force concentrate on a narrow frontage with the Successive Lines formation. This provided good depth with reasonable firepower towards the front. Setting Losses to High ensures that we’ll only receive a warning message if our attack starts to run into real trouble – we need to keep our nerve on this one! Checking the Secure Crossing box will instruct the attached engineer unit to start stripping off the demolition charges as soon as it is close enough. Engineers are good at constructing, demolishing, priming and unpriming bridges. 62 Keeping up With the Battle Saved Game Point #8 - optional - load saved game now - Tut 1.08 Keeping up with the Battle.aag. From here on in things are going to get a bit complicated. Feel free to set the speed to Slow instead of Normal, and to Pause as often as you like and look around the battlefield so you are up-to-date on events. You might also want to zoom and pan the Battlemap so you can see both bridges and the attacks in progress. F Start the game running again Start Line As we already know, the Start Line objective ends at D1, 12:00. As long as we hold the objective at this time, we’ll get the full five victory points for it. After that, we can leave it unattended without suffering any penalty. It might in fact be a good idea to bring the Greek infantry battalion forward a bit, so it’s placed to quickly reinforce our move on Yef Alamanas Bridge if that becomes necessary: F At D1, 11:59, Pause the game. If you like you can use the Run Until feature by clicking the button in the Sidebar, click the plus/minus buttons till the correct time is displayed and hit OK. Note that the Game runs very fast with the Run Until feature. Not all animations are played, but all key game events are processed. The Game will automatically Pause at the allotted time. F Show the Obj Tab in the Sidebar F Double-click the Start Line objective This will centre the objective in the map if it not already in view. The Start Line objective is bright green (because we have achieved it). F Run the game at the Slow speed until D1, 12:01 63 GETTING STARTED MANUAL The Start Line objective will now be greyed out (since it has expired). More importantly, the small vertical progress bar on the right end of the objective line is full, indicating that we have the points for this objective in our pocket and no longer need to hold it. You can confirm this by checking the points total for that objective; you should see that the Completion points have now been awarded. F Select the Start Line objective and check the Completion points fields . Since we don’t have to worry about this objective any more, we now have a spare infantry battalion that might be more useful elsewhere: F Issue II Inf Bn HQ 82 Inf Regt an order to Move to the western village of Koutseki F Start the game running again . 64 Komma Bridge Saved Game Point #9 - optional - load saved game now - Tut 1.09 Komma Bridge.aag. F Click on the Crossing Point icon for Komma Bridge The Sidebar will change to show the Crossing Status display. As your units get close to the bridge, you’ll see the blue progress bar start to drop; this means your men are removing the demolition charges. Once the progress bar is less than half-way, the enemy will no longer be able to blow the bridge and the crossing point icon will change from pink to white. If the enemy tries to blow the bridge and fails, you’ll see the progress bar instantly drop to zero and the icon will turn white. If, on the other hand, the enemy succeeds in blowing the bridge, you’ll see and hear a massive explosion and a message telling you what has happened. There will be a pause in play while the movement tables are recalculated. If the bridge is blown ( it’s unlikely, but possible and sometimes from an enemy you cannot see ): F Order C Sqn 2 NZ Div Cav Regt to Defend in one of the villages inside the Moskhokhorion Flank objective F Order 2/8th Inf Bn to Defend in the same area you are already sending C MG Coy towards . It’s more likely that, either the enemy will try but fail to blow the bridge, or will get driven away by your attack before they even get the chance. Without a unit within 500m, the enemy will be unable to blow the bridge. When you have units within the objective perimeter (default is 500m) and they outnumber any enemy within the perimeter by 10 to 1 or more then they will have achieved the objective and you will get a message to that effect. 65 GETTING STARTED MANUAL As they cross the bridge, you’ll see the grey task icons move and change again, this time back to Reorg icons. This is called Reorganising on the Objective and is part of the attack process. It’s a good thing. Your attack is succeeding and your units are recovering cohesion lost during the assault. The downside is that they will be quite vulnerable until they have finished reorganising. Hopefully the enemy in the area will all be disorganised and retreating or routing, so the threat level will be pretty low. Once 2/8th’s assault units finish reorganising, you’ll get a message telling you that the battalion is securing the objective. At this point the units in reserve will move up and the whole battalion will arrange itself in defensive positions, ready to repel any counterattack. In the process you’ll see the various task icons move around and change from Reorg to Move and then Defend. We can just about leave 2/8th to sort itself out; to give them a little bit extra, we will move C Sqn 2nd NZ Div Cav Regt a bit closer to give the position some depth. F Select C Sqn 2nd NZ Div Cav Regt F Click on the Defend order icon to select it F Drag the order icon about 800m closer to the bridge This method allows us to reposition an order without having to go through all the settings again. Now we should be free to focus on the big show about to start at the Yef Alamanas Bridge. 66 Yef Alamanas Bridge Saved Game Point #10 - optional - load saved game now - Tut 1.10 Storming the Yef Alamanas Bridge.aag. To give our operations against this bridge some extra punch, we can take direct control over the targeting of our artillery regiment. F Bring up the Fire Support ( FS ) Tab in the Sidebar (see Waiting for Fire Support) F Click on the icon for 2/3rd Fd Regt in the FireSpt Tab Under the tab you’ll see a blue progress bar indicating the amount of artillery ammo the unit has left. At this stage of the battle it’s probably above half-full. There’s also some information about the minimum and maximum ranges (also shown by the Range Rings), the number of guns, and the Bombard firepower value of the unit. While the artillery will respond to calls for fire from your units, this response is always conducted using the Slow ROF; we want to be able to really plaster enemy units near the bridge to cover the advance of our boys. F Make sure the Intel Report Filter is set to show Current sightings only F Make sure the Info Box is showing Combat Power ( F4 ) This will help us to identify targets in a timely manner and to prioritise our fire by the most dangerous threat. F Start the game running again At any stage you can click on an enemy unit to see the current estimate of its strength, equipment, and condition. You’ll know that a particular enemy unit is holding up your advance by looking for the following clues: ± Lots of yellow or red fire lines coming out of an enemy sighting ± Your units displaying yellow or red engagement status indicators ± Your units showing a yellow or red background to their Combat Power info box 67 GETTING STARTED MANUAL If this starts to happen: F Select 2/3rd Fd Regt on the Battlemap or in the FireSpt Tab F Click on the Bombard button on the Orders Tab, or press the B key F Click on the enemy unit on the Battlemap This will place a Bombard order icon on that location. ± Bombard and Fire orders do not target a unit – they target the map location and they will not follow an enemy sighting around The yellow outline around the order indicates the approximate area that will be affected; if friendly units get too close to this the bombardment will cease. The Sidebar will show the Order Data display for a Bombard or Fire order; this is a bit different from the display shown for other orders. If you have a lot of enemy sightings around the bridge, you will be best off using the Normal ROF and just setting up a long, continuous bombardment that you then drag around to blast whichever enemy unit is the most important at the time. To set up a long bombardment: F Select the Bombard order icon F On the Order Data display, click the Minutes field until it shows 30 minutes . If you go too far: F Right–click the Minutes field until it is back to 30 68 You can increase or decrease the hours field the same way. You can change the Duration of the bombardment like this at any time up until the order finishes. If the enemy is all retreating and your units have secured the bridge, you can bring the bombardment to a close: F Right–click on the Hours field until it reads zero, then right–click on the Minutes field until the bombardment ends If you only have a few enemy sightings around the bridge, just issue default Bombard orders as required. An alternative strategy is to target particularly important enemy location for a short period, say 5 minutes at Max rate of Fire. This burns up the ammo but can turn the tide and force the enemy to retreat or rout. The 2/4th Bn will shake out into their successive lines formation at the FUP. Note each echelon deploys into its own line, with the echelons one behind each other. 69 GETTING STARTED MANUAL At the FUP the units reorg and then when all is set the assault begins. As the Assault progresses, the fire support from left and right flanks pours a deluge of fire on enemy units across the river. The blue light at bottom right of their icons indicates they are firing and you can use the Threats tool to help identify their targets. 70 As the Assault approaches the river each assault company has to channel its route across the bridge. In the meantime the battalion mortars have deployed and provide on call fire support. Depending on how strongly the enemy is holding the bridge, there may be a fair bit of backand-forth but eventually your units should press forward enough to start unpriming the crossing - ie. disarming the demolition charges. At this point, one of three things will happen: ± The enemy will continue to withdraw, leaving your units to unprime the bridge; or ± The enemy will try and blow the bridge and fail, instantly unpriming it; or ± The enemy will successfully blow the bridge The middle one is the best for us; the first one isn’t bad either! The third is a real problem, since that bridge constitutes most of our available victory points. If either of the first two happens, you’ll get a message telling you the objective has been achieved once your troops gain a 10:1 superiority over the enemy within the objective perimeter. 71 GETTING STARTED MANUAL If You Take the Bridge Intact Saved Game Point #11A - optional - load saved game now - Tut 1.11A The Bridge is Captured Intact.aag. Note this is an alternative to #11B. Once the bridge is firmly in the hands of 2/4th Inf Bn, it’s time to consolidate our gains: F If the bridge is still primed, order 2/8th Fd Coy (our engineer unit) to Secure Crossing within 500m of the Crossing Point icon F Order II Inf Bn HQ 82 Inf Regt to Defend about 500m north of Yef Alamanas Bridge F Order 2nd NZ Div Cav Regt HQ to Secure Crossing next to the Sperkhios Bridge 72 F Order 19th Inf Bde HQ to Defend in the villages around the Moskhokhorion Flank objective . In these positions you can hold off any counterattack while our lead troops rest, while at the same time you are positioning for further offensive moves. Check the fatigue levels of our units: F Press the F6 key three times to display Fatigue in the unit info boxes Note that the F6 key is a toggle key used to display Morale, Cohesion and Fatigue. Hitting it repeatedly cycles the Info Box to display each in turn. F Select one of the infantry companies in 2/4th Inf Bn F Show the Gen Tab if not already visible The level of fatigue will be shown in red. The darker the red colour in the info box, the more fatigued the unit is. Even if fatigued units don’t drop off to sleep in the middle of an activity, they are still slower and less effective in combat. 73 GETTING STARTED MANUAL Units that are more than 75% fatigued may stop and rest at any time; if a force (like your 2/4th battalion battlegroup) contains a unit that does this, the whole force will have to stop and wait for them to recover and get going again. Since we’ll be conducting more moves and attacks in the morning, we should rest 2/4th battalion now. F Select 2/4th Inf Bn HQ F Click the Rest button on the Orders Tab or press the Z key F Click on the Battlemap near Yef Alamanas village . By default, the formation for a Rest order – like that for a Reorg order – is In-Situ. This means your units won’t move unless the enemy forces them to retreat. In this instance that’s not so bad, since we have II Inf Bn 82 Inf Regt out in front to do the defending. In other cases you will want your units to move to a particular location before resting. To accomplish this, you’d just put the Rest order where you wanted them to end up and specify one of the other formations. Even though the bridge is still intact, there’s some useful information in the next section, so read it anyway – sooner or later you will need to know how to rebuild bridges. 74 If Yef Alamanas Bridge is Destroyed Saved Game Point #11B - optional - load saved game now - Tut 1.11B Rebuilding Blown Yef Alamanas Bridge.aag. Note this is an alternative to #11A. This is bad news. You’ll see a big explosion on the bridge, the Crossing Point icon will go blank, and you’ll get a message that the bridge has been blown. There will be a pause while the movement tables are recalculated. If you had already achieved the objective, you’ll also get a message telling you that it has been lost – you need to have the bridge intact to win this one. Any friendly units that were actually on the bridge when it blew will probably take very heavy casualties and may end up trapped on the wrong side of the river. To get the points for the objective, we’ll need to work really fast. F Pause the game F Order II/82nd Inf Bn to Defend just West of the bridge 75 GETTING STARTED MANUAL F Set Aggro to Max F Set Formation to Line F Set Facing to the North East F Select the 2/4 Inf Bn and hit the Delete key to kill it’s current orders F Issue new orders to the 2/4 Inf Bn to Defend just South West of the bridge 76 F Set their Aggro to Max F Set Formation to line F Set Facing to NNE F Set Frontage to 1000m ( right click on Frontage button to decrease one increment ) F Set Depth to 600m ( right click twice to decrease two increments ) You’ll need these guys to provide cover for your bridging activities. You now need to find a bridging unit – ie a unit with an available pontoon bridge that can be used to reconstruct the blown bridge. The quickest way to locate one of these is use the unit filter button on the Display Toolbar. ± Press the 0 key without assistance (Bridge Units) - shows only those units that can actually build a bridge Another way is to just look at the unit icons: ± Units with available bridging equipment will have a Bridge icon on the left end of their command bar The number of available bridges is also listed in the Gen Tab of the Force Data display in the Sidebar. Your bridging platoon is a special unit whose role is to construct and improve bridges. Because bridgebuilding requires special training and equipment, only Engineer and Bridging units can do it. Although you can order a battlegroup containing such units to construct a crossing, the engineers are the only ones who will actually do the work. The remaining units will defend while the engineers construct. It’s also a good idea to assign other engineer units to assist in the construction ( they don’t need to have an available bridge themselves ). The more you have the quicker it will take. To find engineer units: 77 GETTING STARTED MANUAL F Press the 9 key (Engineer Units) - shows only those units that can perform or assist bridge-building (including those that would need another unit to provide the equipment) This will show both the 2/8 Bridging Pl and the 2/8 Fld Eng Coy. F Select the 2/8 Bridging Pl ( next to 19th Bde HQ ) F Ctrl-click F Click on the Construct Bridge button on the Orders Tab, or press the V key F Click on the Battlemap near the South end of the bridge and within 500m of the Crossing Point icon F Set Losses to High ( to reduce probability of abandonment under enemy pressure ) F Run the game again 78 on 2/8th Fd Coy, RAE to add it to the selection Your two engineer units will move to the bridge and deploy; once they have done so: F Click on the Crossing Point icon for Yef Alamanas Bridge . You’ll see a new progress bar on the Crossing Point Data display, called Constructing Light Bridge. Once this progress bar is full, the blown bridge will have been replaced by an improvised engineer structure and your units will be able to get across again. More importantly, if you make it in time (before the end of the scenario), you’ll get the completion points for the objective – although the delay will probably cost you most if not all the occupation points. To make up some of the shortfall, you can reinforce success at the Komma Bridge (assuming that you secured it intact): F Select 2nd NZ Div Cav Regt HQ, C Sqn 2 NZ Div Cav Regt, and one infantry company from 2/8th Inf Bn F Order them to Attack Anthili village . If you want to control the location of the FUP, set at least two waypoints and the second-last one will become the FUP. Otherwise, just leave the order as is and the Cav Regt HQ will pick its own FUP. 79 GETTING STARTED MANUAL Assessing the Situation State of Your Units Now that things are more or less quiet, it’s a good chance to assess the current state of affairs. Use the different info box displays to get a quick overview of things like Fatigue, Morale, Cohesion, and Strength. Also select individual units and look at their Gen Tab displays. In particular, the Personnel, Strength, and Equipment progress bars may show two colours: a light blue bar, and a longer dark blue bar. This shows that the unit or units have taken casualties; the dark blue bar shows their starting state, and the light blue one shows what they have left. Take a look at fatigue across your units, too. You’ll notice that motorised units in general didn’t get as tired as non-motorised ones, and units that were involved in combat or took heavy fire are the most tired of all. Night and Visibility As time goes by the Battlemap will get progressively darker. This is a clue that night is falling! This has a few important effects: ± Visibility will be reduced, so units will need to be closer to see each other ± Units will move slower ± Units on the move will fatigue much faster ± Airstrikes may be aborted 80 You can check the current visibility in two ways: F Hold your cursor over the Weather display at the top right corner of the Sidebar until the Weather Tooltip comes up F Use the LOS Tool to check the visibility between points on the map Daytime 81 GETTING STARTED MANUAL Dusk Nighttime. 82 Victory Level You can tell roughly how well you are doing by looking at the Victory Meter, under the Weather display on the Sidebar. The further the needle points to the right, the better your situation is – but be wary it’s only an estimate. If you took both bridges intact, and the 2 NZ Div Cav Regt is making a good job of securing the Sperkhios Bridge objective, then it’s quite likely that your opponent will offer a surrender at some time during the night or early in the morning. You’ll get a message telling you about the offer, and the Surrender button on the Display Toolbar will change to read Accept Surrender. At this point you could accept the surrender and achieve a complete victory. For now, however, just ignore any offers of surrender. Resupply At 0600 and 1800 hours each day resupply is determined for all units. ( In some other scenarios there may only be one resupply determination at 1800 ). At this time supplies scheduled to arrive from off map are allocated to the Supply Entry Points ( SEPs ) and from there to the on-map Depot or Base units. Simultaneously the Base units receive requests from those units that draw supplies from it. Over the ensuing period the requests are prioritised and fulfilled subject to available supplies and transport. We will go into this, and emergency resupply, in more detail in the advanced tutorial. For now all you need be aware of is that you will start to receive “supplies have arrived” messages (which is good). In some cases you may also receive a message saying that the supply run has suffered casualties ( which is not so good ). With the arrival of supplies your units should now have a full load of ammo. This is of prime concern to your artillery and mortar units who tend to burn through their ammo at alarming speed when firing. 83 GETTING STARTED MANUAL When the resupply messages appear: F Select the FS Tab in the Sidebar F Select the 2/3 Field Regt Note that it now has a full load of ammo as indicated by the Arty Ammo bar. So now we’re ready for some exploitation. 84 Further Moves Saved Game Point #12 - optional - load saved game now - Tut 1.12 Double Envelopement Order.aag. If the enemy managed to blow both main bridges, you’ll need to skip ahead to the If Both Bridges Got Blown section. Otherwise, to increase the pressure on the enemy, we can exploit our success at the bridges and capture the village of Anthili. How you go about doing this depends on the battle situation. You will need to balance defending your gains against providing the attack on Anthili with enough clout to succeed, and you should also consider where the enemy is deployed in strength and try to avoid that area. If you hold the Komma Bridge intact, then you have a choice of approaches to Anthili; otherwise, you’ll have to bust through any defences between the village and Yef Alamanas. You can also go about destroying more enemy personnel and equipment: F Show the Obj Tab in the Sidebar F Select the Destroy the Enemy objective from the list . Under the objective list will be shown the number of victory points you’ve been awarded for destroying the enemy. In some scenarios this amount will be zero – that is, in those scenarios there’s no reward of points for damaging the enemy. In this scenario, you could gain up to 30 victory points here; this is based on the proportion of the total enemy force that you’ve destroyed. The proportion required is listed in the “% of Kills” field. Destroying the enemy can be tricky since retreating and routing units move faster. It’s also not possible to directly target an enemy unit; all orders in COTA revolve around map locations. You’ll need to think ahead and position your forces between the enemy and his objectives. One of the best ways of destroying an enemy is to envelop his position. In other words to attack from different approaches with a view to unhinge his defences and inflict heavy casualties. A single envelopment usually involves a pinning or fixing force probing or firing on the enemy from one direction ( often the frontal approach ) while attacking in force from either the left or right flank. A double envelopment usually sees two simultaneous attacks launched from opposite directions, with the aim of surrounding and destroying the enemy. With the capture of both the Komma and Yef Alamanas bridges you have the opportunity to launch a double envelopment of the Anthili objective. You will need to first ensure your newly acquired objectives are secure. Then commit enough forces to the attacks. 85 GETTING STARTED MANUAL Here’s one option: F Leave the Gk 11/82nd Bn defending the Yef Alamanas bridge F Order C MG Coy and A Coy 2/8 to defend the Komma Bridge F Select the 2/4 Inf Bn and the 2/3 Field Regt and order them to attack Anthili forming up south of the town. This will be your right pincer. Note the waypoints to avoid any enemy to the east. Note the 2/3 Field Regt will be in direct support of this assault. F Select the 2/8 Inf Bn and C Sqn 2 Cav and order them to attack the town from the north west. This will form your left pincer. 86 If all goes well you should achieve the Anthili objective near sunrise. This of course will depend on enemy reactions. If you perform well during this closing stage of the battle, the enemy will probably offer to surrender. If this happens: F Click the Accept Surrender button on the Display Toolbar A dialog will appear asking you to confirm. F Click Accept Surrender to confirm . 87 GETTING STARTED MANUAL Victory at Last! If the enemy surrenders, your VP will automatically be set to 100 and the enemy’s to zero, even if you don’t hold all the objectives and regardless of any VP the enemy has already gained through damaging your units or holding objectives. If you fought to the end of the scenario at D2, 18:00, any VP achieved by the enemy during the scenario will be subtracted from your final score to determine how well you did. You’ll be shown a screen informing you what level of victory you’ve reached (if you got here by accepting a surrender, it’ll be a Decisive Victory) and summarising the damage both you and the enemy inflicted on each other. The numbers for each side show kills rather than casualties – that is, if you see 150 under Personnel for Allies, it means your units killed 150 Axis personnel. You can now review the actual dispositions of both sides: F Click Review Final Situation The AAR screen will disappear and you’ll be looking at the Battlemap – but with perfect intelligence of the enemy’s positions and current condition. The Surrender / Accept Surrender button on the Display Toolbar will now read AAR; if you want to look at the AAR screen again: F Click on the Obj Tab F Click on the Yef Alamanas Bridge and review the results. You should see two different values in the Occupation box. The one on the left is what you actually received and the one on the right is the potential amount. F Click the AAR button on the Display Toolbar Note you can still save the game during this review phase. 88 If Both Bridges are Blown If you were really unlucky and both the Komma Bridge and the Yef Alamanas Bridge got blown, don’t panic. You can restore the situation as follows: F Rebuild the Yef Alamanas Bridge as detailed in If Yef Alamanas Bridge is Destroyed F Order 2/8th Inf Bn HQ to Secure the Sperkhios Bridge F Select 2nd NZ Div Cav Regt HQ, C Sqn 2 NZ Div Cav Regt, and two companies of 2/8th Inf Bn, and order them to Attack Anthili . The rebuilding of Yef Alamanas Bridge, plus the extra points for taking Anthili and the Sperkhios Bridge, should be enough to salvage at least a draw. Alternatively, try the scenario again and this time use the mountain gun section and the machinegun company of the Greek infantry battalion to provide fire support to one of the bridge attacks in the same manner we used the MG Coy this time. You can also beef up the assaulting forces by including one or two companies of the Greek infantry battalion; just add them to the selection before you issue your orders. End the Tutorial With the AAR screen displayed: F Click on the End Game button to return to the Command Screen Or from the Battlemap: F Click on the Menu button of the Display Toolbar. F Select Leave Game to return to the Command Screen or F Select Quit Airborne Assault to exit the Game. 89 GETTING STARTED MANUAL Next Steps Congratulations. You have finished your the Introductory Tutorial. In this tutorial you’ve learnt to: ± ± ± ± ± ± ± ± ± Start a scenario Assess your objectives in terms of what they are worth and when to take them Understand the strengths and weaknesses of your force Understand some of the impact of terrain on movement and visibility Select your units Issue orders, change orders, and form battlegroups Use the on-screen controls and the keyboard shortcuts Launch specific activities like Move, Attack, and Secure Crossing Keep track of the progress of a battle and the condition of your units In the Advanced Tutorial ( Tut #2 ), we’ll step things up a bit by commanding larger forces – and by turning on orders delay. This adds a whole new level to the game! We’ll also go into more detail about operational strategies, scheduling and complex attacks. Introductory Scenarios Before undertaking the Advanced Tutorial we recommend you get some experience playing the smaller, less complex scenarios without orders delay. Annex F - Scenario Complexity Table of the Reference Manual lists all the scenarios and rates them in ascending complexity. Complete the first six of these and remember that you can vary each of these by changing the different reinforcement, weather and supply options. Choosing Favour Axis for the Axis Reinforcement Schedule of the Introductory Tutorial for instance will provide a significant challenge to the game you have just played. ± ± ± ± ± ± Sarantaporon: Tac Ex - Bde Day Attack Sarantaporon: Tac Ex - Bde Night Attack Tutorial I: Bridges to Lamia - this time set Axis Reinforcement Schedule to Favour Axis Platamon: Tanks at Platamon Maleme: The Kiwis Fight Back Maleme: Stemming the Tide During this process please consult the Reference Manual for any specific questions you have. Once you’ve completed these you will have mastered the interface and be ready for the next challenge. 90