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RE: 1.05.61 Axis AI vs fulkerson

 
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RE: 1.05.61 Axis AI vs fulkerson - 2/10/2012 6:48:36 PM   
larryfulkerson


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I just now downloaded the 1.05.61 version and Apollo was asking if anybody would test it against the Axis AI and I thought I'd volunteer.
I'm using these settings.




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RE: 1.05.61 Axis AI vs fulkerson T1 - 2/10/2012 7:06:45 PM   
larryfulkerson


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Here's the losses just after the Axis turn ends and before any Soviet movement:




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RE: 1.05.61 Axis AI vs fulkerson T1 - 2/10/2012 7:40:50 PM   
larryfulkerson


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This is the Axis T1 moves:




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RE: 1.05.61 Axis AI vs fulkerson T1 - 2/10/2012 7:43:51 PM   
larryfulkerson


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I've think I'll post the saved game just after the Axis moves before any Soviet moves in case anybody wants to check out the settings, conditions, losses, whatever.


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RE: 1.05.61 Axis AI vs fulkerson T1 - 2/10/2012 7:49:32 PM   
larryfulkerson


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Here's a close-up of the situation(s).




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RE: 1.05.61 Axis AI vs fulkerson T1 - 2/10/2012 8:16:20 PM   
larryfulkerson


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I decided to disband those air groups that had mega losses and were 10 planes per group.  I need more of the 40 per group units, or the 20 per group units.  Anything but the 10 per group units.  I have my Air Doctrine on 50% required to fly and I find that groups that have fewer planes in it fly statistically fewer missions after a few losses.  The larger groups can sustain more losses before hitting the 50% mark and can fly more. 

I dismissed Konev from the N. Caucaus MD so I could reassign him someplace more useful. He's one of the better leaders.




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< Message edited by larryfulkerson -- 2/10/2012 8:33:57 PM >

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RE: 1.05.61 Axis AI vs fulkerson T1 - 2/10/2012 8:28:45 PM   
Seminole


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quote:

I decided to disband those air groups that had mega losses and were 10 planes per group. I need more of the 40 per group units, or the 20 per group units. Anything but the 10 per group units. I have my Air Doctrine on 50% required to fly and I find that groups that have fewer planes in it fly statistically fewer missions after a few losses. The larger groups can sustain more losses before hitting the 50% mark and can fly more.


Interesting point I hadn't considered.
I use the air battalions for lend lease aircraft like the P-40 and Hurricane that don't come in large supply, so that replacement can keep up with losses. Put them in your bomber airbases so they can escort. I don't really like the idea of disbanding fighter wings because planes can't fight from the pools, and the 'gain' of a few support squads doesn't counterbalance taking planes out of the sky, imo.

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RE: 1.05.61 Axis AI vs fulkerson - 2/10/2012 8:37:03 PM   
Apollo11


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Hi all,

Thanks Larry!


Leo "Apollo11"

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RE: 1.05.61 Axis AI vs fulkerson T1 - 2/10/2012 8:38:24 PM   
larryfulkerson


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quote:

ORIGINAL: Seminole
... the 'gain' of a few support squads doesn't counterbalance taking planes out of the sky, imo.

Yeah, I've thought about that too, but I'd a whole lot rather have some other type of fighter than the I-153's and it was my understanding that there were only a fixed number of groups possible ( I could be wrong on this ) so that getting rid of the 10-per group types was hopefully gaining a larger group. I figure that most of the I-153's were going to get shot down if they flew at all.

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RE: 1.05.61 Axis AI vs fulkerson - 2/10/2012 8:39:42 PM   
larryfulkerson


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quote:

ORIGINAL: Apollo11
Thanks Larry!
Leo "Apollo11"

It's a labor of love. Plus I need the practice. I have yet to win a game against a human opponent.

All the Front HQ's are okie dokie except for SouthWestern and Western. SW front is especially in need of some attention. I intend to disband a lot of the forts in the SW area both to reclaim the manpower and equipment and to decrease the CP of the SW front HQ.




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< Message edited by larryfulkerson -- 2/10/2012 8:44:05 PM >

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RE: 1.05.61 Axis AI vs fulkerson - 2/10/2012 8:49:21 PM   
larryfulkerson


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I shipped another ground combat unit into Riga on the hope of maybe holding onto Riga until turn 3 perhaps. Sometimes the AI will give me a pass at Riga until turn 3.




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RE: 1.05.61 Axis AI vs fulkerson - 2/10/2012 8:58:05 PM   
larryfulkerson


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I tried to move the survivors of the pocket in the left middle of the picture to the perifery of the pocket so that they might be destroyed sooner so that I'd get them back sooner after they re-spawn. I flew some fuel to the air base unit inside the pocket because we seemed lowest on fuel. Then I ran outta "transports" and I'll have to wait until next turn to try to get them some supply. I should have tried the supply first and THEN the fuel. ( Well, now I know. ) As it is the game still lists them as "isolated".




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< Message edited by larryfulkerson -- 2/10/2012 9:01:37 PM >

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RE: 1.05.61 Axis AI vs fulkerson - 2/10/2012 9:07:43 PM   
randallw

 

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Those air battalions will eventually be changed back to air regiments.

Koniev may lose a few staff rating points if you send him to a front; you may want to give him an army HQ first, then wait for a rank promotion.

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RE: 1.05.61 Axis AI vs fulkerson - 2/10/2012 9:50:26 PM   
Seminole


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quote:

Yeah, I've thought about that too, but I'd a whole lot rather have some other type of fighter than the I-153's and it was my understanding that there were only a fixed number of groups possible ( I could be wrong on this ) so that getting rid of the 10-per group types was hopefully gaining a larger group.


This is from the manual, "Soviet Air Battalion air group units (with “/” in the name) can be re-designated as air regiments
(10% probability)"
I thought, but can't find at the moment, that new air groups are created based on the number of existing air groups with that aircraft and the amount of aircraft in the pool of the same type (basically an oversupply results in more air groups to allocate them to).
New airbases are generated based on the average number of air groups in airbases exceeded a threshold (6?)

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RE: 1.05.61 Axis AI vs fulkerson - 2/10/2012 9:58:08 PM   
randallw

 

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Sure, having units die sooner means the formation of a cadre begins sooner, but the bad side is that those enemy troops cleaning up the pocket will rejoin the front sooner.

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RE: 1.05.61 Axis AI vs fulkerson - 2/10/2012 9:58:29 PM   
Flaviusx


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I disband all the 10 per group air units on turn 1, just fyi.

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RE: 1.05.61 Axis AI vs fulkerson - 2/10/2012 10:00:04 PM   
Seminole


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quote:

I disband all the 10 per group air units on turn 1, just fyi.


What's the perceived advantage?

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RE: 1.05.61 Axis AI vs fulkerson - 2/10/2012 10:10:29 PM   
larryfulkerson


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quote:

ORIGINAL: randallw
Koniev may lose a few staff rating points if you send him to a front; you may want to give him an army HQ first, then wait for a rank promotion.

Oh. Okie dokie. Thanks for the heads up.

quote:

ORIGINAL: Seminole
What's the perceived advantage?

Um.........I'm thinking that the larger groups fly more missions than the smaller groups because they can sustain more losses before they dip below the Air Doctrine setting of percent required to fly.

< Message edited by larryfulkerson -- 2/10/2012 10:13:04 PM >

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RE: 1.05.61 Axis AI vs fulkerson - 2/10/2012 10:13:26 PM   
larryfulkerson


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quote:

ORIGINAL: randallw
Sure, having units die sooner means the formation of a cadre begins sooner, but the bad side is that those enemy troops cleaning up the pocket will rejoin the front sooner.

Very good point. I hadn't considered that. You are, of course, correct. I should delay their demise as long as possible. Point taken.

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RE: 1.05.61 Axis AI vs fulkerson - 2/10/2012 10:21:16 PM   
Flaviusx


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quote:

ORIGINAL: Seminole

quote:

I disband all the 10 per group air units on turn 1, just fyi.


What's the perceived advantage?


I hate ant air units. 20 plane regiments is bad enough. Nor do these battalions convert very quickly, they will linger on into 1942.

I run a lean Red Air Force with limited airbase capacity in 1941. (I disband most SAD airbases well ahead of time to avoid the disruption caused by autodisdands in 42. Issue them rifles and send them to the front.) Ant air units have no place in this scheme. I also want the Red Air Force to cycle through obsolete planes as quickly as possible within the limitations of those airbases, and they will do this better with regiments than battalions.



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RE: 1.05.61 Axis AI vs fulkerson - 2/10/2012 10:45:18 PM   
larryfulkerson


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Here's the front lines before any movement and after the Axis and Soviets have moved:




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RE: 1.05.61 Axis AI vs fulkerson - 2/10/2012 10:52:10 PM   
larryfulkerson


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Here's a close-up of the post-movement front lines:




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RE: 1.05.61 Axis AI vs fulkerson - 2/10/2012 11:04:30 PM   
larryfulkerson


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Here's the losses just after the Axis forces moved in T2:




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RE: 1.05.61 Axis AI vs fulkerson T2 - 2/10/2012 11:09:28 PM   
larryfulkerson


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Here's the front lines after the Axis moves in T2:




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RE: 1.05.61 Axis AI vs fulkerson T2 - 2/10/2012 11:11:45 PM   
larryfulkerson


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Here's the Saved game in case somebody wanted to look it over in depth.

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RE: 1.05.61 Axis AI vs fulkerson T2 - 2/11/2012 12:25:48 AM   
larryfulkerson


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There used to be some Axis air bases ( inside the red circles ) adjacent to where my tank is now and I caused them to disperse with the
loss of some aircraft. Just this turn alone, just from chasing the air bases, I was able to destroy about 120 planes.




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< Message edited by larryfulkerson -- 2/11/2012 12:27:56 AM >

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RE: 1.05.61 Axis AI vs fulkerson T2 - 2/11/2012 12:30:32 AM   
larryfulkerson


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I was able, somehow, to isolate one of his spearheads.




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RE: 1.05.61 Axis AI vs fulkerson T2 - 2/11/2012 1:52:33 AM   
juret

 

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i dont like ai ags opening at all

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RE: 1.05.61 Axis AI vs fulkerson T2 - 2/11/2012 1:54:18 AM   
larryfulkerson


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Here's the T2 front lines after the Soviets have moved. I'm trying to pull back far enough to hopefully stop the movement of the Axis
unit(s) without having to go through more than one attack. It's not easy to gauge how far is far enough and how far is too far and I'm still
mostly guessing. I moved the air bases back to give some front-line-spacing range......mainly how far I think I can safely get to the front
lines without having the air base get disrupted by the Axis. Most of my planes have ranges like 9 hexes to a maxium of 13 hexes I think
( Mig-3's: 9 hexes, I-16's: 11 hexes, Lagg-3's: 13 hexes something like that).





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RE: 1.05.61 Axis AI vs fulkerson T2 - 2/11/2012 1:56:26 AM   
larryfulkerson


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quote:

ORIGINAL: juret
i dont like ai ags opening at all

Yeah, I know. I was planning on pulling back anyway so the AI dude hasn't really accomplished much so far. I'm hoping I can stay one leap ahead of the Axis armour units so that major pockets and massacers don't happen. Anymore.

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