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Idle Reinforcements

 
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Idle Reinforcements - 12/27/2001 7:00:00 AM   
Kuad

 

Posts: 9
Joined: 11/23/2001
Status: offline
I've been playing around with creating a desert scenario. The map is very tall and reinforcements arrive at the bottom of the map (most action is at the top) on turn 4. This works out great for human players, but the computer is too dumb to make use of nearly a dozen PzkwIII. I've set waypoints for them, I've set an objective hex, I've set their stance to advance. They sit there. If I'm bored, I can fly some bombers past the hex where they appear and obliterate them all at once. How in the heck do I get the AI to involve these tanks in combat? The only time they've been put into use is when it's too late (most objectives taken).

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- 12/27/2001 8:37:00 AM   
Redleg


Posts: 1805
Joined: 5/23/2000
Status: offline
In a scenario, it is advantageous to set the AI side to defend - that is, set the battle as a Human assault vs AI defend. Then the AI will pay more attention to your way-points and reaction turns. The AI seems to set its own objectives but I still set some (usually, but not always). If you don't have Version 7, get it because it works better for scenario design.

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(in reply to Kuad)
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- 12/27/2001 8:44:00 AM   
richmonder

 

Posts: 158
Joined: 12/9/2001
From: Richmond, VA USA
Status: offline
The key here is REACTION TURN.

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Respectfully,
Richmonder
(formerly Gen. Richmond)

(in reply to Kuad)
Post #: 3
- 12/27/2001 10:14:00 AM   
Kuad

 

Posts: 9
Joined: 11/23/2001
Status: offline
Ah, that would be it. Thank-you. So many things to set up and I'm new to this. I'm trying to make it playable from either (or both) sides. The German side is defending, but has a lack of armor except for a pair of Stugs, a pair of short barrelled PzIV and a smattering of PzII. I wanted the PzIII reinforcements to arrive far enough away to add some "suspense" to the proceedings if a human was playing. Especially when they get jumped by the UK player's Sherman reinforcements... Really the Valentine IX was a nice tank, but it doesn't have a hope in hell against PzIIIj's in SPWAW. I notice the Achilles are the only things short of air strikes that get the StuGs out. The premise is a bit of a surprise counteroffensive, thus the Valentines, Crusaders and Stuarts are on the UK side with Shermans arriving on scene later. (And three Churchills *much* later) German player gets mostly AT guns, AA, some dug in infantry and the StuGs and PzIIs. PzIIIs relieve. For shock value, a pair of Tigers show up very late but shouldn't affect the outcome by that point.

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(in reply to Kuad)
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