Zug
Posts: 66
Joined: 11/2/2018 Status: offline
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quote:
ORIGINAL: Chris21wen If your playing the AI you should alway control your more adventurous play, such as taking cities in the way ZUG suggested. The AI is incapable of combatting such play. That's a fair point, and I think the sort of house rule that's good to use once you've crushed the AI once or twice. Or to bump up the settings to give the AI a boost, and then perhaps it would punish these sorts of lunges more regularly. The first grand campaign I played was 260-point and with FoW off. I used these sorts of operations several times, once I realized they were possible. It resulted in Kiev falling on turn 3 and Moscow on turn 7 for example (along with the production), and was possible only because the AI didn't properly defend those cities, nor did it aggressively attempt to seal the thrusts off, as it was more interested in escaping encirclement, or so it appeared. That campaign ended in June '42 and could have ended in 1941 if I had played better. I had botched the AGC rail line, and partisans later cut it as well, slowing down the advance in the center and I went in to the blizzards sitting on 255 points. So it could have be over by then with better play. It's 'exploiting' the AI, but then again, that's a goal of operations, to exploit the enemy where he is weak. House rules are good when it's no longer fun to beat the AI so easily. That hasn't happened for me yet The second one is 290-point, with FoW on. I feel I've played better, but so has the AI. The AI was able to evacuate Moscow which is a big difference, but still we captured a good deal of production through the campaign. Despite that, the only thing I feel we've really hurt him with is manpower. All of the tank and aircraft factories we've taken hasn't prevented the AI from continuing to crank them out turn after turn. This campaign is at 286 points in September 1942, and will probably end after the mud. These operation are fun, and test the AI, show me what's possible, and to gauge AI reaction to various events. For me, the main benefit of these moves is that it often compels the AI to perform a strategic withdrawal when a city is taken relatively far behind the lines. It pulls a long length of line back, allowing an uncontested advance. The biggest gains come from this. I know from reading AARs that a human opponent wouldn't withdraw but attempt to pinch it off. And sometimes the AI does too, successfully even. The AI gets knocked a bit, but so far I've found that the Russian AI plays well, making sensible moves, in sensible places. I feel that it gets beat not necessarily because of bad decisions or play, but because of the limitations of being the Soviets in the first year of the war. As a new player I've been impressed by it actually.
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