Big Ivan
Posts: 1963
Joined: 6/9/2008 From: Mansfield, Ohio USA Status: offline
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quote:
ORIGINAL: fuselex Generally I take the attacking side , the AI I find is better at defending. The OOC rule on hard level can be a real pain in the butt attacking , The one stack you really want to move decides it`s a bit busy and won`t go anywhere , But a lot of scenario`s I have managed to win have come down to the other side going OOC , enabling my units to rush their position. The best piece of advice I have gleamed from the forums ---- You win by your feet , not your guns ( something like that ). Normal difficulty the opposition doesn`t go OOC , Just wondering what others think? fuselex, I pretty much go with normal difficulty in the few scenarios I have played thus far. I remember trying one with hard difficulty but in the end I won because at the crucial time in the scenario, one turn to go the two best stacks for the A/I went "Out-of-Command". I was able to rush the objectives and win. I also agree whole heartedly with your statement that the A/I is better on defense than offense. There was one scenario, "Budapest under Siege" where the Russians start out on the offense but then at some point must convert to defensive tactics because heavy German armor comes in to try and turn the tide. In this one as the Russians I was able to clear the Germans defending in the town with the big help of a critical hit on the building where the German 10-3 Major was standing. After that I turned my attention to the German armor coming in from the top edge and quickly scored a critical hit on a JgPz V. After that the German tanks seemed to slow down on their advance. I hit a Hetzer up forward no less than 7 times and only immobilized it. In the meantime the other German armor zeroed in and much to my chagrin I lost 5 T-34/85's and 1 SU-100. But alas the scenario was mine because well, the A/I ran out of time and wasn't aggressive enough! Because of situations like this I echo some of the sentiment in other threads that the A/I needs some work. It needs to be a lot more aggressive if that is possible and it should be programmed to take at a higher probability but still random, the most opportunistic shot (highest probability of success). If the A/I is improved to the point of giving a decent showing of itself in normal mode, the difficulty levels won't matter as much. I do confess I have not tried a scenario on very hard difficulty but just to see what the sauce is made of, I will. Maybe one of the stock scenarios or one of Rico's masterpieces! Good thread, thanks for getting it started! Cheers!
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Blitz call sign Big Ivan.
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