UP844
Posts: 1662
Joined: 3/3/2016 From: Genoa, Republic of Genoa (occupied by Italy) Status: offline
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One squad deployed as two HS should suffice: the more units you have, the more you are subject to OOC, and the last thing the German needs is being unable to move (but see later ). I think the most difficult thing to achieve in this scenario is having the Russian react properly. I suppose the lack of any VP hex makes this task especially hard, and I have no clear idea about how to solve the issue. If the AI attitude is set to "HOLD" or "NOT DEFINED", AI-controlled Russian will not move at all, even if Germans show up in the village and start a firefight with any unit they meet. I did this twice and I expected to be overwhelmed by Russian, but none of them appeared and no "infantry marching" sound was heard. I ultimately lost anyway, because I was unable to exit in time. If the AI attitude is set to "ADVANCE", they AI will start its usual rush to the Exit hexes starting from its first turn even if no German units have been sighted. I managed to arrive at the Exit hexes first (thanks to the leaders and a liberal use of Double Time) and then I wiped out incoming Russians until I get tired and exited all of my units. On another occasion, I set up the Germans in the top right corner of the map, out of sight from the Russians, and on the first Russian Movement Segment I hard them moving en masse. I also tried giving VPs to the Russians for eliminating German units, but the AI does not seem interested at all in gaining VP this way . The addition of some AI-only units with special orders could be helpful, even though I don't like too much this approach.
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