Shannon V. OKeets
Posts: 22095
Joined: 5/19/2005 From: Honolulu, Hawaii Status: offline
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quote:
ORIGINAL: brian brian While raiding the Red Sea in World in Flames is interesting in theory, strategy for the AI needs to be based on more sound principles. Italy has 2 main and somewhat limited assets at the start of the game, in a strategic sense. One is the advantages offered by the surprise rules. Either to attack enemy ports, best used only against the long-term opponent - the Royal Navy; or the ability of light infantry divisions to land on an enemy shore. The second advantage is using the pair of Italian TRS to reinforce such a landing. Mucking around in the Red Sea negates both advantages as a high enough box can't be reached to make for a successful landing, and the instant war is declared the Suez Canal is closed to Italy, ending all chance of reinforcing the operation. TRS sailing through Suez run the risk of being permanently unavailable, with Italy having no control of that decision, crippling Italian options for a year at least. Attacking in the Red Sea is akin to the Romans attacking the barbarians two provinces away when they only have enough Legions available to operate successfully in an adjacent province. Poor strategy. Operating in the Eastern Mediterranean at all is a more difficult strategy at the beginning of the game. A divisional landing anywhere within 4 hexes of the Wavell HQ is a risky proposition to start with. Italy's ability to reinforce a landing is not automatic when they have to fight both the Royal Navy and the French fleet to do it. Operating in the Eastern Med entails quite probably fighting in two sea zones, against superior forces. Italy's best chance to do something overseas depends on using land-based air to assist their CV-less naval forces. This can be done simply in the Western Med, from 100% safely supplied land bases in Italy. In the Eastern Med, land-based air must operate from bases subject to having their supply lines cut by superior enemy naval forces. If Italy wishes to use it's surprise impulse advantages early in the game (1939), it is far, far better to do so in the Western Med (or against an empty or weakly defended Malta). The Eastern Med is a viable option for the Axis, but operations stand a much better chance of success in 1940 once the French are too busy to fight at sea and about to disappear as an enemy force, and once additional forces (newly built air units, Luftwaffe reinforcements) can be effectively deployed to forward bases in Libya. This is the main thing the AI should decide - which side of the Mediterranean to commence initial operations in, and when to do it. On the rare chance that Italy is still neutral or partially neutral at the fall of France, maybe a minor operation in the Red Sea could be considered. It would all hinge on the CW blithely watching Italy sail through Suez and then still remaining neutral for another impulse. Choosing a strategy based on the enemy being stupid isn't that wise. A CW AI should immediately DOW Italy if TRS or infantry loaded SCS sail through the Canal, particularly in 1940. I don't disagree with any of what you posted. But what you are missing is that if the AIO limits its Italian plans (operational and strategic) to what a 'reasonable' Allied player would do, then a large number of possibilities would be eliminated from consideration. Say the entire French fleet is deployed along the North Sea - and moves into the North Sea in the second impulse of the game (all their subs going into the Baltic). The Commonwealth puts one infantry division each in Gibraltar, Malta, and Alexandria. Their fleet is positioned somewhere unusual; perhaps it is entirely deployed to the Pacific with the intention of an early DOW on Japan. This leaves virtually nothing in the Med against the Italians. Silly? Certainly! But the AIO has to be able to punish such silliness. The major weakness of most AI opponents is that they do not adapt well to unusual circumstances. And that fault lies with the person who designed the AIO not planning on what it should do when the human opponent does something weird. So we want the AIO to play well against strong opponents, and to wreak havoc on weak opponents. To do the latter means having a broad base of strategic and operational plans. Moving into the Red Sea would be foolish (as you noted) in almost all cases. However, the human player should have to take into consideration that the AIO 'might' do that if it 'sees' an opportunity.
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Steve Perfection is an elusive goal.
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