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UPDATE5 - WIP - 02/08/2018

 
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UPDATE5 - WIP - 02/08/2018 - 1/24/2018 3:12:04 PM   
Peter Fisla


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Hi All,

I have started working on UPDATE5, I have the following features done:

1) Added native 4K resolution

2) Added new special command "ATTACK HEX" to AI when AI set is to ADVANCE. This feature allows a unit assigned with this command to attack and defend a specific hex only. This feature will allow the scenario designer a great control over AI units. This feature is currently available in the game to AI when AI is HOLD, the special command is called "DEFEND HEX".

3) AI leaders with no additional personnel units in the same hex will now try to move to a hex with broken units or good order units in a hex without a leader. [January 31, 2018]

4) Implemented AI Medium and Heavy Machine Guns long range fire, in AI Fire Segment, AI Defensive Fire Segment or AI Defensive Fire during Player's Movement Segment. In addition, only if AI is on HOLD (meaning AI is defending in a scenario) and if an AI personnel unit does not have special ATTACK command.

5) Eligible Ordnance, AFVs having ability to fire smoke rounds in AI vs human player scenarios. - work in progress.

< Message edited by Peter Fisla -- 2/8/2018 4:25:31 PM >
Post #: 1
RE: UPDATE5 - WIP - 1/24/2018 4:06:55 PM   
rico21


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I don't know if it is a good thing.
Seen Before this update UP844 didn't win any scenarios.

(in reply to Peter Fisla)
Post #: 2
RE: UPDATE5 - WIP - 1/24/2018 11:14:19 PM   
UP844


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Thanks for the update, Peter! Both 2) and 3) will open new possibilities.

Any chance to see AI infantry firing at long range? (Yes, I know I sound like a broken record, but I think this is The Flaw requiring attention).

_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

(in reply to rico21)
Post #: 3
RE: UPDATE5 - WIP - 1/25/2018 3:33:17 PM   
fuselex

 

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Looking forward to the update peter.
Any comments to help improve the AI benefits all.

just posting a pic of how i would imagine AI long range fire to actually effect a scenario
The rules i play by may not actually be the Toth rules, so any corrections are welcome , especially step 2

step 1 - german unit moves , russian unit fires at long range with a firepower of 2
step 2 - german unit moves and i think the russian unit can take a second shot at half firepower which would be 2 again.

I would feel reasonably comfortable moving that german unit through step 1& 2 if the AI was programmed for long range fire.
Not so comfortable moving the german unit into step 2 if there was no long range fire .

As the game progresses these things i`m sure will be looked at , but at this point i think the long range fire for the AI will make the game
easier for the player.

The key to overcoming the pro`s and con`s ,I believe is held by the scenario designers ,





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RE: UPDATE5 - WIP - 1/25/2018 3:43:03 PM   
rico21


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1- AI long range fire for support weapon- OK
2- If you want an offensive AI, don't search it in firepower but in the speed.
Allow AI squad to do foot movement x2 and you can start to be afraid.
I made an analogic mod in Battle Academy to boost AI.

(in reply to fuselex)
Post #: 5
RE: UPDATE5 - WIP - 1/25/2018 3:53:41 PM   
UP844


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Perhaps I have been misunderstood: I never said the AI must always take any low chance hit at long range. Currently, however, it never takes a hit a long range, and this makes playing TOTH much easier than it could be. Despite what Rico says, I don't get all those Major Victories with impressive loss ratios by sheer luck. My units fire at the enemy (as they are supposed to do) and the AI fires far less often (let's not forget the AI almost never fires when its FP are halved: have you ever seen moving or pinned AI units fire?).

The current absence of long range fire means the human player can safely stay out of the normal range of the enemy infantry and play firing squad with 100% certainty that he will not receive any fire. He can also merrily move in the open (a thing I learnt to avoid the first time I played SL back in 1977). Would any human player refuse to fire in a similar situation?

On a side note, in the example you reported, the Russian squad will fire 2 FP, but with a -2 DRM: a roll of 8 or less (72.2%) will have some effect on the target. I wouldn't throw away such a chance.

Moreover, did you ever notice an AI unit moving towards your units, survive Defensive Fire and not firing? This means it will have to endure another Fire Phase before it can fire (provided it survives).

Finally, I still wonder why AFVs always fire after moving (with abysmal chances to hit, +4 for moving and +1 for being BU).

_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

(in reply to fuselex)
Post #: 6
RE: UPDATE5 - WIP - 1/25/2018 3:55:15 PM   
UP844


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quote:

ORIGINAL: rico21

1- AI long range fire for support weapon- OK
2- If you want an offensive AI, don't search it in firepower but in the speed.
Allow AI squad to do foot movement x2 and you can start to be afraid.
I made an analogic mod in Battle Academy to boost AI.


1 - Why support weapons and not infantry?
2 - Since when movement kills (or at least hurts) enemies?


_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

(in reply to rico21)
Post #: 7
RE: UPDATE5 - WIP - 1/25/2018 4:27:18 PM   
rico21


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My vision of the fight is that while a squad goes on the assault of an enemy squad, a friendly squad uses his support weapon to do some suppression on the target squad.
I invented nothing, it's the theory of fire and movement.




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RE: UPDATE5 - WIP - 1/25/2018 4:28:18 PM   
fuselex

 

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once again Up844 .
just in your replies , you have given so much information.
The example above I posted was how I thought long range fire would work .




(in reply to UP844)
Post #: 9
RE: UPDATE5 - WIP - 1/25/2018 5:07:38 PM   
UP844


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@ Fuselex: the issue involves more than long-range fire. Just try playing any scenario and take note of how many times you and the AI fire (excluding AFVs).

@ Rico: I fully agree with you. I think you will agree that applying the fire-and-movement theory when nobody is firing at you is much simpler . Here, we call it a massacro (in English: massacre), not a battle.

_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

(in reply to fuselex)
Post #: 10
RE: UPDATE5 - WIP - 1/25/2018 5:47:03 PM   
Peter Fisla


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I will look into AI personnel units using long range fire and see what I can do.

(in reply to UP844)
Post #: 11
RE: UPDATE5 - WIP - 1/26/2018 11:14:47 PM   
genesismwt


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The trick to this game is to get your opponent(AI or human) to take bad shots to open up maneuver opportunities for your other units. I find that in most situations, the AI will take the first shot that presents itself and will continue until it has run out of shots, or the unit is broken/eliminated. The AI sometimes passes on half squads, or shots at moving vehicles when the gun has to change its covered arc, but I feel that I can always count on a full squad being fired upon, if the AI can. I think it was addressed before that the decision was made to limit the ai to normal range due to this tendency. I am only stating my observations. I certainly welcome any upgrades to the AI to make the game more challenging.

In answer to why to take a low percentage shot with an AFV in the AF segment? It's to set up that -1 acquisition in your next DF segment(provided you survive!) The thing I recommend is to take the shot with normal ammo, unless desperate, then use a specially ammo in the following segments when you do not have a movement penalty. The chance to break the gun is the same whether its a low percentage hit chance or a high percentage shot.

And a shout out to Rico! I love the use of Battle Front to illustrate fire and maneuver.

On a side note, would Tom Hanks been better served by Molotov cocktails than "sticky bombs" in Saving Private Ryan? (It always bugs me by how many times he has to go on about sticky bombs in the movie)

< Message edited by genesismwt -- 1/26/2018 11:24:40 PM >


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The game is afoot!

Mike

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RE: UPDATE5 - WIP - 2/2/2018 12:27:52 PM   
UP844


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Rico's last work (Lenin's Sons), played with the Russians at Very Hard level. The scenario ended in a Minor Victory for the Russians (no way to take a B** leader with three SS squads and a MMG without an adequate number of "human resources" .

This is a perfect case showing why the AI needs to be much more trigger-happy than now.

In the woods, the Russians easily repulsed the much larger SS/Engineer force because when the Germans advanced adjacent to the Russians, they took three fire phases before being able to reply (provided they survive, not a likely chance ), i.e.:
Russian Defensive First Fire (doubled for range, with -1 DRM for moving target)
Russian Final Fire (halved for FF, doubled for range)
[No German advancing fire, which should have been a 1/2 FP, doubled for being adjacent, +1 FP per squad as both SS and Engineers have Assault Fire capability]
Russian Fire (doubled for range)

In the right, an inconclusive firefight between Russian Group A and German Group B went on for most of the game. A human player would have quickly dispatched the Russian MMG within a couple turns, adding the three SS squads to his fire and enhancing his chances by 20%.

The Russian light mortar on the right provided an alternative target for the German Group B and contributed to the survival of the Russian Group A . It sometimes managed to pin a squad, but never the MMG-armed one .







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_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

(in reply to genesismwt)
Post #: 13
RE: UPDATE5 - WIP - 01/31/2018 - 2/2/2018 1:53:44 PM   
rico21


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To balance this scenario I had to remove the Russian Demolition Charges because any AI unit carrying DC does not fire on the enemy.

(in reply to Peter Fisla)
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RE: UPDATE5 - WIP - 01/31/2018 - 2/2/2018 2:44:12 PM   
Peter Fisla


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I continue to work on UPDATE5, someone mentioned that lone AI leaders don't do anything. Thanks for the feedback, I have now modified the AI code. A single AI Leader in a hex will now try to move to a stack of broken units without a leader, if there aren't any (within 12 hexes) then AI will leader will try to move any hex with AI personnel units without a leader.

Please continue to report on AI behavior, I'm looking for a noticeable obvious patterns that I can improve upon. I read all your feedback :)

See the challenge I have is this, the AI has to be able to handle any situation because the AI is not exactly scripted and the user can create any kind of map in the editor. I have now added special command when AI is on ADVANCE to only attack and hold a specific hex on the map (for UPDATE5). I know the AI is not perfect and I will try to make it better for the future. If the game maps were fixed then I could make the AI better but then users will get bored playing on the same maps over and over again. I also didn't want have AI too scripted as the scenario designer would have to spend a lot of time creating scenario.

Thanks for your support guys!

(in reply to rico21)
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RE: UPDATE5 - WIP - 01/31/2018 - 2/2/2018 3:30:07 PM   
rico21


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Enjoy all your efforts. Are aware of the difficulties encountered. Do not believe in miracles but in work and perseverance.

Possibly to make two variants for the same scenario, one for the AI in defense (Lenin's Sons), the other for the AI in attack (Lenin's Sons 2).

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RE: UPDATE5 - WIP - 01/31/2018 - 2/2/2018 4:46:31 PM   
UP844


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Peter, let me first thank you for your dedication to this game.

As anybody around here knows, the major issue with AI is its inability to fire other than at full effect: pinned units, moved units, units with targets at long range do not fire at all. This greatly reduces the amount of firepower the AI delivers at the human player units.

I understant that sometimes the AI has to decide whether firing or not (e.g. firing now or moving later in the Fire Segment or firing now or waiting for a better target in the Defensive Fire Segment). In the Defensive or Advancing Fire segments, however, the eligible units can only fire at the enemy with no consequences on their later actions, but most times the AI does not fire.

On a side note, I think that a more "trigger-happy" AI would also make life easier for scenario authors.

As for AI behaviour, I do not know if and how it is feasible, but would it be possible to set some "waypoints" (VP hexes with no VP values) so as to define one or more "advance routes" for the AI? Units could then be assigned to one or more paths during scenario creation and this can lead to interesting situations.

The usual AI advance route is "damn the torpedoes, full speed ahead" (red arrow in the map).

Let's suppose, however that we could assign an attack path to AI units: units assigned to the A-B path - by way of example - will make a wide left flank move before moving towards the VP hex; most forces are assigned to A-B and C-D path, the AI will attempt a double pincer attack.

Taking this one step further, if multiple paths can be defined the AI will become even more flexible: e.g., if half the units are assigned to "A-B" or "none" and the other half is assigned to "C-D" or "none", the AI could make moves ranging from its classic frontal attack to a single or double flanking move.




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< Message edited by UP844 -- 2/2/2018 4:47:18 PM >


_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

(in reply to rico21)
Post #: 17
RE: UPDATE5 - WIP - 01/31/2018 - 2/8/2018 4:15:21 PM   
Peter Fisla


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Alright, MMG/HMG long range fire has been implemented...see point #4 in my first post.

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RE: UPDATE5 - WIP - 01/31/2018 - 2/8/2018 4:21:37 PM   
fuselex

 

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haha , democracy at it`s best ,
Wearing down the opposition
this could be very interesting

< Message edited by fuselex -- 2/8/2018 4:27:58 PM >

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RE: UPDATE5 - WIP - 01/31/2018 - 2/8/2018 4:41:41 PM   
rico21


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RE: UPDATE5 - WIP - 01/31/2018 - 2/9/2018 8:31:51 AM   
Big Ivan


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quote:

ORIGINAL: fuselex

haha , democracy at it`s best ,
Wearing down the opposition
this could be very interesting





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Blitz call sign Big Ivan.

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RE: UPDATE5 - WIP - 01/31/2018 - 2/9/2018 12:34:56 PM   
UP844


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Peter, don't shoot on me, but adding long range fire for MMG/HMG's only will essentially have no impact on the game, because such weapons:
1. have a normal range between 12 and 16 hexes: given the usual visibility ranges, they already fire at such ranges. Only the shorter-ranged ones (Russian MMG/HMG) will gain some extra fire opportunities.
2. cannot fire after moving: the failure to fire in the Advancing Fire Segment does not affect them anyway.

What makes the AI such a wimpy opponent - in my opinion, though the majority here seems to enjoy the current "Malmedy Massacre" playing style - is its utter inability to fire at reduced effectiveness. This includes - but is not limited to - long range fire: the AI also won't fire in the Advanced Fire Segment (whether after the units moved or not) or when Pinned (and this makes the effect of a "Pin" on AI units much more severe).

Of course, the above rambling does not include AFV, which fire wildly even with abysmal to-hit chances. Sometimes, the AI target selection leaves me a bit puzzled, but this is another story (I saw an AI SU-152 with a Tiger 2 hexes away firing at a Pz III 14 hexes away, with several intervening hindrance hexes ).

I am not worn, but the imminent release of Check 6! should take me away at least for a while.



_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

(in reply to Peter Fisla)
Post #: 22
RE: UPDATE5 - WIP - 01/31/2018 - 2/9/2018 5:16:27 PM   
Peter Fisla


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In Advancing Fire Segment, all weapons effectiveness is reduced by 50%, as you are basically firing a weapon after you moved/run. By adding long range, a weapon effectiveness is further reduced by by additional 50%. Therefore Light machine guns would loose too much firepower and be essentially ineffective. Never mind the fact that you can break your weapon every time you fire, so there is just more risk without much benefit.

Most of the Ordnance, vehicles do not suffer from long range reduction because their effective range is roughly the size of the whole map.

Here is how I approach changes to the game: I'm a single developer working on a game that already has 500K+ lines of code, out of which about 100K+ is AI alone. Therefore I have to be very careful in terms what changes (and how much) am I going to make to the game. I can't afford to make changes that to the game that will not surely give me the result I'm looking for. I can't take the chance on implementing something big that can potentially destabilize the game, I don't want to break anything. I want to make sure that all the changes I make will actually make the game better. So in that sense, I have to think of evolution rather than revolution - I hope you get my meaning. I can't afford to spend 6 months working something that I'm not 100% sure if it's overall going to benefit the game or not. You see, with every new feature I implement, not only do I only on work on the positive path of a feature but I also have to cover of all the wrong things that may happen, I need to explore and cover of all potential negative impact. So every new feature requires proper analysis, design and developmention.

So I have to think of smaller solid steps that will overall in long run contribute make the game better. I believe from where I stand, each UPDATE I have released to the game so far has positively impacted the game overall - I want to continue in that direction.



< Message edited by Peter Fisla -- 2/9/2018 5:18:08 PM >

(in reply to UP844)
Post #: 23
RE: UPDATE5 - WIP - 01/31/2018 - 2/9/2018 6:09:00 PM   
UP844


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Peter, I greatly appreciate the great work you have done, working all alone on this project. I never, ever stated the updates were useless. My remarks are due to my great love of this game, otherwise I would have shelved it a long time ago together with other bad purchases.

But, excuse me, I think we have a major misunderstanding here: AI units do not fire any time their firepower is reduced.

This means they:

> never fire at long range (this allows a clever human player to fire from just 1 hex over the enemy normal range, or to move in the open with the sure knowledge the AI units won't fire at his units)

> never fire after moving (this means they will have to survive the subsequent Fire Phase before being able to reply)

> never fire when they are pinned (making a pin a much more severe result than it is for human units).

The case you take an example (a moving LMG at long range) implies a double halving of FP. I don't know if I would fire, but the AI certainly won't and this is the point. A human player already has the advantage of being smarter than the AI: I do not pretend the AI should do feints or other smart moves, but currently, AI-led SS are as dangerous as a bunch of Hare Krishna.

Am I the only one here who thinks that there is an issue with the AI? Some time ago I took the pain of recording how many times the AI fired during a scenario, playing it from both sides. The few reactions were something like "Oh, yes, interesting, but when will be able to have the Latvian SS squads or the Sd Kfz 254?".

With appreciation

Carlo




_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

(in reply to Peter Fisla)
Post #: 24
RE: UPDATE5 - WIP - 01/31/2018 - 2/9/2018 6:16:55 PM   
Peter Fisla


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I didn't criticize your feedback either, I was just trying to explain what I do and how I do it. I'm very much open to feedback and I will work towards making the game better.

cheers!

(in reply to UP844)
Post #: 25
RE: UPDATE5 - WIP - 02/08/2018 - 2/9/2018 6:28:26 PM   
rico21


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I propose a new code AI

FUNCTION StartTurn(UP844)
{
int targetx ;
int targety ;
int time ;

if (GetTurn() == 1 )
{
PreBattleSetup () ;

AddRandom(28, 37, 27, 43, 38, 44, 4, 1, 1, "tactactactac") ;
AddRandom(21, 49, 24, 42, 30, 41, 4, 1, 1, "boomboomboom") ;
}
else
{
if(side == anybody)
{
// Check if any victory conditions are met
VictoryConditions() ;
}
}
}

(in reply to Peter Fisla)
Post #: 26
RE: UPDATE5 - WIP - 02/08/2018 - 2/10/2018 11:22:28 AM   
Paullus

 

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Rico, Hilarious

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For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus

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RE: UPDATE5 - WIP - 01/31/2018 - 2/10/2018 1:23:31 PM   
Paullus

 

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UP844 you are presenting your thoughts very well. Thus giving Peter the information he needs to consider the changes/additions you like. These kind of threads, and there are more, makes the game develop in a great way.

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For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus

(in reply to UP844)
Post #: 28
RE: UPDATE5 - WIP - 01/31/2018 - 2/10/2018 2:31:46 PM   
UP844


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OK folks, I played training scenario 1 on both sides.
Every time the human player or the IA fired, I took a written note of the fire type according to range and movement status. I forgot taking note of how many times firing units were tired or pinned : I only once noticed a pinned IA unit firing.

The tables below provide the cold numbers.
"mixed" indicates a fire where part of the units - usually MGs - fire at normal range and the rest - usually squads - fires at long range:
"effective fires" indicate those fire that caused at least a "pin" result.

German human vs. US IA.
Major German victory.
German losses: 2 Squads, 1 HS
US losses: 4 squads, 1 HS, 5 Ldr

German (human) fire type:
Point blank 2
Point blank after moving 3
Normal range 15
Normal range after moving 8
Mixed 4
Mixed after moving <none>
Long range 8
Long range after moving 6

Total fires: 46

Effective fires: 13 (28.2%)

US (IA) fire type:
Point blank 3
Point blank after moving <none>
Normal range 22
Normal range after moving <none>
Mixed <none>
Mixed after moving <none>
Long range <none>
Long range after moving <none>

Total fires: 25

Effective fires: 4 (16%)

The US force was virtually annihilated at the end of turn #5. Only 1 squad survived until the end of the scenario, but it was broken an with no leaders remaining.
IA fired 25 times vs 46 human fires (the human fired 1.84 times for every time the AI fired).

German IA, US human.
Major US victory.
German losses: 4 HS, 1 Ldr
US losses: none

German (IA) fire type:
Point blank <none>
Point blank after moving <none>
Normal range 6
Normal range after moving <none>
Mixed <none>
Mixed after moving <none>
Long range <none>
Long range after moving <none>

Total fires: 6

Effective fires: 2 (33.3%)

US (human) fire type:
Point blank <none>
Point blank after moving <none>
Normal range 18
Normal range after moving 1
Mixed 2
Mixed after moving <none>
Long range 25
Long range after moving 3

Total fires: 49

Effective fires: 19 (38.7%)

The German force never managed to come into normal range of its infantry squads. The 6 fires all come from the LMGs. The AI suffered few losses, but most of its units were broken and hidden in the bottom part of the map when the scenario ended. A couple leaders advanced all alone, but this issue has already been fixed by Peter. The only casualty the US force suffered was a broken (and promptly rallied) squad.
IA fired 6 times vs 49 human fires (i.e. the human fired 8.2 times for every time the AI fired).

My final two cents:
- on the defense, the AI fired much more than on the attack, but this is mostly due to the time constraints that force the German player to advance quickly to take all the VP hexes;
- on the attack, the amount of firepower the Germans delivered on the US defenders has been negligible (see next note). The US "normal range" fires (18 out of 49) all come from the MG, as no German unit ever arrived within 4 hexes of the US airborne squads, which always fired at long range (with excellent results against units moving in the open );
- the Germans have a 50% advantage in raw firepower (6 SS squads @ 6 FP = 36 FP + 4 Fsj squads @ 5 FP + 3 LMGs @ 3 FP = 65 FP vs. 5 Abn squad @ 7 FP = 35 FP + 1 MMG @ 4 FP = 39 FP). The SS squads also enjoy a slight range advantage over the US airborne squads;
- notice how the AI never fires after moving. In other games I noticed it almost never fires after moving even when its units are adjacent to the enemy;
- on the other hand, the same AI unit fires both as First Fire and as Final Fire (and, again, as Final Protective Fire) even tought the last two fires are made at half FP (doubled for FPF).

Thanks for your patience.

_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

(in reply to Paullus)
Post #: 29
RE: UPDATE5 - WIP - 01/31/2018 - 2/10/2018 2:40:47 PM   
Big Ivan


Posts: 1963
Joined: 6/9/2008
From: Mansfield, Ohio USA
Status: offline
Those are very revealing numbers UP844!It definitely says something about the lack of fire combat from the A/I.

I'd like to try this with one of my designs to see if I get the overall same or close to percentages.

Thanks!

_____________________________

Blitz call sign Big Ivan.

(in reply to UP844)
Post #: 30
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