ago1000
Posts: 856
Joined: 8/6/2004 From: Canada Status: offline
|
quote:
ORIGINAL: miljkovics In my current game as Japan I had major carrier combat in July 1942 near Port Moresby. I was blocking port and beach supplying my divisions that are besieging Port Moresby, with Kido Butai near Milne Bay. AI reacted with sending 2 CV TFs ( 2 American CVs in one, other one with CVL Hermes and British ships) to attack my ships that were blocking port. As result allies lost 2 CVs, 1 CVL was damaged, 1 BB and 2 CAs and I lost only 1 CL/DD. So far, so good...AI took bait and was ambushed and soundly defeated. Next turn, I also brought baby Kido Butai (4 CVLs and CV Junyo) to mop up...and I was really surprised that another CV TF (2 American CVs) appeared...and both American CVs were sunk, with one more CA and CL. Big victory for me, but I was surprised that this additional CV TF appeared, since I clearly had much stronger CV force there in previous turn (with 3 land based AF in west Guinea bases). AI is set to Experienced/Excellent , with random plans. +1 The other thing it does is stick around instead of retreat until you basically wipe it out. A suggestion I made in an alternate threat was if CVs suffer more than 25%+ damage on an attack, it should switch from fleet mode to raider mode. It's no longer looking for a fight but fleeing. Maybe food for thought for the AI if possible. For now, I'm experimenting with the house rule no more than 3 1st class CVs and 1 Light carrier in a task force before mid 44 when I play the AI. In WPE my house rule was that reinforcement/upgrade value should never drop below 40% of total production. That also helped the AI in WPE and made for an enjoyable experience. IMO, this is where I don't mind the AI cheating. For example, in the situation above, the AI moves its carrier TF to home ports for repair on it's turn. Also, when more CVs enter the production queue, the AI gathers all the CVs in one of it's home ports and makes larger size carrier TFs then sends them out again on their next turn. I remember playing Civ III and having only one unit defending it's capital and I would have a stack of 12 units attack it, and that unit held. lol. That was a little to obvious. This game has become the "just one more turn before bed game", and is great as is. This are just some thoughts or suggestions, maybe for future games like WP2, or WP3.
< Message edited by ago1000 -- 5/20/2021 5:13:26 PM >
_____________________________
|