UP844
Matrix Elite Guard

Posts: 1662
Joined: 3/3/2016 From: Genoa, Republic of Genoa (occupied by Italy) Status: offline
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Thank you Hailstone, for porting into ToTH many scenarios I played some years (decades, to be honest ) ago. "Breakthrough-type" scenarios still have some issues: the new AI orders allow avoiding the mad rush to the exit hexes, as you cleverly implemented in "The Battle for the Warta Line", but - in my opinion - this is not enough. The attacker has the advantage of focusing its whole strength at the Schwerpunkt, with the guarantee that AI units not directly involved will not attempt to seal its penetration. The "textbook" approach for a defence should envisage a series of outposts to locate the enemy axis of attack and a reserve force, to be committed wherever a breakthrough takes place. Unfortunately, this is very difficult to portray in ToTH as AI units only move when they: 1) are directed to move to a specific hex in their orders (but this is useless, since knowing in advance where the reserve units will be needed is impossible before the attacker makes its move) 2) are attempting to retake a VP hex taken by the enemy. This approach might be effective to make the "reserve" units move towards the breakthrough area. Some fiddling with the value of the VP hexes is required: they should yield a minimum of VPs, so to force the attacker to exit the map to win. I tried applying it in an upgraded version of "Buchholz Station", to prevent the US forces from running to the Exit hexes, but I am still trying to understand what exactly triggers the AI move when VP hexes are occupied by the enemy. Keep up the good work!
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Chasing Germans in the moonlight is no mean sport Siegfried Sassoon Long Range Fire (A7.22)........1/2 FP
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