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Force Balence Question? - 10/3/2000 9:21:00 AM   
DownUnder

 

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I have been playing against the computer for a few weeks now and I am a little put off by the masses of units that the computer always seems to have. When some 70 or so Polish tanks came at me I could handle it as they spilt open fairly easily. Now I'm in France and I seem to have no chance at stopping the onslaught of the heavily armoured S-35's (I think) and Chars that pour over the hills towards my meager formations. I can't even seem to penetrate them from the sides unless I'm brushing the barrel against them. Now, I know that the French and British tanks were that heavily armed, but were there that many of them? NO! Every battle I play I seem to be outnumbered by the computer by close to 10:1 in actual number of points. The first time I was attacked by about 6 sturmoviks, when I have a hard time buying 2 formations of Stukas, along with several battalions of artillery (when I can usually only afford 2 if I buy nothing else) and then some 50 odd tanks rolled my way I came close to throwing the whole thing away. Am I doing something wrong or is the computer given this mass advantage to offset the inadequecies of AI (all, not just SPWAW)? It just seems incredibly unrealistic that the number of units on each side (and hence the final death count) is so vastly different. Most of my battle disolve into a turkey shoot of trying to slow down the wall of enemy troops and armour before it reaches my forces. ------------------ regards from down under!

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- 10/3/2000 9:28:00 AM   
Wild Bill

 

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Don't know that much about the problem, DownUnder, but I do know a remedy for you. Reset the units that each side can have in the preferences menu, formation or units. That way you can achieve a proper balance as you think it should be. Not saying you are wrong, just offering an alternative for better play for you. Wild Bill ------------------ In Arduis Fidelis Wild Bill Wilder Coordinator, Scenario Design Matrix Games

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Post #: 2
- 10/3/2000 10:36:00 AM   
Rhone

 

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I did wish that the campaigns would have a "default" point total for you and the AI. The first time you play a campaign or scenario is always the best and I have been dissapointed in that my campaigns have been spent "testing" to find a nice balance. Again, I'm not a veteran SPWAW grognard specialist so I haven't the information and experience that most folks have in determining point values. So for example, I would like the veterans answer this question. When playing a long campaign, how many points would you set for you and your AI opponents? I realize that this question could open up alot of "what if" questions instead of answers, but consider this is a boxed game that I have purchased, I would go with the default values the first time. But the default values were set at un-Godly levels with hordes of units stacked on top of themselves both mine and AI.

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Post #: 3
- 10/3/2000 10:59:00 AM   
victorhauser

 

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If you expect to be outnumbered 10 to 1 then it becomes easier to deal with. Most new players are overwhelmed at first. I always turn AI Advantage ON and I let the AI buy as many units as it wants to (I even use tricks to let the AI buy even more units than it normally would). I never set a points limit on AI forces. After you play a while you will discover that the AI does not know how to effectively command all the troops it has. It knows only one basic tactic--CHARGE!! The key to victory lies in developing tactics that work for you. Historical combined-arms tactics are a good place to start. Just as NATO in the 70s and 80s designed tactics to fight and win outnumbered 6 to 1 or worse by the Warsaw Pact, so can you. The Germans have troop types that can deal with most anything the AI can throw at you. I promise. To give you a little perspective, I started a 4.1 campaign yesterday. I gave myself 3000 points to start. My first mission was a defend against the Poles. I set the AI to 50, turned AI advantage on, set AI to-hit% to 150%, AI rout/rally% to 150%, AI infantry toughness to 150%, AI tank toughness to 110%. I estimate that about 12,000 to 15,000 points of Poles attacked me. I still manged to win a decisive victory (barely). The battle took nearly 10 hours to fight and I was tired at the end, but victorious. You can be too.

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Post #: 4
- 10/3/2000 3:09:00 PM   
Arralen


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quote:

Originally posted by victorhauser: If you expect to be outnumbered 10 to 1 then it becomes easier to deal with. The key to victory lies in developing tactics that work for you. Historical combined-arms tactics are a good place to start. Just as NATO in the 70s and 80s designed tactics to fight and win outnumbered 6 to 1 or worse by the Warsaw Pact, so can you. The Germans have troop types that can deal with most anything the AI can throw at you.
Would be nice if you could tell us hwat forces you where using, and how you deployed them ! Arralen

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Post #: 5
- 10/3/2000 7:02:00 PM   
victorhauser

 

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Actually, I think it would be counterproductive for me to tell you my Order of Battle and my deployment. Here's why. First, just because I might be victorious with a certain troop mix and deployment and tactical plan doesn't mean you will be equally effective. Just as I might not employ your OOB as effectively as you would. The point is that we all have different styles of play and tailor our tactics and our OOBs to suit that style. So I don't want to unduly influence anybody by preaching my style. It's better to develop your own style unfettered by somebody else's preconceptions (mine in this case). Second, I've been playing Steel Panthers for years and through all the various incarnations and versions the game has evolved through. I don't think it's reasonable for me to make suggestions to new players because they haven't learned enough about the game yet to get much use out of them. This is because some of the things I do might be seen as cruel and unusual. Which brings me to my next point. Third, I play to win the game. This is anathema to many players who play to re-create history. So me giving advice about how to win the game might actually upset a lot of people and maybe even ruin their fun. Fourth, I play campaigns for a variety of different reasons. A lot of times I play just for experimentation. Since I have no clue as to how most of you set up your campaigns and settings, then anything I might tell you would only be apples and oranges. Fifth, all I had when Steel Panthers 1 came out years ago was my knowledge of military history and my previous wargame experience. I had to develop everything I know today about Steel Panthers by using trial and error (with a LOT of errors). I still believe that's the best way to do it. Play and play and play some more. Use your knowledge of tactics and history. Then play some more. "Adapt. Improvise. Overcome."

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Post #: 6
- 10/3/2000 10:19:00 PM   
Charles22

 

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DownUnder: As I read Victor's first post, I was going to remind you that Victor has also been known to pick a dozen 88mm flak guns as Germany, which given the size of the forces may be considered, as unrealistic as facing huge amount of French tanks. With such a devastating amount of devastating guns, he might need to tamper with boosting the enemy performance to present some form of challenge. I think a good number of us prefer to limit ourselves to not being so unrealistic that we have to tamper with the enemy limits. As Victor said later, "adapting" is the key to that strategy. These type of people, myself included, tend to limit ourselves to 2-4 88 flak guns, and when going into the King Tiger era, wouldn't dream of having more than five. The basic philosophy, therein, is to try to adapt with what might consist in a balanced realistic force. No over-emphasis on the super units. In order to blunt the super charges you might face occasionally, assuming you're campaigning, is that you can pick a couple of platoons of engineers and have them set to make mines on the defensive battles (and buy mines and place them well). Also a disappearing smaller anti-tank gun, such as the smaller 37,50,75mm ones is always a lot of fun. A unit that can fire one or more times and not be seen, can always come in handy, even if it's only chance to penetrate might only be on rear quarters. Also, don't underestimate the role of suppressing units, you don't have to out-and-out destroy every unit to be winning in a lopsided battle. The French assault is quite unique for the German campaigner, but I did have my second-most lopsided vistory against that very charge. It looked devastating at first, but I hung in there and when he ran into my infantry screen, he lost his heart and quit (he had already taken enough losses). I thought the worst of the battle was just fixing to start, but he gave up. It's always possible. The four 88s I had were on the ground in the back, so as not to expose them to multiple fire, thus ensuring safety and a HUGE dominance in a very limited area. The situation would typically put two 88s against 2-3 S35s (if they were lucky enough to advance into the trap). I let those 88s save their shots with reduced range, the S35s never returned a shot (having a few other units suppress them a bit before the 88s engaged, also ensured that if the first 88 shots didn't hit or kill, at least they were unlikely to return fire on the 88s). One last consideration I'd like you to consider, is that though the S35s are difficult to penetrate, they basically can't hit the broad side of a barn. They generally have better penetrating power and armor than the Gerry tanks, but since they don't hit very frequently they can't suppress you very effectively. Basically, mines/engineers/infantry/anti-tank guns can make up for an awful lot of ground you face in an enemy who is having to buy expensive tanks to assault you with. You have to be clever though, because if you just fire away non-stop from maximum range, you not only will be largely ineffective, but you will be telling the enemy artillery where those cheap units are. It's probably also a good idea to keep the cheap units at least three or four haxes away from the tanks, since your tanks will probably draw a good deal of artillery anyway. Ironically, considering all my 'mine' advice, I'm starting to get to the point that it's becoming obvious that I'm doing so well with my units in general, that the mines are looking unnecessary and a waste. Afterall, if every abttle sees no more than two or three tanks getting that far, what's the use. I could use those points to buy more infantry or engineers (though I think one can be unrealistic with purchasing too many engineers as well). I've has a number of battles in the past, however, where the mines were indispensable. Perhaps my strategy would be better served by less points spent on the mine class altogether, and what is spent, spent on dragon's teeth and a few barb-wires instead. Downunder, one last thing. Buy a "gun emplacement" when it's available whilst playing Gerry. It's a very good gun unit that can survive if it has any support to it's flanks, and can mow down units when you're outnumbered very well. The gun on that thing is effective at least until '43 against practically anything (and unlike the 88 flak, can take a pounding). I would caution you, however, as I'm not sure how the new artillery higher effectiveness will affect it, but it's been very reliable for me in the past (German stuff is fairly easy to rally off high suppression).

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Post #: 7
- 10/3/2000 11:04:00 PM   
Larry Holt

 

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Downunder, There has been lots of good advice as to how to defeat superior enemy numbers so I won't try to add on to it. Let me give you two perspectives on your problem, gaming and historical: Gaming: IRL the French & Brits did have tanks that were heavier to the Germans and this caused problems for the Germans. The Allies just didn't mass them as the AI does. There is no feature to cause the AI to buy its forces in historical numbers so it buys lots of the best stuff. That's a game limitaion and frustration about it has been voiced since version 2.1 or so. You can deal with it either by editing the battle using Fred's editor (link to it on the Matrix Links page) and change the AIP's forces or fight using superior tactics. For this see the next point. Historical perspective: The Germans had trouble dealing with masses of superior Allied armor. The Germans narly lost at Aras and the SS on their right flank broke under pressure of heavy Brit tanks that they could not destroy. The Germans had to mass their 88's to stop the attack. Given this, I sometimes don't mind buying larger quantities of 88's or mines in these kind of battles. Also German infantry was often overrun by superior Soviet tanks, even in the first winter. The primary means to defeat enemy tanks by German infantry was close assault. Their 37mm anti-tank guns were so puny that they could not penetrate the frontal arc of Soviet armor. Thus the guns had to go in the German rear area where they could get side and read shots on Soviet armor BUT ONLY AFTER THEY HAD OVERRUN THE GERMAN INFANTRY POSITIONS! So the tactical advice given above may be what you need. Also remember that you don't have to stop all the enemy everwhere at once. "He who would defend everywhere ends up defending nowhere." You can mass your forces on one part of the AIP's force then screen this engagement from the rest of the AIP's force by terrain or smoke or limited visibility ranges. This allows you to beat up on a small part of the AIP's force, then you move on to another portion of it. In this manner, you eat the elephant bite by bite. Good luck! ------------------ An old soldier but not yet a faded one. OK, maybe just a bit faded.

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Post #: 8
- 10/4/2000 4:50:00 AM   
DownUnder

 

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My frustration is not with beating off these massed attacks, I can do that by using many of the tactics you all suggest. Exactly as Charles22 mentioned, I want something that is realistic. It would be nice if the computer AI was good enough that it could have a comparable force and be a moderate challenge. I just find the massed attacks that it launches to get a little boring after a while. Obviously it would need to be a little larger since AI is never as good as a human, but something closer than what we see now would go a long way towards bettering the single player game. It just seems totally unreal to me that I can be attacked by 50 or so French tanks and still win each time just because the computer charged me head on, as that is all it knows to do. Also, I don't want to buy an unrealistic force (like a dozen 88's) to defeat them. Maybe I just need to bite the bullet and play against some real opponents. Unfortunately time zones (and kids!) make it diffcult to play online so PBEM is my only option, and it is SO slow. ------------------ regards from down under!

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Post #: 9
- 10/4/2000 5:16:00 AM   
victorhauser

 

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I see that you are now coming around to what I was saying several months ago, Charles. Remember that I said I don't use mines, barbed wire, or dragon's teeth in my campaigns?

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Post #: 10
- 10/4/2000 8:02:00 PM   
Charles22

 

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Yes, Victor but I think our motives are different, if I understand your prior statements about mines. It seemed to me as though your objection to mines was based as a method of handicapping yourself, as though it were making it tougher on you to not have any, while my consideration in doing the same is to increase the lethality of my force. If you can't stop the enemy in an assault from getting quite a few units on top of the forward objectives, then the mines come in handy, however, if you're often stopping them before the even get to the mines, the mines are somewhat useless. Based on how my games generally work out I could find some very good use for dragon's teeth. But it takes probably less points spent on these to be effective for what they do, than mines do. I do believe, however, if I'm going to be facing a French assault ('40), I will stick with the mine strategy. I'll probably start experimenting with some dragon's teeth in N. Africa.

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- 10/4/2000 8:16:00 PM   
Charles22

 

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DownUnder: You know that French assault I spoke of? After the battle, I counted 165 tanks thrown against me!!! I had no more than 35 most likely. 150 of them were S35s (although it's well armored, it isn't their BEST tank). Given the numbers you cite, I would imagine that if you started out with the default campaign point total, that you must've been facing an advance rather than an assault. I faced the 165 tanks either back in the days when I was using the 1290 pt. default or the later 1500 I modified it to.

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Post #: 12
- 10/4/2000 8:31:00 PM   
Kluckenbill

 

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I'm a ways into a long WW2 campaign as the Germans and I've just faced a strange situation that's sort of the opposite of the one cited here. Its Dec '42 and I'm advancing. Of course I'm facing hordes of Russian tanks and grunts, but strangely, lots of the tanks are T26's and T28's. Yes, there is a fair number of T34's and KV's too, but it struck me as odd that the AI would pick such crummy tanks so many months into the war. I don't even think its very accurate historically, as most of the T26's and T28's were destroyed or withdrawn from service by early '42.

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Post #: 13
- 10/4/2000 8:58:00 PM   
Larry Holt

 

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quote:

Originally posted by Kluckenbill: ... but strangely, lots of the tanks are T26's and T28's...
I've noted the same thing for the last several versions of SPWAW. I don't know why this is but if the Soviet side can buy less than massive numbers of the best tanks, I wonder if the same buying logic can be applied to the French, British and Polish in '40. ------------------ An old soldier but not yet a faded one. OK, maybe just a bit faded.

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Post #: 14
- 10/4/2000 9:01:00 PM   
Larry Holt

 

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quote:

Originally posted by DownUnder: ...Exactly as Charles22 mentioned, I want something that is realistic...
If I may suggest since the generated campaigns are somewhat unrealistic and since you don't have time for human opponents (I know the feeling with a wife and boys) have you tried linked scenario campaigns? These allow you to develop your core force over time but also have scenarios that have been human made and are therefore somewhat sane (hopefully). ------------------ An old soldier but not yet a faded one. OK, maybe just a bit faded.

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Post #: 15
- 10/5/2000 5:12:00 AM   
DownUnder

 

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quote:

If I may suggest since the generated campaigns are somewhat unrealistic and since you don't have time for human opponents (I know the feeling with a wife and boys) have you tried linked scenario campaigns? These allow you to develop your core force over time but also have scenarios that have been human made and are therefore somewhat sane (hopefully).
Thanks, I have been considering this for the exact reasons you cite. I just wanted to play the good ole' long campaign first. ------------------ regards from down under!

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Post #: 16
- 10/5/2000 5:25:00 PM   
Raindem

 

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Downunder, I feel your pain. I made a post awhile back about my amazement at the sheer numbers of the enemy. Someone suggested turning "True Troop Cost" off and I did, but I don't know if it made any difference. I've come to the same conclusion as a few others. To get an accurate campaign, you really need to link scenarios. It's just time consuming, and alot of the surprise is gone if you play your own campaign. By the way, does anyone know if, in the computer generated long campaign played as the german, if the computer increases allied points during the course of the war, to reflect increased production?

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Post #: 17
- 10/5/2000 11:39:00 PM   
Kluckenbill

 

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The situation that causes us to face vast hordes of enemy troops in long campaigns is thet we continue to upgrade our units (at least I do) and gain experience. Now I know its unrealistic, but . . . .I'm currently playing a long WW2 scenario as Germans. Its Jan '43, or thereabouts, and I have 3 platoons of Tiger 1's plus my A0 is a Tiger for a total of 16. I have about 12 squads of engineers more of less riding on the Tigers (since they cut the carry capacity to 8 they can't carry a full squad anymore.) 3 platoons of Paratroopers in half-tracks, two sections of mixed SP Flak (I traded in my 88's when I bought the Tigers.) some FO's and about a dozen SP 150mm Howitzers. Virtually all of them are elite, so this has got to be a LOT of points. The AI will pick an appropriate point total of units to oppose me based on the mission. Also the AI's units are of varying quality, certainly not elite, so with True Troop Cost on, they get even more units. I guess the point of my ramble is that I could have avoided this by taking StG's and Pz4's and 81mm Mortars instead of the really good stuff, but I like the Tigers, so I just have to face up to the Russian hordes.

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Post #: 18
- 10/6/2000 1:59:00 AM   
Reuter

 

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Historicly the French tanks outnumbered the Germans, but bad tactics and the use of the 88 combined with close support from the luftwaffe defeated the French at Arras and Sedan. At Sedan the luftwaffe did the job although the French led by De Gaulle himself used the right tactics but forgot to protect themselves from air strikes so the Stukas could get extremely close.

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Post #: 19
- 10/6/2000 2:32:00 AM   
Reuter

 

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I have another question dough. The late German armour was very superior to anything the Western Allies could face them with and I think this is not well modelled in the game. When the Shermans arrived in Africa, Germans referred to them as "tommycookers" because even a near hit was enough to set them on fire. This was due to construction flaws and the use of inferior metal alloys. The flaws were overcome in later models but the metal alloys stayed very poor at least till 1945. I have no problem when playing German that I'm outnumbered but when an 88 bounces off a Sherman at medium range I feel this is not correct and here I must refer to the many statements by veterans I could find on the web.

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Post #: 20
- 10/6/2000 2:51:00 AM   
Warhorse


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Reuter, this is not entirely true, yes the German tanks were very well armored, and the guns were excellent, but fuel shortages, and declining workmanship were present in their field also, the first Panthes had a nasty tendency to burn up from faulty wiring, the Tiger had a lousy fuel pump, but this aside, I think the model is pretty good myself. You will not always score a hit, and a kill with a Tiger, unlike common fallacy would suggest, remember these tanks are not sitting still most the time, all you have to do is plug in Panzer Commander some time, roll along at 12mph, and try to hit something else stationary at range, let alone a moving target!!! The Sherman slopes are pretty sharp on the front, so, an 88 shell could very easily richochet if it doesn't hit just right. ------------------ Mike Amos Meine Ehre Heisst Treue

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Post #: 21
- 10/6/2000 2:52:00 AM   
Warhorse


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Reuter, this is not entirely true, yes the German tanks were very well armored, and the guns were excellent, but fuel shortages, and declining workmanship were present in their field also, the first Panthes had a nasty tendency to burn up from faulty wiring, the Tiger had a lousy fuel pump, but this aside, I think the model is pretty good myself. You will not always score a hit, and a kill with a Tiger, unlike common fallacy would suggest, remember these tanks are not sitting still most the time, all you have to do is plug in Panzer Commander some time, roll along at 12mph, and try to hit something else stationary at range, let alone a moving target!!! The Sherman slopes are pretty sharp on the front, so, an 88 shell could very easily richochet if it doesn't hit just right. ------------------ Mike Amos Meine Ehre Heisst Treue

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Post #: 22
- 10/6/2000 12:28:00 PM   
victorhauser

 

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P.S. Charles. Remember that I also let the AI capture my Victory Flags before fighting back in earnest when I'm delaying and defending, therefore mines and dragon's teeth and barbed wire would serve to impede the AI. However, I've noticed that with breakdowns turned ON, I can't be as liberal with the AI as I used to (as an aside, I think breakdowns occur too often, or at too high a percentage probability, but I live with it the way it is). All in all I think that v4.2 of SPWaW is the best version of Steel Panthers ever. (Now, if they would only figure out a way to give AA guns kill credit when they shoot down planes!)

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Post #: 23
- 10/6/2000 3:55:00 PM   
zombie

 

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Here is a tentative idea, how about forcing the AI to buy battalions and regiments of troops instead of companies/platoons/sections? This would take a bit of programming (probably a lot actually) but would force the computer to use more realistic OBs.

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Post #: 24
- 10/6/2000 4:41:00 PM   
Arralen


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quote:

Originally posted by zombie: Here is a tentative idea, how about forcing the AI to buy battalions and regiments of troops instead of companies/platoons/sections? This would take a bit of programming (probably a lot actually) but would force the computer to use more realistic OBs.
he, zombie, newbie, you ... sit back and think again .. what's the biggest formation SPWaW can handle ?? Companies! And that's OK this way. Why? Because every unit is modeled speratly .. so there's a limit on formations/unit which both sides can have - and this won't change for SP, as it would basically mean re-writing the game engine (if you're interested how many units are possible, search the other threads ..) You wouldn't like to spend your entire 5000 (10.000?) points for a battalion that is "set in stone", so you -and every other player- has to play with the same "Us Army Armored Battalion 1944/45", would you ?? In fact, SPWaW is played at company level, so the trick is to create Co.-formations that reflect the actual appearance of troops in the field. The OOB team is working on this right at the moment .. looks like we all agree about creating these "in-field formations", so you'll have them with the set of "official final OOBs" . Some examples from the discussion: French Inf. Co. might receive medium tanks, as french doctrine saw the tank as infantry support weapon. (So no more Battle Tank Co. of Char B-1 !!) US Army Rifle Co. gets 1 AT gun each (historically got it from Batt. HQ, but there isn't any use in adding this HQ Co., as in combat the euipment was "distributed" to the 3 Rifle Co on the Batt. !!) hope you can get the idea .. Arralen

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Post #: 25
- 10/6/2000 5:47:00 PM   
zombie

 

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From: Canada
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Nice to newcomers aren’t you? Okay if the biggest unit that game can handle is a company, then why can I buy a tank rgt from support points in my campaign as a Russian in 41? I understand that the Russians `overstated` their units, calling a rgt what other nations called a battalion, perhaps I should have mentioned this in my post. I am interested in how many units are possible; I will check that out, I didn’t know there was a formation limit cap. No I wouldn’t like to see things set in stone, but I wouldn't mind the option of being able to buy a larger unit if I had enough points available. Yes I can get almost any idea, and I hope you can as well

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Post #: 26
- 10/6/2000 9:22:00 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
quote:

Originally posted by zombie: Here is a tentative idea, how about forcing the AI to buy battalions and regiments of troops instead of companies/platoons/sections? This would take a bit of programming (probably a lot actually) but would force the computer to use more realistic OBs.
A good idea, the problem is that many (i might even say most) players dont have realistic OB's for their core forces, so somehow manhandling the AI into choosing historical OB selecitons would only make playing against the AI that less challenging. Not sure if it has been suggested already, but in the case of overwhelming #'s picked by the AI, could'nt this be overcome by setting a cap on the battle points it can use during the campaign?

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Post #: 27
- 10/6/2000 9:30:00 PM   
Charles22

 

Posts: 912
Joined: 5/17/2000
From: Dallas, Texas, USA
Status: offline
Victorhauser: I didn't remember your peculiarity in the allowance of letting flags go. I'm all for smashing the enemy as best I can, with hopefully all the difficult historic choices I might make with a 'limited' force. Actually, not letting the enemy capture important areas would just further realism for the most part. Ah, but how the new versions change things. You can no longer afford to give away timed hexes on the front, should they be present. Not only that, but it's forced my hand on buying for the Gerry campaign, a platoon of commandos in core to hope to take some timed hexes quicker. Have you ever actually shut the enemy out in SPWAW, Victor? The least SPWAW points I ever allowed was 1, and it came on one of those games where the AI concentrated all of his effort in an advance on only one of the objective clusters, so that I had to move an awful lot of stuff off the other areas. To make matters worse, it was the first battle I had played where the bombardment acuteness had been upped considerably, and I did get bombarded too. I still don't know how I did it; only suffering one point loss. Anytime you allow only one point, that has to be your most exaggerated victory margin, but the second highest victory margin was the one I described above, strangely enough, the same basic formula; they were battles in considerably difficult situations, not just the easy attack all three objecitive clustera at the same time type. It sure does say something for not bolting from the battles before you've even lost more than a tank or two.

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Post #: 28
- 10/6/2000 10:58:00 PM   
BA Evans

 

Posts: 250
Joined: 5/25/2000
From: USA
Status: offline
quote:

Originally posted by Nikademus: Not sure if it has been suggested already, but in the case of overwhelming #'s picked by the AI, could'nt this be overcome by setting a cap on the battle points it can use during the campaign?
The AI needs those points to balance out your upgraded units and their high experience. A Tiger with 120 experience (Elite) is much more effective than a Tiger with 75 experience (Regular crew). With True Troop Cost on, the Elite Tiger costs a lot more than the Regular Tiger, which makes sense? The AI needs more points when tackling these tough units. The AI either needs to purchase more experienced units to match your force, or they are forced to buy hordes of troops to make up for their lack of experience. BA Evans

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Post #: 29
- 10/7/2000 12:33:00 AM   
victorhauser

 

Posts: 318
Joined: 5/29/2000
From: austin, texas
Status: offline
Charles, I've never shut out the AI in SPWaW. In fact, most of my battles tend to be rather bloody affairs. Even when I manage to win a decisive victory, it's usually by the slimmest of margins. The reason is since I give the AI so many advantages, even small errors or bad luck on my part tend to result in my units paying a high price in "blood". The only time I ever shut out the AI was when playing SP3 many moons ago in the Vietnam campaign where I had a totally airmobile force that the campaign was not intended to deal with. In that campaign I won battle after battle with ridiculous scores like 6683 to 6 and 5972 to 3, stuff like that. But that was taking advantage of SP3's inability to deal with airmobile operations rather than any real skill on my part.

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VAH

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Post #: 30
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