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Amazed at the german invasion response - 12/30/2014 1:56:33 AM   
ratprince


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So I just did a brittany invasion

I prepped it with massive recon and infrastructure bombardments wrecking all the railyards and putting hideous amounts of interdiction

I landed with 14 infantry divisions and 2 brigades and 8 units of paratroopers. Made it ashore no problem only forts in the way...

Mind you there were NO Axis units...ZERO...within about six hexes of the landing zone and ALL the railyards were wrecked....

On my next turn they somhoew collapsed one beachead, routed a couple para units and I counted 28 divisions and 16 regiments surrounding my beachheads.... all in seeemingly magically appearing level 1 and 2 forts......

Insane...... Also mind you I used EVERY SINGLE plane in england the turn of the invasion for ground strikes and interdiction in about a 20 hex radius of my landing points.... Nothing should have made it anywhere near the beach head...let alone attack me...

Guess we should only be playing humans...?

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RE: Amazed at the german invasion response - 12/30/2014 2:01:08 AM   
MisterBoats

 

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I had almost exactly the same result in the same place. It was a major WTF? moment. All of the interdiction coverage seemed to have no effect on enemy movements.

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RE: Amazed at the german invasion response - 12/30/2014 2:06:05 AM   
ratprince


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It could not possibly had any effect.

There was not a functioning railhead within 150 miles of Brest.... And they couldnt have walked that far and attacked. Oh, and I have wrecked to near 100 percent every oil well and fuel source .... I was like "HOW?"

I mean I literally landed with every possible thing I could from the med and the Uk. 8 TFQ fleets and every plane possible.... simply a ridiculous response. I mean I had like four times Dday....didnt seem to phase them...

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RE: Amazed at the german invasion response - 12/30/2014 3:24:29 AM   
Fallschirmjager


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Not to get this thread off track. This sounds like an issue and should be looked at.

But how did you get 14 divisions + 2 brigades on shore?
The Allies never had near that kind of capability.
And by 8 units of paratroopers do you mean 8 regiments?

Operation Husky was the largest amphibious operation of the war and stretched allied shipping to the breaking point. 14 divisions plus support would be impossible. I see that as an issue that needs to be addressed as well.

Not only could that kind of force never be landed, but supplying it would have been simply not possible. You would need three good size ports running at 100% to be able to supply that kind of force.

The issue of the German response is an issue. But if the Allies are able to land that kind of force it is also an issue.
If the Allies are ever able to put that many men into an invasion force then it should quickly lose combat power due to burning through it's supply in 1 turn.

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RE: Amazed at the german invasion response - 12/30/2014 4:04:21 AM   
ratprince


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I used all eight amphib units. I had 14 divs plus 2 brigades stacked with them

I used EVERY paratroop unit at my disposal which was 4 divisions and 4 brigade/regiments maybe another regiment in there too..cant remember.

I captured alevel two port east of Brest with direct amphib assault and then had the 8 temporary ports of the amphibs. Two get turned into level 4 mulberrys.

If I would have only landed a DDAY style invasion with four or so divisions, it would have simply evaporated.... I mean, there were instantly 6 panzer divisions around my beach heads attacking me. Plus another 20 or so divs and 14 or so smaller formations. And somehow in level 2 forts...????

After a month of feeding troops in and punching little one hex holes, I have expanded the beachhead somewhat, but this is open terrain and somehow they are always in a level 2 fort? Its impossible, or a helper for the ai...

And literally every aircraft was involved....not some..not half...EVERY plane in england was interdicting, bombing railways, railyards....etc..etc.. didnt do a thing. 40 axis units appeared around the beaches... Frustrating as heck when I figured I have a force of over 200,000 men and 6000 tanks pouring out....

Whether it was possible for the allies...dunno. If that needs looked at too. But as it is, versus the AI, if you dont land with that size force, its...gone.

As an aside, I have not had any supply problem. All units are getting full supply or close. HOwever,all of them are less than two or three hexes from ports.

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RE: Amazed at the german invasion response - 12/30/2014 4:07:28 AM   
MisterBoats

 

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FJ,

In real life, did we not have nearly as many divisions in Normandy in the same time frame? I'll have to check, but I think there were at least ten divisions ashore by June 13th, along with armored brigades. In my WITW Brittany invasion I think I had 5 amphib. TFs (for Utah, Omaha, Gold, Sword and Juno) along the north coast. Three airborne drops, of which one was routed. The Germans immediately hemmed me in with probably 20+ divisions in good order/strength, despite heavy preparatory interdiction coverage.

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RE: Amazed at the german invasion response - 12/30/2014 5:48:20 AM   
Joel Billings


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Do you have the auto save from the start of the German turn when you invaded? I'd like to see how those units got there. Please post it here or email it to 2by3@2by3games.com. This goes for any situation where people think the AI did something that was clearly impossible.

As for shipping capacity, having a save from the start of the turn you gave the invasion orders would give me an idea of what kind of capacity you had and how much you were using.

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RE: Amazed at the german invasion response - 12/30/2014 10:52:01 AM   
Fallschirmjager


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quote:

ORIGINAL: MisterBoats

FJ,

In real life, did we not have nearly as many divisions in Normandy in the same time frame? I'll have to check, but I think there were at least ten divisions ashore by June 13th, along with armored brigades. In my WITW Brittany invasion I think I had 5 amphib. TFs (for Utah, Omaha, Gold, Sword and Juno) along the north coast. Three airborne drops, of which one was routed. The Germans immediately hemmed me in with probably 20+ divisions in good order/strength, despite heavy preparatory interdiction coverage.


I count 9 plus attachments by June 15th.

What also may need to be looked at is the German propensity for destruction. In almost every port they left, it was so thoroughly wrecked as to be unusable for weeks/months.

Both issues sound serious. And I do not want to get this thread off topic. But I have a very hard time with 14 invasion divisions. There was simply no way in real life for that to occur given the constraints in shipping that bedeviled the Allies the entire war.
The war would probably had ended a year sooner had the Allies simply had enough freight/troop ships to go around.

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RE: Amazed at the german invasion response - 12/30/2014 10:59:33 AM   
HMSWarspite

 

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Is it an issue with (in effect) using all shipping in the Channel? If you move all Amphibs to UK, and then use all supporting shipping to move invasion forces plus follow ups to make 14 Div, wat has heppend to supply shipping inthe Med. In other words is it physically possible but not realisitic? Would need to see supply shipments to Italy to see...

Port destruction has been pretty severe to me so far... is this an outlier or 'usual'?

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RE: Amazed at the german invasion response - 12/30/2014 6:52:12 PM   
ratprince


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ill send the saves Joel

Thanks for looking.

I mean, I know the AI needs a boost, but it defeats the purpose of doing all the prep work with the airforce if they ignore all the effects. And really takes a lot of the fun away. I spent twenty or so turns doing no ground combat...just waiting for good weather and prep points...using air judiciously...then, no effect....

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RE: Amazed at the german invasion response - 12/30/2014 7:19:48 PM   
patchogue


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Did you recon anywhere else? Does the AI pay attention to invasion prep? If so, won't it have moved troops closer...but out of range of the preliminary raids? Still surprised it could move quickly through local interdiction. Mind you it has an incredibly good bug out capability.

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RE: Amazed at the german invasion response - 12/30/2014 7:31:19 PM   
ratprince


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I reconned the heck out of the area and a twenty hex radius. There was maybe three UNITS in the area besides forts. In one turn 40 showed up. I had such high interdcition surrounding the area that I was whacking units with kills of armor infantry and guns.

I do believe the AI KNOWS when you target a location to be invasded. They shift units the turn after you select a target area.

Based on the movement points required to go through such high interdiction areas, even with 50 max MPs, it is impossible for 6 panzer divisions to have arrived at the beach head and done a deliberate attack. Just not possible with the standard rules the human abides by.

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RE: Amazed at the german invasion response - 12/30/2014 7:40:10 PM   
RedLancer


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The AI doesn't know but it does instinctively understand what can be moved to where in the best manner possible. The AI does have advantages: but necessarily so otherwise it would be a lousy opponent. Humans have no advantages but are more creative.

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RE: Amazed at the german invasion response - 12/30/2014 7:47:25 PM   
ratprince


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What does "instinctively" mean in regards to the AI? Sorry, that seems counter intuitive..

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RE: Amazed at the german invasion response - 12/30/2014 7:53:56 PM   
RedLancer


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The game is just complicated maths - other than those parts with die rolls - the AI can check the impact of a choice in microseconds before making a move where we would have to think for much longer.

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RE: Amazed at the german invasion response - 12/30/2014 8:05:42 PM   
Belphegor


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quote:

ORIGINAL: mike mcmann


Guess we should only be playing humans...?


Playing a human won't change the results much. Pelton didn't waste any time ganging up on me. I'm ashore, and intend on staying there but it's going to be a tough fight for a while. My recce could have been better but I didn't detect many of these units. My point is that it's likely possible.






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RE: Amazed at the german invasion response - 12/30/2014 8:22:38 PM   
ratprince


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Ill give that the recon may not be 100 percent. The issue is the move interdict. I mean, they should be able to move about a max of 16 hexes if fully up. Subtract for the interdiction and only units within about 4 or five hexes should be able to even get to the beach head let alone deliberate attack....

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RE: Amazed at the german invasion response - 12/30/2014 8:32:49 PM   
GrumpyMel

 

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quote:

ORIGINAL: Red Lancer

The AI doesn't know but it does instinctively understand what can be moved to where in the best manner possible. The AI does have advantages: but necessarily so otherwise it would be a lousy opponent. Humans have no advantages but are more creative.


Does the AI have to adhere to the same movement restrictions/rules as the player? I'm going only on pure anecdote from my own game (which is only in Italy so far) so I could be completely off-base.... but I get the distinct impression that often (though clearly not always) it is simply teleporting units around the map without actualy having to move through the hex's in between, as a player would.

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RE: Amazed at the german invasion response - 12/30/2014 8:38:08 PM   
JeffroK


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Maybe the problem is that they are 1 week turns, someone will prove they could have railed a Panzer Div from the East Front in that time scale. (IMVHO this is a failing of games at this scale, you need a finer scale for MW Europe than you would for the East Front)

Whats missing from the game, some resistance based recce which would have helped ID any formations in the area, FORTITUDE which should see a lot of German Formations tied to the Pas de Calais a bit longer........

Belphegor's example isnt relevant, he probably attacked the centre of the defnces, not the outside edge.

AI is always hard to balance, they may test the stuffings out of it but when they let real humans loose on it sometimes odd reactions can occur.


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RE: Amazed at the german invasion response - 12/30/2014 8:46:01 PM   
Belphegor


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quote:

ORIGINAL: JeffK



Belphegor's example isnt relevant, he probably attacked the centre of the defnces, not the outside edge.




Fair point. My recce showed there wasn't a better place anywhere really. I did concentrate my interdiction on a much smalller area. If the issue is could the units get there I still think they could. I'm more worried about their ability to attack once making the journey.

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RE: Amazed at the german invasion response - 12/30/2014 8:47:07 PM   
Jajusha


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quote:

ORIGINAL: mike mcmann

Ill give that the recon may not be 100 percent. The issue is the move interdict. I mean, they should be able to move about a max of 16 hexes if fully up. Subtract for the interdiction and only units within about 4 or five hexes should be able to even get to the beach head let alone deliberate attack....


Why?
We are talking weekly turns.
It would have to rain 500lb bombs day and night across all northern france to force a rested, fueled, moralized PzDiv to only move 40 miles (64KM) in 7 days. Thats 5.7 miles per 24 hours, or 300m per hour in a 7 day period.

Again, its weekly turns, simulating day and night movement. As it is, moving in clear terrain, under lvl9 interdiction, a PZDiv can only move 16 hexes (and reach the destination fatiqued and with 0 AP.

I know you want to land and move from the beaches, just as you folks are eager to take all of Italy by October 43, but come one, give the little guy a break :p

On a more real note now. Under the perfect interdiction cover, the Axis player should have 2 Panzer contingents. 1 in Renes, 1 in Amiens. (I Highlighted the 16 hexes radius from these locations in the screenshot bellow). This will give reaction time to be at the most likely beaches at the end of the week after the allies land (but not attack). If you want to move forward, well, push, odds are in your favour.








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RE: Amazed at the german invasion response - 12/30/2014 10:04:37 PM   
Joel Billings


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I'll keep an eye out for those saves as I'd really like to see the situation on the German side after the invasion and see what the AI does vs what a human player could do.

We've taken several shortcuts with the AI movement. The AI cannot analyze the situation like a human player. Even if it could and tried to, it would make the AI phase take much longer than it already does. So Gary strives to build an AI that does not play by the exact rules that human players do, but also doesn't take advantage of it to the extent that it's obviously cheating and doing things a human player can't do. My understanding is that units moving toward the front line from the rear will follow the basic rules and be impacted by interdiction. I just confirmed that this is Gary's understanding as well. We're not sure about the units getting on and off trains and how much it pays for this so there might be some cheat there, but Gary says the AI will try to get off the trains outside of heavily interdicted areas and march in. Units on the front line or within a hex of the front can do what we call the shuffle dance and reposition along the front without being hit by interdiction. This shuffle is a late phase adjustment that tries to balance the forces along the lines. We found that this kind of shuffle is very important for the AI, and is just too difficult and time consuming to make the AI follow all the movement rules and suffer interdiction. Even with the shuffle, the AI isn't as smart as a human player and often leaves weak points. In addition, the AI suffers horrible command penalties in combat because it doesn't do as good a job keeping command integrity with its units as a human can. This also weakens it's chances at reserve commitments.

Gary has already worked on reducing the amount of teleporting of units from bad situations based on several saves we received that showed us how this could still happen. The bottom line is that in order to provide a decent opponent we have to do some cheating. But we work hard at trying to limit the cheating to moves that come close to the net results that a good player could do. When we get clear cases of the AI going too far, we try to fix the AI to avoid the obvious cheats. It's a balancing act, and getting saves from players helps us improve the game. Without a save, I can't say whether this case was a case of overt AI cheating or just a good reaction like Pelton's in Belphegor's screenshot. A lot depends on just how much interdiction you have placed down and how deep it is behind enemy lines. The D-Day campaign is a case where good deep interdiction can make it difficult for German units to get to the front on the first turn (and those that do get to the front do arrive somewhat shot up).

In Belphegor's case, all I can say is that Gary's answer would be to use heavy interdiction on the front and to the rear. This will make the front line Germans susceptible to attacks and allow the Allies to expand the beachhead. It will also make it very hard for the Germans to counterattack. It will also blow up freight moving to and from depots (hitting the nearby railyards is not a bad idea as well to help take out the depots). It will also make it harder for the Germans to bring up additional forces and commit reserves to battle. The German generals on the ground discovered very quickly that Allied airpower in Normandy was a game changer. This becomes very clear very quickly in the final Liberation Trilogy book The Guns at Last Light. The massive Allied airpower stationed in England in 1944 makes this intensive interdiction strategy possible.


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RE: Amazed at the german invasion response - 12/30/2014 10:31:46 PM   
Belphegor


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Oop. Sorry. I have no issue with Pelton's response. He advanced to the beach but didn't/wasn't able to attack; likely built up divisions from regiments guarding beaches nearby as he can assume that this is my primary invasion. I didn't move him too far in the next turn but I did move him back and have begun building up on the invasion site.

My point was that a human was capable of reproducing what the AI did without having to cheat. And I offer it only as an example. Yes it is/no it isn't (broken) arguments are tiring. If players put more into playing and providing concrete examples and less into rhetoric we could truly find out if there were issues.

I can't do it thus it is broken isn't really proof (this is not aimed at anyone incl the OP)

edit: add to the information on the subject whether it supports your claim or not and let people decide with the weight of examples.

< Message edited by Belphegor -- 12/30/2014 11:38:25 PM >

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RE: Amazed at the german invasion response - 12/31/2014 1:40:00 PM   
Chris21wen

 

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In real life the Allies had taken out most of the bridges across the Loire and Seine, virtually isolating the landing sites from anything south or east of the rivers.  Even with the German ability to build bridges it still took units a long time to get to the area, over two weeks in many instances when the journey should have took three to five days.  Your landing took place east of the Seine and with no large rivers between there and the Pas-de-Calais.

I've not got anywhere near playing the Normandy invasions so I don't know if the Germans have any movement restrictions placed on them so they can't move and I can't remember when it was that the German generals finally persuaded Hitler that the landings were the real thing so ignoring these I believe it is possible for the Germans to get considerable numbers to the landing site within the first week despite the heavy Allied interdiction.

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RE: Amazed at the german invasion response - 12/31/2014 6:43:10 PM   
mariandavid

 

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Well let's be honest: In the REAL world the reasons why the Germans did not have 6 panzer, 1 panzer Gren and 5 infantry divisions jumping on the Allies one week after they landed in Normandy were:

- Hitler was an idiot (I assume we do not want the AI to be an idiot)
- The British due to Enigma and XX were able to fool the Germans into placing their mass and reserve mass north of the Seine - which is, incidentally, the only reason why that Allied air interdiction was so effective.

Presumably an intelligent AI, knowing the game rules, would
- place infantry/forts along the dangerous beaches - those closest to its resources and VP's
- place motorized at maximum distance from a beach that could be reached against allied air interdiction.

Hence I suspect the German reactions we are getting.

Note in passing - throughout WW2 both the RAF and USAAF greatly (impossibly) exaggerated the actual effect of their interdiction efforts. Operation Stranglehold in Italy is the best example - a narrow peninsula, absolutely, utterly overwhelming air superiority and yet when the result was evaluated and the spectacular (and often pictured) bridges and trains blown up taken into account - the effect was actually minimal both in troop movement and supply transfer. I suspect that were it not for the Seine bridge blowing its value in the Normandy case would have been equally minor.

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RE: Amazed at the german invasion response - 12/31/2014 7:19:30 PM   
Bamilus


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Thanks for the detailed reply, Joel. Love the game but currently biting into WITE right now until the teleportation and other AI issues get resolved.

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RE: Amazed at the german invasion response - 12/31/2014 7:56:28 PM   
Duck Doc


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My understanding from reading is this "propensity for destruction" was typical. Given enough notice any usable facility or item was either blown apart or rigged as a booby-trap by withdrawing Germans. They were masters at the process. Ports were demolished when possible. Wouldn't you?

I don't want to derail this thread either but thought it important to point this out.

quote:

ORIGINAL: Fallschirmjager

What also may need to be looked at is the German propensity for destruction. In almost every port they left, it was so thoroughly wrecked as to be unusable for weeks/months.

Both issues sound serious. And I do not want to get this thread off topic.



< Message edited by Dale H -- 12/31/2014 8:59:27 PM >

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RE: Amazed at the german invasion response - 1/12/2015 12:17:34 PM   
Balou


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quote:

ORIGINAL: Joel Billings

My understanding is that units moving toward the front line from the rear will follow the basic rules and be impacted by interdiction.



Any news ? Following your suggestions, and besides interdiction, ground attack etc, I flattened every rail line and every railyard in a 10-15 hex radius around the beachhead in Brittany for 8 weeks with no apparent impact on Axis movement capabilities. Playing without FOW to better see what's going on, it became clear that nearly the whole of France gets empty of Axis troops within my landing turn. Awesome ridiculous.

What's more, all these troops seem to dig faster than any Soviet unit I've seen in WitE. OK, in your view the AI may need some sort of teleporting, but do they need turbodigging as well ? Same thing in Italy: while bypassing a static front in southern Italy with a landing in Anzio, the whole Axis front removes and within 1 turn all Axis troops find themselves in a new frontline far north in level 1 forts (in previously unmanned positions). I better hire german expatriate engineers to tell the Allies how to handle shovels.


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RE: Amazed at the german invasion response - 1/12/2015 12:40:41 PM   
Peltonx


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quote:

ORIGINAL: Joel Billings

I'll keep an eye out for those saves as I'd really like to see the situation on the German side after the invasion and see what the AI does vs what a human player could do.

We've taken several shortcuts with the AI movement. The AI cannot analyze the situation like a human player. Even if it could and tried to, it would make the AI phase take much longer than it already does. So Gary strives to build an AI that does not play by the exact rules that human players do, but also doesn't take advantage of it to the extent that it's obviously cheating and doing things a human player can't do. My understanding is that units moving toward the front line from the rear will follow the basic rules and be impacted by interdiction. I just confirmed that this is Gary's understanding as well. We're not sure about the units getting on and off trains and how much it pays for this so there might be some cheat there, but Gary says the AI will try to get off the trains outside of heavily interdicted areas and march in. Units on the front line or within a hex of the front can do what we call the shuffle dance and reposition along the front without being hit by interdiction. This shuffle is a late phase adjustment that tries to balance the forces along the lines. We found that this kind of shuffle is very important for the AI, and is just too difficult and time consuming to make the AI follow all the movement rules and suffer interdiction. Even with the shuffle, the AI isn't as smart as a human player and often leaves weak points. In addition, the AI suffers horrible command penalties in combat because it doesn't do as good a job keeping command integrity with its units as a human can. This also weakens it's chances at reserve commitments.

Gary has already worked on reducing the amount of teleporting of units from bad situations based on several saves we received that showed us how this could still happen. The bottom line is that in order to provide a decent opponent we have to do some cheating. But we work hard at trying to limit the cheating to moves that come close to the net results that a good player could do. When we get clear cases of the AI going too far, we try to fix the AI to avoid the obvious cheats. It's a balancing act, and getting saves from players helps us improve the game. Without a save, I can't say whether this case was a case of overt AI cheating or just a good reaction like Pelton's in Belphegor's screenshot. A lot depends on just how much interdiction you have placed down and how deep it is behind enemy lines. The D-Day campaign is a case where good deep interdiction can make it difficult for German units to get to the front on the first turn (and those that do get to the front do arrive somewhat shot up).

In Belphegor's case, all I can say is that Gary's answer would be to use heavy interdiction on the front and to the rear. This will make the front line Germans susceptible to attacks and allow the Allies to expand the beachhead. It will also make it very hard for the Germans to counterattack. It will also blow up freight moving to and from depots (hitting the nearby railyards is not a bad idea as well to help take out the depots). It will also make it harder for the Germans to bring up additional forces and commit reserves to battle. The German generals on the ground discovered very quickly that Allied airpower in Normandy was a game changer. This becomes very clear very quickly in the final Liberation Trilogy book The Guns at Last Light. The massive Allied airpower stationed in England in 1944 makes this intensive interdiction strategy possible.



The rail lines are not being hit very hard by WA's.

I always keep a reserve of 3-6 panzer divisions on trains, yes sitting on trains.

This way they can rail about any place on the map as long as they are in center France slightly to the south.

I also have a net work of depots so supplys are not an issue defending as long as I manage my trucks.

Historically WA's pounded Frances road and rail net work for 4+ months ( zero bombs on Germany), why players think they can bomb Romania, Germany, Italy and France thinking they can slow the Germanys response to invasions is Middle Earth.

The air engine is just about perfectly historically, so players have to simply do what was done historically.

Stop bombing everything and focus on the invasion.



< Message edited by Pelton -- 1/12/2015 1:41:37 PM >


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Beta Tester WitW & WitE

(in reply to Joel Billings)
Post #: 29
RE: Amazed at the german invasion response - 1/12/2015 1:36:33 PM   
Smirfy

 

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Joined: 7/16/2004
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Totally incorrect it only took the Allies a month to smash the network. bomber Command was bombing Germany in force nightly until the 27/28 April it even managed the bomb Germany in force again three nights in May.



< Message edited by Smirfy -- 1/12/2015 2:39:05 PM >

(in reply to Peltonx)
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