training scenario 1 (Full Version)

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fuselex -> training scenario 1 (1/30/2020 12:31:46 PM)

turn 1 , german player , set up phase , victory conditions , need to take the 3 positions on the map
just out of view to the north



[image]local://upfiles/49575/6630606B7E4C41FD8FC49FE3396C74AE.jpg[/image]




fuselex -> RE: training scenario 1 (1/30/2020 12:47:40 PM)

nothing in range to fire at so movement is the next step ,
I try to move 1 group to the left and another to the right , trying to take a bit of cover behind the orchards .
some units using double time to form groups , while moving forward some extra American units are discovered ,
but receive no incoming fire.
end of german movement pic



[image]local://upfiles/49575/3123539371C34603B0D03AD54515D0E6.jpg[/image]




fuselex -> RE: training scenario 1 (1/30/2020 12:50:16 PM)

received no return fire during the American defensive fire phase , so basically I
can take long range shots and hope for the best , there was none forthcoming :(




fuselex -> RE: training scenario 1 (1/30/2020 12:58:22 PM)

turn 2 - end of german movement phase ,
received some fire from the American mmg ,
but moved along quickly avoiding the 4 hexes that is the the American units range in this scenario .
good thing not to get really close to them :)

pic below is the end of the german movement phase on turn 2

[image]local://upfiles/49575/3304F245111244688E98CC08A7E88E72.jpg[/image]




fuselex -> RE: training scenario 1 (1/30/2020 1:12:52 PM)

just looking at that picture , I can pretty well fire all german units in the advance fire phase .
most at 1/2 firepower I think ,
but I still have a chance at breaking some American units with no real chance of repercussions .

long range fire has been an issue well worth looking at .
but until the AI can distinguish that it is not a happy clown running around just outside the normal range
waving his hat , attracting all of the attention ,and not a full frontal assault.
I really don`t think it`s feasible .

the basic stats of infantry and support weapons will give an advantage .

long range fire only benefits the player atm ,

got a bit of idea of some of the comments that may follow , by very experienced players :)

but at this point it is a great advantage to the player :)




fuselex -> RE: training scenario 1 (1/30/2020 1:40:46 PM)

and yes the germans can ,sit 2 hexes away from the americans and fire , but generally the American units
not only have the same range but better firepower.

and in this scenario the germans have to capture points , all very good to sit there picking off units
but you need to move and assault , a hmg / mmg gun does not need long range fire .

my opinion only, if long range fire was implemented for the AI , the player would take more advantages
by moving troops outside the normal range to draw fire at 1/2 firepower ,freeing other troops to move .

no objection to the long range shot , but that was built on player vs player choosing his shot .

lets work with what we have , and atm longrange fire only works for the player :)




rico21 -> RE: training scenario 1 (1/30/2020 3:32:47 PM)

Unquestionably the best scenario of the game ... for the gamblers.[;)][:D]




fuselex -> RE: training scenario 1 (1/30/2020 4:09:18 PM)

the dice will fall as they do ,
but I feel it is not a bad example , just an example of longrange fire .

I will trust in the only god :)


[image]local://upfiles/49575/16FCE43DE37545FBAFA383D62984E16B.jpg[/image]




UP844 -> RE: training scenario 1 (1/30/2020 5:48:42 PM)

quote:

my opinion only, if long range fire was implemented for the AI , the player would take more advantages by moving troops outside the normal range to draw fire at 1/2 firepower ,freeing other troops to move .

no objection to the long range shot , but that was built on player vs player choosing his shot .


I agree with you! What I proposed was:

1) in the Movement segment, to have the AI evaluate the possibility of harming its target, and to take this as the basic chance to fire (e.g. if an AI unit has a 10% chance of inflicting some damage to its target, it will have a 10% chance to fire). This will make the human player somewhat more cautious, since he cannot, for instance, happily move in open ground anymore without risking some deadly fire.

2) in Defensive/Advancing Fire segment, to have the AI use the current routine, but extending its choice of targets to include those within its Long Range (in both such phases, unlike the Fire Segment, the AI loses no options if it fires)

3) I left out the Fire Segment because otherwise the very limited intelligence of the AI would have to decide whether to fire or to move, and adding Long Range Fire could make AI attacks even clumsier.

Peter implemented the possibility of firing in the Movement/Defensive fire for MMGs/HMGs and this radically altered some scenarios (e.g. 006 - Battle of the Lastekodumägi or 017 - Canicatti High Ground) where the defender holds the high ground, preventing the attacker from running like hell through a plain until he comes at 1 hex more than the enemy's Normal Range.




fuselex -> RE: training scenario 1 (2/1/2020 1:31:42 PM)

be interesting to see that implemented UP844.

as for the best gambler scenario :)

it did take me three attempts , first 2 was holding on to VP`s by the skin of my teeth.
I found it a very difficult scenario ,
rico will be able to tell you the scenario name , forgive me, I have forgotten that side of it , but not the frustration :)

I will jump to my third attempt and a gamble :)




fuselex -> RE: training scenario 1 (2/1/2020 1:55:49 PM)

turn 4 of 6 , german fire phase . I have lost all of my AFV`s , but have taken all but 1 of the Russian
tanks out , but keeping it in Close combat , the 2 wrecked vehicles to the NW were taken out by OBA :(
2 Russian AFV`s fell to a flame thrower unit :)
another to an assualt by troops ,
I now had a battle hardened commander who moved up to a 10-3 .
feeling a bit more confident in my defense while looking at the turn`s , i realise i have 2 to take a major
victory



[image]local://upfiles/49575/8FFCAC1C840C44E4BAE9121D619874A5.jpg[/image]




fuselex -> RE: training scenario 1 (2/1/2020 2:09:57 PM)

the gamble begins :)
2 movement turns to go , I slip a ss squad to the bottom of the map as a last resort ,
something goes wrong , and he will try his luck :)
but like any good gambler , the main attack is the 9-2 officer with an ss squad running down the road,
in full view ,
no cover , just taking the chance their luck is worse :)





[image]local://upfiles/49575/EC5ABD2999864FF0997A5B2E67EAB863.jpg[/image]




fuselex -> RE: training scenario 1 (2/1/2020 2:22:16 PM)

german advance phase



[image]local://upfiles/49575/FDB76A55F4584C8EB13ACA2FD250D17A.jpg[/image]




fuselex -> RE: training scenario 1 (2/1/2020 2:41:07 PM)

that was a very nice scenario , third attempt ,
the desperation paid off ,




rico21 -> RE: training scenario 1 (2/2/2020 2:48:56 AM)


quote:

ORIGINAL: fuselex

be interesting to see that implemented UP844.

as for the best gambler scenario :)

it did take me three attempts , first 2 was holding on to VP`s by the skin of my teeth.
I found it a very difficult scenario ,
rico will be able to tell you the scenario name , forgive me,


#Me too
Let's name it Gamblovic ![8D]




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