berto
Posts: 20708
Joined: 3/13/2002 From: metro Chicago, Illinois, USA Status: offline
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Blunder at Tel Fakhar - 6/5/67 - DAR (solo vs. A/I) Later this year, as Lead Coder for the Campaign Series, it's on my to-do list to review and revamp the games' A/I. To begin with, I want to select a small-map, mid Complexity scenario where one side is static, and defending, while the attacking side has a good mix of mobile and static combined arms. I then intend to teach (code) the A/I to do better, both sides. Learning from that experience, I will then generalize my discoveries, and code, to apply as widely to other situations and scenarios as best I can. For this DAR, I have decided to play the scenario Blunder at Tel Fakhar, Tel_Faher_1967.scn. From the Scenario List section of the Game Manual (p. 132): This scenario is listed as SIDE A (not H2H), so it suits my requirements well. For the initial play-through, and for this DAR, I will play the attacking Israeli Side A, with the A/I playing the defending Syrian Side B. For more background, read the Wikipedia article Tel Faher. So as to preserve the element of surprise, I myself have not read the linked-to Wikipedia article, nor have I otherwise read up on this Six Day War battle, much less played it before. In the course of my extended A/I studies, I do foresee playing this scenario many times over, and to watch the A/I play it automatedly. I intend to know this scenario like the back of my hand. It had better be good! (The scenario, I mean. ) (I have another reason to playtest. I am coming off an intense month and a half period of coding new features into the game (none of which will make their appearance in this scenario, however). I need to personally vet the new code. Hopefully I won't come to grief in the course of this playtest!) From the in-game Scenario Information, it says the scenario is 15 day turns long (1-15[d]), Visibility is generally 6 (1-15[6]; note also that I am playing with the Variable Visibility optional rule toggled ON), the Weather is Light Fog. Scenario author is Jason Petho. Here is the opening situation (with Options > Hex Outlines toggled ON, also Display > Hex Contours toggled ON), and with the Israeli first-turn reinforcements already entered on map (at hex 35,24 on the map's south edge): Note the two Objective hexes, one (Tel Aziziat) worth 200 VPs, and the other (Tel Fakhar) worth 250 VPs. The Victory conditions for this scenario are: Major Defeat - 200 Minor Defeat - 300 Minor Victory - 450 Major Victory - 600 Assuming more or less equal casualties (in terms of VPs), both sides, to avoid Major Defeat I will need to take at least one of the Objective hexes. To achieve Minor Victory, I will need to take both. To achieve Major Victory, I will need to take both, and to kill a lot of the enemy. This being the Golan Heights, there is some elevated terrain. Here is the same scene, showing elevations (Display > Map Elevations (hot key '.') toggled ON, Options > Hex Outlines toggled OFF, Display > Units Off toggled ON): My (Israeli) initial forces are (from the Status > Strength Dialog): The Israeli units to the west -- artillery, HQs & transports -- are all Fixed. I am expecting a steady stream of reinforcements, also arriving at map's center south edge (from the Reinforce > Schedule Dialog): I have four rounds of Smoke, and zero Air Power. The ground forces will have to do the job without aid of the Flyboys. I have opted to play with all Optional Rules toggled ON. Let's go!
< Message edited by berto -- 5/14/2016 3:22:13 PM >
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