UP844
Posts: 1662
Joined: 3/3/2016 From: Genoa, Republic of Genoa (occupied by Italy) Status: offline
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quote:
ORIGINAL: rico21 But I think UP844 loses each game he plays because AI is harder and luck has gone ! Unfortunately, this is not the case. I played the following scenarios: No Other Choice (to check if the behaviour of AI tanks has changed) The Panzers have become very aggressive (as they should be). I barely managed to achieve a Russian minor victory, with very high casualties on both sides: I lost all but one of the Russian AFV and all the AT guns, which were methodically destroyed by a lone Tiger I (the only surviving German tank) 006 - Battle of the Lastekodumägi I played this scenario twice, first with the Russians, to check if the double OBA bug has disappeared, then with the Germans, to check tank behaviour again. The first game went exceptionally well: at the end of turn 2, the two OBA modules had killed the German AT gun crew and broken the German leaders with the heavy/medium MG's. The T-34 surged forward and the infantry followed them. The game ended with a Russian major victory. Playing with the Germans, I noticed that a human player has less units available than the AI. I managed to kill two T-34s in the north section of the map with the AT gun, and the leader with the MMG managed to stop the Russian attack there. My attempts to manhandle the gun so that it could fire on the other two tanks all failed, however, and the crew was finally killed by OBA. The T-34 never moved, but their fire broke the sparse German units on the south side of the map and the infantry took several VP hexes. I managed to retake a couple of them with a suicidal CC at 1-3 odds and still got a major victory, but this was a very close call. 017 - Canicatti High Ground This scenario is very similar to the previous one: German infantry and AT guns entrenched on a hill vs. an infantry force with tank support. I took the German side and I achieved a very easy major victory , since the Shermans only fired their CMG at my entrenched units, with very little effect and losing four out of five tanks. With such kind of armor support, the American infantry was routed by German MG fire and never managed to take a single VP hex. On the other hand, in all the other scenarios, tanks properly fired their MA: perhaps all the Shermans suffered MA breakdown, but this looks very unlikely to me. I will play this scenario again to verify this hypothesis. In brief, two major bugs (AFV tank shyness and double OBA) have been corrected, but I think there is still a very important issue to deal with: AI infantry does not fire (neither with its inherent FP, nor with MGs) unless it is in normal range and not halved due to movement. This gives a human player an enormous advantage, especially when long range firing is possible. Both "Battle of the Lastekodumägi" and "Canicatti High Ground" looked more like Rorke's Drift than a WW2 firefight . In "Canicatti High Ground" American squads never once fired on the Germans (even though they have the same range) and so did the Russians in "Battle of the Lastekodumägi". In both cases, the AI has significant firepower, but does not make use of it. This is not what I call a "ferocious" AI, and I think this change alone could make the game much more challenging.
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