deadsunwheel -> Building a Scenario: British-Soviet 1985 (10/28/2013 10:29:57 PM)
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Hello everyone. I am in the process of making a scenario and could use some advice on how I could make it better. The premise is that it is the late stages of a World War III in 1985. The conventional war has been as horrific as the predictions of the worst alarmist. Catastrophic civilian casualties have shocked Germany and the world. In the face of this the Bonn government surrenders both to save their nation and hopefully bring about an end to the conflict before it goes the next logical step, nuclear exchange. NATO leadership has other ideas though. Convinced that a counter punch offensive will shatter Soviet morale and drive them back to the Ukraine a battle group is being assembled in the Netherlands. To buy the time required to get the force together though will require a show of strength and resolve. This is where the scenario comes into play. An exhausted and depleted Scots Guards Brigade is holding out in Suddendorf. A report comes down from NORTHAG that a fresh Moto Rifle reserve regiment is on the way. They must pull out in preparation for a nuclear strike to stop the Russian advance or if possible hold the line on their own depending on the commanding officers assessment of the situation. Enough of the backdrop though. So far the scenario as created is a classic pocket. British forces are dug in at Suddendorf with a few improved positions while the Soviet Moto Rifles have almost surrounded them. The scenario is intended as a NATO mission but I would like to create a version for Head to Head and Soviet play. Basically what I want to accomplish in the Scenario is three things. i- Have a small elite, well equipped, but demoralized force face up against a massive green or militia force that are relatively poorly equipped. I think a lot of wargamers have a fondness for the Rorke's Drift scenario. ii- The NATO player should have to decide if making a break for the exit hexes or holding firm is the better option for victory. iii- The Soviet player should have to worry about his brittle forces collapsing and allowing the British to escape if he pushes too hard. Having tested the mission a few times the AI seems to have some trouble both sides. As the Soviet it tends to not close down the escape path for the British swiftly enough to prevent an escape. To compound this it usually sends part of the force intended to close the gap around an extended tree line to assault Suddendorf. This usually leaves them punching at air since the British have long gone (see attached screen shot). On the British side it acts oddly as well. The key failure seems to be it not wanting to exit units. The British forces will spread out and move toward the exit hexes sometimes arriving directly beside them, but they will not leave. I am not sure how to fix this AI behavior. I have not play tested it head to head at this stage. Aside from these two issues there is still a lot of force balancing to do. As it stands I have about 112 British runners facing off against 332 Soviet runners, which may be a bit much in such a restricted map area. Only more play testing can finesse this out though. So what do you guys think? How can I convince the AI to do what I want it to? I could issue some pre defined starting orders to force it to close the gap, but I really would hate to resort to something so clumsy.
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