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How do you keep AI from cheating???

 
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How do you keep AI from cheating??? - 6/30/2000 5:14:00 PM   
bigjim

 

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I am REALLY tired of the AI cheating over and over, snipers assaulting tanks with a 4% chance and killing them over and over, the AI buying copious amounts of tanks, troops, arty. The "to hit table" being GREATLY setup in favor of the AI. Infantry that fires over and over in every turn but is unseen. the list is endless and now that the arty has been improved the AI buys tons of it and fires accurate arty EVERY turn. I don't mind some advantage but this is nuts, I have limited intel OFF and still it hides TANKS in the open which cannot be seen EVEN after they fire. Not much trouble to break up an attack when you can see everything even if you don't have spotters in LOS, in my old board game days if an opponent tried to impose these rules I would have left the table at the least and would have had an urge to slap him silly BigJim

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Post #: 1
- 6/30/2000 8:46:00 PM   
Charles22

 

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Perhaps you could use a bit of a tactical overhaul? Try using the ol' scouts and those hidden units will start showing up, very often before they fire. You see? You have to switch what the AI is doing onto him. If his infantry, or even worse (for you) scouts are closer to your tanks than yours are to his, he will probably have an advantage. It opens up all sorts of possibilities bigjim. You might be surprised at how fun and tactical it gets when you're trying to keep spotters from getting spotted, and still trying to keep the enemy from spotting your stuff. For example, one of my credos is to try really hard to keep enemy infantry from closing within 12 hexes of my AT guns. Why? Because at least from playing as gerry against the Poles, I can fire the 37AT's three or four times without getting spotted during the player turn. On the other side of the coin, when I'm in attack, it's great fun to try to sneak infantry of some sort within the boundaries of spotting his AT guns and knowing there's probably an infantry screen to try to stop me from doing exactly that, and going about this trying to keep my infantry from being spotted. I don't know what to say about the artillery, but it at least it isn't as it used to be, to where the AI could spot a unit that hadn't even fired (no matter where it was placed [and had nothing to do with infantry spotting]). 88 flak fans know what I'm talking about. [This message has been edited by Charles22 (edited 06-30-2000).]

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Post #: 2
- 6/30/2000 9:28:00 PM   
victorhauser

 

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The AI doesn't cheat. Let me rephrase. Mike Wood has scoured the code to eliminate any and all "cheats" he could find. I believe that. I have a friend who always plays the Germans. He always buys dozens of elite (troop quality 120) Tigers to start his campaigns. He then complains that the game is cheating when his Tigers don't immediately overrun all enemy opposition in whatever battle he's fighting. He also gets verbally abusive whenever he loses one of his precious Tigers and claims that the computer is cheating again. He is silly. The AI isn't cheating. Players perceptions of what is going on in the game are biased and prejudiced by their expectations. If you expect something to be happening and then something different happens, I suggest modifying your perceptions and expectations. As the Marine recon credo from the movie "Heartbreak Ridge" says, "Improvise, Adapt, Overcome." It can be done.

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Post #: 3
- 6/30/2000 9:45:00 PM   
Warhorse


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quote:

Originally posted by victorhauser: The AI doesn't cheat. Let me rephrase. Mike Wood has scoured the code to eliminate any and all "cheats" he could find. I believe that. I have a friend who always plays the Germans. He always buys dozens of elite (troop quality 120) Tigers to start his campaigns. He then complains that the game is cheating when his Tigers don't immediately overrun all enemy opposition in whatever battle he's fighting. He also gets verbally abusive whenever he loses one of his precious Tigers and claims that the computer is cheating again. He is silly. The AI isn't cheating. Players perceptions of what is going on in the game are biased and prejudiced by their expectations. If you expect something to be happening and then something different happens, I suggest modifying your perceptions and expectations. As the Marine recon credo from the movie "Heartbreak Ridge" says, "Improvise, Adapt, Overcome." It can be done.
I agree, the AI does not cheat, or if it trys, it is to no avail if you are advancing 'properly' The snipers can be a problem, but I actually kinda enjoy plinking them off, the AI tends to use them as scouts, and by selecting units, and turning them in place to spot, you can usually eliminate this threat!! I do however, particularly get annoyed at the way they close assault, I don't think that they should be allowed to, or the crews. ------------------ Mike Amos Meine Ehre Heisst Treue

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Post #: 4
- 6/30/2000 9:46:00 PM   
Tankhead

 

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As the Marine recon credo from the movie "Heartbreak Ridge" says, "Improvise, Adapt, Overcome." It can be done.[/B][/QUOTE] If you find the AI nasty you can always go in the prefference screen and change all kind of setting for you to have and advantage. I love what they did to the AI a lot more fun to play with. Here's a few books title that will help you with tactics: #1 Panzer Truppen The Complete Guide to the Creation & Combat Employment of German's Tank Force: 1933-1942 It covers Formation-Organization-Tactics-Combat Reports-Unit strenghs-Statistics Edited by Thomas L. Jentz #2 Same has above but covers the years 1943-1945 Tankhead

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Post #: 5
- 6/30/2000 10:29:00 PM   
BA Evans

 

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The AI does make some strange choices when purchasing its units: I am playing the Germans in a Long Campaign (1939 Start/1500 points). The third battle I was Defending against Belgium. The AI picked 24, yes Twenty-Four, off-board 4.5" Artillery Guns. He hardly had any units on the board. Once he lost a few troops, he retreated. Easy victory, if you don't mind waiting through a ton of barrages. Weird huh?, BA Evans

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Post #: 6
- 7/1/2000 12:37:00 AM   
Charles22

 

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BA Evans: Ah, I see you and I are doing the exact same thing (Gerry WWII campaign with 1500 core to start). That 1200 is too low for me, and I would hate to play with such a low total, starting, "against" Germany, or another strong nation. It helps to be able to start out for a small time against some weaker nations so that you can upgrade a bit later. 1500 is just right to ensure a good amount of armor, but not all of it being the best, and still have units to upgrade into the campaign. Are you going to upgrade any PZIVC's you have to the PZIVD (or wait for the PZIVE)? I think I might do one or two, just for the extra 5 AP shells you get (plus slightly better armor of course).

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Post #: 7
- 7/1/2000 12:43:00 AM   
JJU57

 

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The two most common problems that look like the AI is cheating is in ARTY and assults. On more then one occasion my AT guns were hit with ARTY long before they fired or the enemy was near. Now this can be looked upon as placing a barage at a very legitimate position and against the best defensive terrain. I do see some barages hitting empty spots that were good defensive positions that I ignored. The second problem is a crew with pistols or a sniper close assulting a tank and getting a kill. But since I say Capt. Miller in Saving Pvt Ryan destroy that Tiger with his pistol I guess it can happen.

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Post #: 8
- 7/1/2000 3:14:00 AM   
bigjim

 

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Thanks for the help guys, I guess I was just doing it wrong, now can someone explain why NO MATTER which side I play the AI ALWAYS fires back at a better "to hit percentage" than I fire at, even if the AI is moving and I am sitting still???

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Post #: 9
- 7/1/2000 4:13:00 AM   
Charles22

 

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bigjim: A have a subtle suggestion for you.....DESTROY ALL THE ENEMY BEFORE THEY CAN CHEAT!!! . Try playing as Gerry against Poland, and see if the AI still shoots better (I suspect not). One thing that annoyed me, however, when I played the Correigidor scenario, the Japanese sure were killing with an awful lot of 2-6% chances, but my guys weren't hitting even close to that. I would have thought the superior Japanese ratings would have affected the percentage displayed beforehand, so that they perhaps would never shoot with less than a 6% chance, but instead it looks like the experience is tacked onto the result after the percentage is displayed. BTW, if you're playing troops with inferior ratings, it's quite likely that they will still get the worst in a better defensive position than the enemy, not to mention that they may have better weapons to boot. [This message has been edited by Charles22 (edited 06-30-2000).]

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Post #: 10
- 7/1/2000 5:02:00 AM   
Tombstone

 

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BigJim... Maybe you're just the most unlucky SPWAW player in the world?! I'm in the middle of the vengeance campaign, and I was lucky enough to run a halftrack with 57mm at guns directly at a Jagdpanther for 3 turns and not get killed, drop off the AT gun, and the following round immobilize it. (granted, I was popping in and out of LOS with a couple platoons of shermans and firing at the beast.) but it missed some pretty high percentage shots on me. Other times, I take one forward step in a battle and a distant AT gun makes a 2% hit on a tank and it dies... I think what's happening here is that your experience of the game is different from the rest of us. If you really feel like you're always being screwed by the AI then it's probably not your tactics, (but who knows) it may just be really bad luck..?? Tomo (maybe in the next patch they can give us a rabbit's foot button?)

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Post #: 11
- 7/1/2000 5:49:00 AM   
troopie

 

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My answer is Recce! Recce! Recce! Scouts are your eyes and ears. With good enough scouting, you have eyes in the back of your head. You need them. troopie Pamwe Chete

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Post #: 12
- 7/1/2000 8:36:00 AM   
Charles22

 

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quote:

If you're going to cheat, cheat fair. If there's one thing I hate, and that's a crooked crook.
[This message has been edited by Charles22 (edited 06-30-2000).]

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Post #: 13
- 7/1/2000 1:55:00 PM   
BA Evans

 

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quote:

Originally posted by Charles22: Are you going to upgrade any PZIVC's you have to the PZIVD (or wait for the PZIVE
I am a really big fan of the IIIe, so I usually hang onto them until I can get IIIj with the longer gun. I started the game with 4 IIIe's and 9 of the 8-Rad's. I am kinda weird because I don't upgrade a tank until it gets destroyed. I just had a 3 tank section of 8-Rad's get destroyed, so I upgraded all three to PzJg-1b's. I like the larger gun while their low armor really keeps me on my toe's. The better gun should really help me against the French, I hope. For my next battle I bought two 150mm SP Guns (upgrades for 75mm Infantry Guns). I am kinda excited about this unit, I hope it does something for me. Do you purchase many AT guns or AA guns? I usually don't but I wanted to try some out. My initial force contained 4 37mm AT guns and 6 37mm AA guns. I still have them and they seem to be performing admirably. BA Evans

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Post #: 14
- 7/1/2000 2:42:00 PM   
bigjim

 

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LOL hmmmm maybe if it weren't for bad luck I wouldn't have any at all . No I think I have just tried a situation which is abit tuff starting a make believe camp with the americans vs germans starting in 1941, very tuff for the GI's in this deal as they are green to start and have VERY low quality stuff compared to the german in 1941.

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Post #: 15
- 7/1/2000 7:04:00 PM   
Charles22

 

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BA Evans: I used to think the PZIIIE was the bast tank too, but after careful consideration, particularly at the early stages when I'm nore focused on cost effectiveness, the PZIIIE isn't my favorite. This is a partial of my 10/39 core, which has been upgraded signifigantly (of course we both started with 1500 core): 4 88mm flak 2 20mm flak 4 37mm AT 5 PZIVC 10 PZ38(t) 5 PZ35(t) 1 PZIIC 1 PZIIIE 3 PZIB 1 SDK-10/4 1 SDK-6/2 Personally I don't believe in infantry guns, but I try to make up for the deficit with the likes of the PZIVCs and PZIBs, along with some MMGs and HT's which I didn't mention. My 88's are "preserved" more or less, and are put into situations where they don't impact battle that much, for their protection, but have decisive impact in limited areas. You notice my anti-air emphasis is fairly strong. It may be too strong for this game, but in any case those guns (particularly the 88's) can fill more roles. Preservation of the 88's is very important to me, for when Gerry starts losing in the air, I want elite 88's out there for sure. We obviously have a MAJOR difference in approach, as I don't know why you would get the 8-rads. I take it that the 8-rads didn't by and large get destroyed by HE weaponary. You need to counter what was destroying them, and that means AP tanks, not PZIBs. PZIBs are perhaps one of the best cost effective units in the game, but it'll never destroy a tank. It's GREAT against soft targets though. Perhaps you are buying 8-rads for the speed, but in their case it just leads them to their deaths quicker. For two less points the PZIIC is a much more stable buy, though it's still inadequate for anti-tank purposes (both are recon BTW). One major thiing going against the PZIIIE, is that it has 33% more size than the PZ35/38 line, though a little better side armor. The only use I find for it, though it's not a horrible unit, is for all the AP shot it has, so what I'm doing so far, is my lone PZIIIE is put into my recon tank platoon, to fend off any counterattacks with some margin of protection for those recon tanks, should I want to infiltrate the enemy rear. The PZIVC actually has roughly about 25% more penetrating power than the PZIIIE, and alos it's shell is larger (though more inaccurate). The other PZIII look-alikes have better Ap pene. numbers than the PZIIIE also, but only slightly better. The 35(t) is 4 higher with the same range, while the 38(t) is 7 higher at 10 less range max. From my experience in the SP/Panzer Strike type games, I usually don't get that much destroyed, so that the upgrade points will sit unless I upgrade. Yes, I'll upgrade the destroyed first, but I sure won't change the best tank for a lower one and call that an upgrade. No, I'll stick with what it was or better it. IMO you could probably do with less AT guns (particularly the Inf. guns) and more armor. I like 4 core AT guns, but if I want more, particularly if I'm fixing to suffer an assault from a nasty opponent there more will come from support. Too many non-self-propelled guns makes it difficult in attack. I'm not exactly keen on exposing transport to fire either. Oh, if you're a "smoke" man, and I'm not, the PZIVC is quite the platform for smoke within the German ranks. [This message has been edited by Charles22 (edited 07-01-2000).]

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Post #: 16
- 7/2/2000 1:36:00 AM   
Mike Wood


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Hello... Speaking not as programmer, but as player, I started my last German campaign with: 3 German Paratrooper Companies 1 German Medium Tank Company 1 81mm Mortar Battery I have found that against the Polish and French tanks, the little bit of extra armor Pz IIIe has over the Pz 38t is just enough to keep out enemy anti-tank fire. I hold my fire until we are at a range of 10 hexes and try to angle my tanks at 30 degrees off normal. I have also found that I actually kill more Polish and French and Soviet tanks with my infantry than with my tanks, until I am able to get the Pz IVf2. When on an meeting engagement mission, I lead with some support recon units, followed by the infantry. I penny packet out the armor to support the infantry. I use the mortars for fire support and to lay smoke. I then approach and assault everything I meet. On advance missions, I either mount the infantry in lorries and advance until I meet the enemy line or parachute onto the objectives. In the former case, supported by mortar fire, I then disperse and shoot it out with the enemy force. I use the armor in mass for these missions and follow a support recon company in an effort to break through the front line and drive to the rear objectives. On delay and defend missions, I buy support machine guns and forts and lay a very thick mine field. I have my infantry hold fire until range one and keep the core machine guns about 5 hexes behind the rifle squads. These fire every turn, since in this configuration, they won't be spotted. I line my armor up a couple hexes behind the infantry and fire continuously. I also buy what ever off board artillery I can afford. I lay smoke, to keep the battle close and then use it to disrupt the enemy attack. On assault missions, which are the hardest, I approach slowly, on a broad front, led by recon patrols and engineers with my armor following my infantry under cover of smoke. When I encounter enemy units, I stop and hit them with artillery and then reduce them with local forces, while the rest of my force advances. I also take a couple small armored recon support formations and try to force a hole the lines and by pass any resistance, in an effort to get to the rear objectives. If I stumble across a fort, I stop and smoke it in and then advance carefully and attack it from the rear. I have found that these tactics work pretty well in a campaign. Choosing similar forces for each of the available nations, I am able to achieve decisive victories with minimal losses. My tactics may not work for every one and I know that my understanding of game mechanics is a plus. I do not worry about enemy artillery. It does not cheat. I know, because I programmed it. Nor do the enemy units get any advantages over me, the player. It might seem that way to some, at times. For instance, the Japanese might get lot more kills than early US Army infantry, but that is because a 6% chance to hit means every one of the Japanese fellows has a 6% percent chance and with a squad of 18, that is 6x18%. When I fire back at 3%, that is 12x3%. After the code has determined if any average enemy troops could be hit, each of them gets a saving throw. The Japanese, with much more experience, get a much higher saving throw and fewer get killed. The computer opponent tries to use artillery to attack logical places for you, in assault missions: the front line, the objectives, the reverse slope behind objectives and the like. Sometimes it gets lucky and other times it doesn't. But, the computer opponent does not have access to the locations of your troops. unless it spots one using the same routines that you use to spot him. In fact, the computer opponent chooses the places to bombard and where to advance and defend, when the map is made up, before you or he has even purchased troops. When the map is being made, offensive and defensive sectors are defined and the computer opponent uses these to define its behavior. Hope you have a lot of fun with the game. Michael Wood [This message has been edited by Mike Wood (edited 07-01-2000).]

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Post #: 17
- 7/2/2000 7:28:00 AM   
Charles22

 

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Hi Mike. Interesting hearing about your general tactics. I can't imagine using all that airborne. Don't they cost a lot of transport points? I would think that you have a much larger core than I do. What is it? Putting your tactics totally aside for a moment, I can see why you kill with so much infantry, because you're knee-deep in it. People use their most dominant piece, and obviously that is yours. Your description of defending against the assault is almost precisely like mine, though my dreaded 88's lurk in the shadows looking to pick up a tank or two, at a time, through cracks (usually on level 0). Myself, I can't stand purchasing artillery, as I so rarely see it amount to anything. I might occasionally buy some air unit, if for no other reason than just to screw around with it. I too believe that a mine is a man's best defense, but I go further still. I didn't list my whole core earlier, but I listed most of the armor, but I have two full platoons of engineers, which are so neat at giving me those extra mines, and in helping the occasional, last minute tank, moving from another sector to shore up a weak area and get in cover again quicker. Generally my philosophy with defense is to place minefields either one or two hexes in front of the infantry and engineers, with the tanks generally on hills behind them (usually no more than 6 hexes back). Each hill will generally have one or two AT guns, and one or two MMGs. I will buy a fort if I remember to, and as Gerry goes, I love that MG fort (the one with 3 MMGs - awesome!). The gun placement is nice too, in getting in a 75L48 early. My attack/defense plans are often very flexible, but generally I'm trying more and more to concentrate, even at the expense of letting opponents tanks receive less fire from my tanks, to stop the infantry from getting close enough to see my AT guns. While the AT guns concentrate on tanks. Maybe treat enemy infantry with a spray effect; one or two kills here, one or two kills there; in order to not demolish them, but to keep them at arm's length. Like you, I like to keep my infantry with the ol' one range. It's not too unusual for at least half of my infantry, when in defense, to never have fired a round. In attack, as I say, I like to keep them unseen, and hopefully do some spotting. Generally, I guess you would say that I protect the core infantry when in attack, since they'll so easily lose men (but the support infantry are another matter). Almost all my anti-personnel kills come from my armored forces, as indeed almost all of anti-tank kills do. Don't you just love it, when the enemy has lost maybe 2/3rds of his armor and THEN he starts hitting your minefields!?! If the enemy is doing pretty well, I'm thinking to myself, "Just wait scumbag, you may have thinned me out, but so are you, and you haven't seen nothing yet!!!" In the old days, I used to always string minefields across the deployment line, fairly much regardless of how far back my tanks were. I would put some infantry support for the mines, here and there. I t worked fairly well, but one thing occurred to me, and that was why not have the mines where they are totally supported? The one reason I used to string them on the front, was because it would assure some early kills, and come to think of it, it seemed as though his seeing it would slow down the infantry to deal with it (hmmm something to think about there). But I hate losing very many mines to infantry clearing them. One drawback though, to mines directly in front of your forces, and that is, when the enemy (if they're so fortunate to get so far) hits them and explodes, it will cut down your visibility dramatically, so that you have move the tanks to some degree and leave that defensive benefit. Hmmm, now if only I could come up with a strategy that would give me the benefits of both methods of mine-stringing, without much of the disadvantages of each.

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Post #: 18
- 7/2/2000 12:24:00 PM   
BA Evans

 

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I may try the early IV series in another campaign, but I will be sticking with the III's for the time being. The III's just seem to be able to take tons of punishment and continue to keep on rock'n'. As for the RAD's. They are just awsome! The can really eat up the ground and thier 20mm cannon can penetrate quite a bit of armor as well as being very effective against infantry. I usually have the RAD's race down the side of the board and then race in to get side shots. My IIIe's will engage the enemy tanks from the front, while the RAD's move in for the side shots. I lost those three RAD's because I was stupid and tried to use them like main battle tanks once. That's not their job. Even though the RAD has the strongest armor of the 'scout cars' it still has very little armor compared to a 'real' tank. I usually don't lose very many units either, so I always have tons of points sitting in the bank. I have had RAD's last for an entire long campaign before (SP1). I got the infantry guns so that I could upgrade at least one section to SP Guns. I think the SIG33 will be lots of fun to use. I also wanted to see what all of these different units could do. The infantry guns have not caused many casualties, but they seem to create a lot of suppression on infantry. I expect the 150mm gun on the SIG to be much more effective. BA Evans

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Post #: 19
- 7/3/2000 8:01:00 PM   
renwor

 

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quote:

Originally posted by BA Evans: [ As for the RAD's. They are just awsome! The can really eat up the ground and thier 20mm cannon can penetrate quite a bit of armor as well as being very effective against infantry. BA Evans[/B]
Any reason you prefer 8-Rads to PSW-222? they have same armament, comparable armour and are smaller and cheaper. I always go for PSWs. Though I have my doubts about efectiveness of 20mm against infantry. looks like coaxial MG does more damage. Regards renwor

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Post #: 20
- 7/3/2000 11:21:00 PM   
Larry Holt

 

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I've enjoyed reading others tactics. I have such a hectic schedule that I can't commit the time to playing other people and only fight against the AI late at night. Reading what others do is very informative. While we are discussing tactics, let me throw in my $.02. Given the size of the ver 1 map and general visabilities (20 - 30, very few of the 50+ I saw in SP1), I find that I can fight on three mutually supporting axises and still cover the front. Based on this my core has two tank companies, two infantry companies and three AT platoons. It also has one 88 section, arty ADA and recon. Yes, I did fudge the starting costs to let me start off with a larger core than normal. I wanted a kampfgruppe force, not a TO&E pure force. I understand that I can do this in ver 2 by setting the battle points to 1500 as others have done. Choosing the mutually supporting axises is one of the critical decisions. They need to be far enough apart that one AIP blocking force can not pin both of them but close enough that if one is pinned, the other can maneuver against the blocking force. I find this to be about 10 - 15 hexes between my groups on each axis, closer in limited visibility and farther apart in greater visibility conditions. For a meeting/advance mission I deploy the two tank companies (CO Cdr & three plts of 4 tanks, hey most companies weren't at full strength all the time & I didn't want too strong of a core) on two axises and the AT backed by one inf company on the third. I put the tanks where terrain allows me movement and the AT/inf in restricted terrain alternately I may put the AT where it can get long range fires onto where I think the AIP's main axis of advance will be and use terrain to mask my tanks advancing on the AIP's flanks and rear. I use the third inf company to accompany the tanks. If I've chosen carefully, I can then maneuver the tanks into the AIPs flanks/rear while using the AT/inf as a blocking force. If the AIP surprised me and massed against a tank axis, I can maneuver my inf and remaining tank company still. Now I fight without a designated reserve as I find that by spreading out on multiple axises I always have forces that are not decisively engaged and can be pulled and maneuvered to exploit success (prefered)or counterattack an AIP penetration if needed (rarely unless I deliberately leave a hole in my front for some excitement). If I were fighting a human player, I'd probably keep a TD/inf reserve. Advancing on mutualy supporting axises makes the AIP fight in more than one direction at at time and minimizes the possibility that my force will be blocked and unable to maneuver. This is what US doctrine calls for. ------------------ An old soldier but not yet a faded one. OK, maybe just a bit faded.

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Post #: 21
- 7/5/2000 7:37:00 AM   
bigjim

 

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well I just did a test of my feelings about the AI's "info" before a battle. I set up a double deep mine field across the whole board EXCEPT in one spot which WAS NOT a normal avenue of attack (I of course was in the defense) and left this "hole" about 6 hex's wide, much to my surprise (NOT) the intire German attack focused on this "hole" on TURN 1 before it had detected mine 1. I had left 5 tanks in the hole to cover it but back far enough not to be seen on TURN 3, the AI sent in its arty on top of the 5 tanks and promptly routed them all make the "hole" and easy access thru the mine fields (which it is supposed not to know where or if there is one) so now if I am to start to make tactics vs the AI I must start on the premis that it KNOWS all my equip and experience BEFORE the battle begins, the AI has the best the G2 in the world LOL. BigJim

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Post #: 22
- 7/5/2000 9:43:00 AM   
McGib

 

Posts: 395
Joined: 6/26/2000
From: Ontario Canada
Status: offline
Hey Mike I also would like to hear about your transport costs. I'm kicking myself for not having thought of taking airborne troops myself(figured the planes would be to expensive). I keep to the 1200 point limit and have a smaller but decent (IMO) combined armed force: 3 tank platoons (was Pz38's now Pz III's) 3 pzgd platoons (50mm mortar now 75mm FH assinged to A0) 1 tank support platoon (was Rad 8's now PzIVD's) 2 88's 1 combat car now Halftrack assinged to A0 for transport Tank platoons and inf platoons pair off with the Pz IVD's to help out where needed against inf, and the 88's placed in front of the biggest longest open space I can find. Usually buy SPZW? 7's to move them just in case.

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Post #: 23
- 7/6/2000 1:00:00 AM   
McGib

 

Posts: 395
Joined: 6/26/2000
From: Ontario Canada
Status: offline
Ok silly question here maybe, I was just looking at the game and I can not figure out how you guys change the start point amount for a WWII campaign. Somebody wanna tell me ... please :confused

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Post #: 24
- 7/6/2000 1:02:00 AM   
Larry Holt

 

Posts: 1969
Joined: 3/31/2000
From: Atlanta, GA 30068
Status: offline
quote:

Originally posted by McGib: Ok silly question here maybe, I was just looking at the game and I can not figure out how you guys change the start point amount for a WWII campaign. Somebody wanna tell me ... please :confused
Before you start setting up the campaign, go to the Prefences button and set the Battle Points (on the right) from XXX to what ever. ------------------ An old soldier but not yet a faded one. OK, maybe just a bit faded.

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Post #: 25
- 7/6/2000 1:42:00 AM   
Charles22

 

Posts: 912
Joined: 5/17/2000
From: Dallas, Texas, USA
Status: offline
You have to type in 100 more points than you want.

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Post #: 26
- 7/6/2000 2:04:00 AM   
Voriax

 

Posts: 1719
Joined: 5/20/2000
From: Finland
Status: offline
Bigjim, I duplicated your test in a way and got totally opposite results. I had a small map, open plain so the terrain had no effect. Triple deep minefield, one hex wide opening couple hexes from top. I had one victory flag located in the lower left side. no troops in german side except A0 and few scouts. For russian side I had purchased about 30 tanks that started at the edge of the map, I did not do any special deploy to them. Well, the AI drove the russian tanks directly towards the flag thru the mine field with expected results (9 out of 10 tanks killed/immobilized). I then moved the opening in the middle so that the closing tanks would have it in their field of view. Same thing happened, loads of dead tanks in the minefield. Dunno about you but Mike Wood's statement that AI does not cheat still satisfies me. Voriax

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Post #: 27
- 7/6/2000 2:16:00 AM   
Larry Holt

 

Posts: 1969
Joined: 3/31/2000
From: Atlanta, GA 30068
Status: offline
quote:

Originally posted by Charles22: You have to type in 100 more points than you want.
Ah yes, I forgot to mention that the A) unit takes up 100 pts. Thanks. ------------------ An old soldier but not yet a faded one. OK, maybe just a bit faded.

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Post #: 28
- 7/6/2000 4:49:00 AM   
bigjim

 

Posts: 63
Joined: 6/3/2000
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Vor a one hex opening is hardly a duplication of what I did???? and I guess opinions vary, but I see little difference in the "AI advantages" from SSI's first endeavore except for the better way of treating hits with armour and slope setup and the the AI does not need "spotters" to find rear assets to hit etc etc etc. This is not a flame but just the facts of the game, the AI needs these "cheats" to be competitive.

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Post #: 29
- 7/6/2000 4:57:00 AM   
McGib

 

Posts: 395
Joined: 6/26/2000
From: Ontario Canada
Status: offline
Thanks guys now I'm looking forward/dreading going back and fighting the poles and all there darn infantry!

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Post #: 30
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