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Strategy Review - 6/5/2001 5:26:00 AM   
DFourthHorseman

 

Posts: 17
Joined: 4/29/2001
From: Location?
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Hi. No matter what some people say, the AI in SPWAW isn't smart at all. Here are ways that I defeat them (or people new to SPWAW). -Sometimes I would flank them with paratroopers and infilrators. This is especially useful against some human players, who would place all their units at the border during defend and delay battles, and some would place 20 artillery pieces into 5 squares. So when I play on hard or medium, in a engage battle, I'll time it to about the 10th turn where I'll need some distraction, just 2 platoons will take over the rear victories, making the AI turn back, exposing their rear to me :) . This has worked over and over as long as you time when the troops come in. -The AI can't seem to use the concept of smokes very well. Here's what I do, on any map, but defend and delay are the best examples, it only works on high visibility battles. If you turn the thing to hard, you'll be in trouble. I like playing as the US because of 0.1 priority fire. So I get about 2/3 of my units in d front, the other are reserves. When the enemy come, since the AI sends all his halftracks in the front, once a good amount is in the front, I fire the smokes between the halftracks and the tanks. Now I can kill all the tracks in a turn without interruption from the enemy tanks. Do this as often as you can, retreat when neccessary. Finally, counterattack with the reserves by going south, another point I like to make. -The AI almost always attack on the north and center, the south is usually free, more or less. So I always get some plts, especially when theres a road there, to go all the way to end of the map and then attack from the flank, killing artilleries, retreating units, and also capturing the victory hexes. There are tons of ways to defeat AIs, a lot comes from real wars. But don't you see how easy it is? It has also come to my attention that the game doesn't allow one important strategy that was used during WW2 if I am correct, I read it somewhere. During WW2 the Germans conquered so much land so quickly not because of their firepower or mass, but their speed. Whenever the leading armor units came to a defended town, they moved around it and let the infantry that follows do the work, this way, the enemy would not have time to put up ataquet defenses before they came. But in SPAW, lets say a low visibility assault battle, when I capture all the hexes with my fast armor with little loss, I shouldnt be forced to go back to the front line and search for the infantries who are just waiting to kill a nice juicy tank. So when I do that, I get losses that could have been avoided. Thanks Ruibing

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- 6/5/2001 8:12:00 AM   
Paul Vebber


Posts: 11430
Joined: 3/29/2000
From: Portsmouth RI
Status: offline
Sounds like your ready to play against real opponents!

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- 6/5/2001 8:47:00 AM   
DFourthHorseman

 

Posts: 17
Joined: 4/29/2001
From: Location?
Status: offline
Yep. No matter how good an AI is it can never matter to the unpredicableness of human players. But I still hope the next patch to include some more AI improvements, especially for the AI to use smokes more and protect their flanks better. Dont get me wrong, this is an excellent game. Thanks Ruibing

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Post #: 3
- 6/5/2001 12:17:00 PM   
Wild Bill

 

Posts: 6821
Joined: 4/7/2000
From: Smyrna, Ga, 30080
Status: offline
Are you playing generated battles or user designed scenarios, Ruibing. We have some good ones out that there that may give you more of a challenge....Wild Bill

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In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant

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Post #: 4
- 6/5/2001 1:41:00 PM   
Bonzo

 

Posts: 676
Joined: 9/3/2000
From: Peace River, AB, Canada
Status: offline
I don't believe that you can plan the arrival time of commandos in v5. Folks felt it was to 'gamey' to be able to tell when and if they would arrive while in the deploy phase so now you pick your spots & take your chances as to if and when they will arrive. Much better now.

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Robert (Bonzo) Lindsay, Webmaster 28th (North-west) Battalion Headquarters Main http://www.nwbattalion.com E-mail

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Post #: 5
- 6/5/2001 9:19:00 PM   
GuntherX

 

Posts: 14
Joined: 12/13/2000
From: Ventnor,NJ,USA
Status: offline
The Russians came from the south last night in a generated delay scenario.Surprised the the hell out of me. :eek: They came with almost all armor too!Luckily I put a platoon of grenadiers down there.DV :rolleyes:

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R.D.

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Post #: 6
- 6/5/2001 10:14:00 PM   
BA Evans

 

Posts: 250
Joined: 5/25/2000
From: USA
Status: offline
You do have control over when you capture the victory hexes. Have your infiltrators wait until the moment is right, THEN capture the victory hexes. BA Evans
quote:

Originally posted by Bonzo: I don't believe that you can plan the arrival time of commandos in v5. Folks felt it was to 'gamey' to be able to tell when and if they would arrive while in the deploy phase so now you pick your spots & take your chances as to if and when they will arrive. Much better now.


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Post #: 7
- 6/6/2001 3:28:00 AM   
DFourthHorseman

 

Posts: 17
Joined: 4/29/2001
From: Location?
Status: offline
Yea. I do try a lot of custom, but I like the ability to have big tank battles a lot. Since infiltrators are so unreliable, I always get at least like 3 sets of cargo plans, planing their flight to avoid aa guns, loading each 2 plans wiz a plt of infantry, I like loading them with engineers, mgs, and at weapons. Droping them at 10th or so turn, it surprises both human and enemy, cuz this is when they r really commited to the battle. Thanks Ruibing

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