loki100
Posts: 10920
Joined: 10/20/2012 From: Utlima Thule Status: offline
|
this is meant as a purely vs AI response. Now according to my notes I've played the GC 30 times (or at least started it 30 times) - there is of course a very specific reason for that. More to point I've completed (with ends in March and May 1945) 2 complete Soviet vs AI games and will soon finish up a complete (prob to the December 44 test), Axis vs AI game. I don't use the assists. Ok with the AI you have a lot of micro-control over the settings, so use them, if its getting too easy give the AI more (morale is the obv one but logistics can make quite a difference). You are playing for your fun, if you are the axis and you want to get moving set the AI to 90 for say 3 turns then back to 110 (or where you are comfortable), give it 120 post the initiative change (or if you think its faltering). Or not, go for a win in 1943. I'm stating the bloody obvious as its important, AI is all about the fun. I like watching the AI shred my lines and responding, others don't. Game management. I mostly simplify the air war to GS and recon, using GA as a mission of esoteric purpose (Naval as needed). So the challenge is to get a sensible air-ground OOB and layout in place. Once you have that I start each air phase in the commander's report: a) anything depleted I review why. Its usually a frame out of production but it can be a global lack of suitable types (say the at-start axis bi plane recon planes). Depending I swap (& if so look for similar), send to the reserve (useless so why not) or scrap (frees the few planes for other units) b) anything with fatigue > 10 I rest in my phase - I may reset this for the opposing phase c) anything with morale < 50 I rest (you need to vary this criteria for the axis allies and the VVS to late 42) d) anything with exp < NM (by a measure), to the reserve. Exp is prob the important air war criteria so best where these can train Every 4- 6 turns I do a larger review vs production to catch stuff that is not being generated. I'd say that is 4-5 minutes of a few mouse clicks in the CR. I mostly use the AOG lables to bring new formations from the reserve to the map - this is pretty efficient and the simplest way to do it. Ground phase starts in the CR (or in other words the CR really matters). I look for: a) low TOE, SU back to OKH/Stavka, CU back to a depot to refit (clearly 'low TOE' is a variable judgement) b) anything unready - ditto c) doing this I filter the CR by different units so on map (exclude my motorised formations), on (just my motorised formations), SU (& then I sort just by OKH/Stavka to make refit/to reserve decisions), then the reserve (decisions about who gets refit, who gets sent to map). First thing I then do on map is move the designated refit formations (there is a great map mode for this) to somewhere they can refit. Review using the battle filter - where did you get attacked etc From there its again getting your OOB clear and logical. Once you are past the opening turns the chaos on the Soviet side subsides a bit (at 120 AI morale there is a lot of chaos), on the axis side you are usually executing the big decisions you made earlier. My view is there a chosen difficulty-demand on your time trade off (with this moderated by experience), so pick what suits you. With my current vs AI game I can easily play 2 turns in an evening. I've long gone past having any big choices, its all about judging micro-situations - how to hold this hex - and the wider issue of what can I give up this turn to avoid too many AI gains but equally managed my losses.
_____________________________
|