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Edwin P.

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  1. I find the Suez canal useful in preparing for an invasion of Iraq as the allies. Once Iraq falls the Allies can operate Air units from the UK to Egypt to Russia or operate Land units from Egypt to Russia. Often times this provides the key amount of support needed to hold the Russian front against a human player. The key though is to move a French Corps down from Syria to hold the canal against a surprise Italian corps landing. After France falls this unit becomes Free French. Without moving the French corps the UK corps can only protect Cairo or the Canal, not both. You may also have to reinforce the defending UK fleet with air units or additional Naval Units to hold off attacks by the Italian navy. It all depends on the human you are playing against. [ April 22, 2003, 10:30 AM: Message edited by: Edwin P. ]
  2. Thanks Bill, I look forward to trying it this weekend. Suggestion: It would be interesting if popular and approved mods could be included in the available scenarios that ship with the product/patches. Perhaps with an intro screen giving some background on the Mod and credit to its designer. This would 1> make the game more interesting, 2> encourage more people to write mods, and 3> make it easier for players to find these additional scenarios. [ April 21, 2003, 10:42 PM: Message edited by: Edwin P. ]
  3. I find the German AR to be more robust than the Allied AR as it considers more strategic options (ie it will invade Vichy France, it will invade Greece, it will invade Spain & Portgual), but it still follows a rather predicatable path and does not always concentrate its forces to achieve victory. In this section I will post my comments for improving the Axis AI. 1. Operate units with a purpose. Stop the seemingly random operating movement of German HQ units that sometimes occurs to/from Italy between conquering France and DOW on Russia. This wastes MPPs. If moving air or corps units to the eastern front before war has started fly or move them if time permits. Quite often I see air units operating to the east and then waiting for several turns for the war with Russia to begin. Operating them to the Eastern front is an inefficient use of MPPs. In preparing for the Yugoslavian coup, move armies if time permits. In summary, by operating less after France falls the Germans should be able to field 1 to 3 additional units before the war with Russia begins. The AI can make a decision as to whether to orperate (air fleets and corps) to the front with Russia by watching the Russian war readiness index. Ie If war readiness > 85% and units not in range of 1 move, Operate Units, If War readiness < 80% move units towards Russian border. 2. Nordic Conquest Option Invade Norway & Sweden using air support in Denmark to protect the transports and ensure a 1 turn conquest of Norway. Then fly air units into Sweden to support a 3 or 4 turn conquest of Sweden. 3. Invade Greece via invasion and take it in one turn. Currently the AI only considers an overland invasion that can take 5,6 or 7 turns. If the Allies can transport reinforcements to Greece it may never fall. 4. Take Belgium in one turn Update the AI so that it will take Belgium in 1 turn. 5. Take Denmark sooner rather than later. In 1.07 the AI will never attack Denmark before conquering France. Occassionaly it should do so earlier. All it usually takes is the two battle ships and a corps, maybe supported by 1 air unit. 30% DOW Denmark After France Falls 70% DOW Denmark on Turn 1 6. Italian Navy destroys British Navy in the Med. Destruction of the British naval forces in the Med opens up many strategic possibilities for the Axis AI - Egypt/ Greece/ Iraq / Turkey / Gibraltar / Spain. - Option 1: Unite and then attack UK Naval Forces - Option 2: Operate air Units into range to support the attack on the UK Naval Forces in the Med by a united Italian fleet. 7. Capture the Suez Canal If there are no Allied naval forces in the Eastern Med. and only 1 Allied unit in Cairo move a corps to take the Suez and block future allied reinforcements. Land the Axis unit between Suez and Cairo. -If the unit moves to the Suez land to the west of the Allied unit to take Cairo. -If the Allied corps is in Cairo land to its east to sieze the Suez canal. -If an allied unit occupies Cairo and the Suez canal, then return the transport to Italy or Albania. 8. Take Iraq 9. Take Istanbul Then Italian transports can send infantry transports through the straits and land in the Russian rear or move overland into the Russian oil fields or move to take Iraq and then Egypt. Requirements: Prior Conquest of Greece 10. Take Vichy Lebanon and then move on to take Iraq and/or Egypt. 11. Build a Strong Russian Invasion Force The German player never seems to mobilize a strong an invasion force on the Russian border as a typical human player. As a human I will often have 7 or 8 air units, 6 Armor units, and several armies or corps supported by several italian units including at least 2 Italian air units and an Italian HQ. Part of this is because the AI fails to attack other countries (ie Norway/Sweden) to obtain their plunder. Part is becuse the AI overly garrisons France, at least early in the war when the allies are too weak to invade. 12. After the Minor Neutrals join and if Russia war readiness is below 80% attack and conquer Spain if time allows for a build up on the Eastern front. 13. Axis Naval Strategy Option #1 Part I> Invest 1 Tech Chit in Long Range Bombers. When this is invented. Move 7 or 8 air units to the coast of France and then under cover of air support safely sail the German Navy down the channel to the western coast of France where you can begin to build more German subs. Part II> If the Italian Navy controls the Med. Ocean After the minors declare for the Axis, transport 2 Italian Armies to either side of Algiers. Move Italian navy area of Algiers and operate three air units to Sicily. Next Turn, declare war on Vichy and take Algiers. Bombard Algiers with two naval units and attack with land units landing to either side of city. Then move air units to area west of Algiers. Use naval units not assigned to bombing Algiers to sink the French Naval Units. Next 2 Turns use the air units/navy ships to pound the port at Gibraltar to zero. Now send the Italian navy through the straits to the Atlantic and link up with the Germany Naval forces. The combined forces of the German & Italian navy should be suffiicent to stop any invasion of France and perhaps even strong enough to stop any US forces from reaching the UK if the timing is right. Phase III> Take Marseilles after Algiers falls so Vichy will surrender and Germany/Italy will gain plunder without having to take Vichy Lebanon/Syria. After Vichy surrenders transport Italian armies back to mainland Europe or AI may even attempt to transport 1 army or corps accross Atlantic to shores of Canada to sieze canadian port city. 14. Italian Sub interdicts Merchant Marine in Med. The AI should use the Italian sub to interdict MPPs in the Med. 15. Full Air Support for Russian Invasion Move all air units East to support the German attack on Russia. No need to keep an air unit or two in the western front as the Allies are usually too weak to invade early in the war. 16. Garrison only Rome if the only Naval force in the Med is the Italian Navy and it guards Italy. No need to garrison the other italian cities as the Allies can not invade. 17. Use Italian MPP to produce a garrison force for France. Italy builds unit then operates it to France. This frees the more powerful German units for the war in Russia. 18. In attacking Russia the Germans should occassionaly use an Army in a transport to land behind Russian lines or to reinforce Finland. 19. Always take Belgium first when attacking France. In some games the AI will pound against the Maginot line for several turns and ignore Belgium, especially if the troops in the Maginot line have been replace by Corps and only 1 army is in the Ardennes forest. After the Maginot line falls then it will turn and take Belgium. 20. Response to Allied Invasion of Portugal/Spain 1. Halt the Russian advance and operate forces to Spain to drive the allies into the sea. Operate victorious forces back to Russian Front after securing the iberian peninsula. 2. Stage a holding action in Spain and remain focused on the war in Russia. 21. D-Day Response Options The current version of the AI attempts to wage war on two fronts without being able to achieve victory on either front when faced by a D-Day invasion and war in Russia. Option 1. Halt the Russian advance and operate overwhelming forces to France to drive the allies into the sea. After victory operate these forces back to the Russian Front. Option 2. Fight a holding action in France while waging the war in Russia. Operate newly created Italian Units to France to help hold the line. 22. Russian Invasion Needs A Focus Option 1: Historical - Advance along a wide front. Option 2: Northern Focus - ie Moscow and the Ural mountains. Option 3: Southern Focus - Aim for the Southern Oil Fields and Cities 23. Italian Units need a Focus -Option 1: Support German Invasion of Russia -Option 2: Defend Western Front against Allied Invasion -Option 3: Take Turkey to allow Italian invasion of Southeastern Russia's old fields and cities. This option means that the Italians must drive first drive the Allied Navy from the Eastern Med and then conquer Greece. Then Italy needs to move 4 armies and 2 or 3 air units and 1 HQ unit to the border of Istanbul/Turkey and mass the Italian navy in the Agean sea. One Corps should be moved to the shores of Turkey and be prepared to land in eastern Turkey to isolate Istanbul and block the straits. The Italian attack will destroy one 1 Turkish Army unit per turn and take Istanbul in 3 turns. Then on Turn 4 Italy can start transporting infantry units and moving Italian naval units into the black sea. -Option 4: Conquer the Countries surrounding the Med. - ie Vichy France, Malta, Egypt, Iraq, Spain, Portugal, Turkey to build a strong Italian military. -Option 5: Defend the Southern Front if Allies have strong forces/conquests in the Region. -Option 6: Italy > Greece > Assit Germany to take Yugoslavia > Vichy Algiers > bomnbard Port of Gibraltar with Air & Naval units to send Italian Navy to Atlantic > Marseilles. 24. Italian Response to Early Concentration of Allied Naval Forces in the Med. Option 1. AI engages and takes losses(current strategy) Option 2. Shelter Italian navy in the Adriatic sea until it can receive support from Axis Air Units. Option 3. Shelter Italian navy in Adriatic until fall of France causes French units to disband. Option 4. (Option 2 + Option 3) 25. Italian AI Decision Tree 1.0 When Italy Enters War 1.1 UK & French Naval Forces are concentrated in the Med around Malta. - 1.1.1 Option1 - Engage in Battle - 1.1.2 Option2 - Retreat Navy to Upper Adriatic - 1.1.3 Option3 - Unify naval Forces before engaging in battle. 2.0 After France Falls to Axis 3.0 After Naval Battles in the Med are Completed 3.1 Italian Navy controls the Med. 3.2 Balanced Italian and Allied Navy in the Med. 3.2 Allied Navy Controls the Med. 26. German Research Decision Tree Option 1: If Axis decides to make a fight for the Atlantic then buy 1 research chit in long range air craft and select producution option 1. German air units on the coast of France can provide air cover for German fleet sailing down French coast and destroy any UK air that come in range in them. Option 2: If Axis has 6+ air units then buy 1 or 2 chits in Jet research. Option 3: If Axis has 6+ tanks then buy 1 or 2 chits in Armor. Option 3: Strong Naval Campaign - 1 chit in Long Range Air craft and 1 chit in subs for Germans. For Italians 1 chit in the tech that increases the strength of surface ships. 27. German Production Options By varying the production strategy of the Axis powers the AI can ensure that the human player can not rely on one optimal strategy, especially if FOW is on. Option 1 - Air / Armor Campaign: Build 3 new air units when France falls, and 1 new air unit when Denmark falls, 1 air when Poland falls = 8 Air units early in game. With proceeds from fall of Yugoslavia, Norway, Denmark purchase armor units and amies. I Usually start war with russia with 7 or 8 German air, 6 to 8 German armor, 3 to 4 HQ units and remaining infantry. Invest at least 1 tech in Jets. Option 2 - Armor Campaign: Concentrate production on Armor units. When war with Russia starts Germans can field 10+ armor units on the front supported by 2 Italian Air, 3 to 4 German HQ units, and 3 to 5 German Air and numerous infantry units. Invest at least 1 tech in Armor. Option 3 - Naval Campaign - to surprise the allies with a naval forces that can prevent US reinforcement of the UK and threaten an invasion of the US or Canada early in the game. Now if the Allies scrap some of their naval fleets they are in really big trouble. This strategy if of greatest effect then the Italian navy can break through the straits of Gibraltar and the German navy can sail down the coast of France under air cover. Then the Germans build another 2 to 4 subs in southern france and invest at least 1 tech in Subs. Usually this will result in a naval force of 3 to 7 German subs, 1 surviving German battleship, 1 Italian sub, and 2 Itallian battleships in the Atlantic. (7 to 11 Axis Naval units). Enough to blockade the atlantic and protect the western front from invasion. Option 4 - Infantry Heavy Production - to continually press the Russians by advancing and rotating in new armies to replace those weakened for combat. Repair these ground units then rotate them back into the front lines. Invest at least 1 tech in Anti-tanks. [ April 24, 2003, 11:12 AM: Message edited by: Edwin P. ]
  4. JerseyJohn I agree with your comments on invading the Nordic countries. Not only is it hard for the Axis to reinforce the Nordic countries, but it is also hard for them to withdraw any victorious forces. Moreover liberating Norway and Sweden opens up several possibilities; 1> Allies can move air units from the UK to the Eastern Sweden and then to Finland and then to Russia. The appearance of 4 air units on Russia's northern front can be a real shock to an unsuspecting Axis player. 2> Allies forces in Nordic countries can threaten an invasion of Germany and then withdraw once German forces move into range. 3> Allied naval forces can freely transit the Baltic under cover from land based air fleets. 4> Allies may decide to liberate Denmark. 5> Allies may land corps in effort to surround and isolate Berlin. This forces the Germans to transfer forces from other fronts (ie Russia, France, or Italy). [ April 20, 2003, 12:31 PM: Message edited by: Edwin P. ]
  5. While I find the Allied AI to be stronger than the German AI with a few improvements the Allied AI could be really great. Here is my list of suggestions for improvements to the Allied AI (compiled from my previous postings and reading the strategies used by other players). Perhaps the most important one is #51 which calls for an improved defense of Russia strategy. 1. Allies liberate Norway and Sweden while Germany is at war with Russia. Why? Liberating the Nordic countries deprives Germany of much needed MPPs and significantly boosts the production of the UK. 2. Allies invade Norway then Sweden after US enters the war. Strategy 1: If German Navy has been sunk. - Send Cruiser in to determine location of Axis Air Units, if any, in Denmark if playing with FOW on. - If No Air Units in Range then AI can decide to make an overseas landing near Oslo with armies flanking Oslo on the east and west. - If Air units in range use Strategy 2 Strategy 2: If German navy has not been sunk or Germany has strong air cover in Denmark. - Make landing south of Bergan. Use Units to take Bergan supported by UK carriers. After Bergan falls fly/operate in air units and move overland to take Oslo and the Norwegian mines. 3. Move French units in overseas colonies. to preserve them as Free French units - Corps in Lebanon moves to protect Suez after Italy enters the war but before Paris falls. - Corps in Algeria moves to Egypt (if AI decides to attack Iraq), France, Malta (if AI decides to fight for Med then Air Unit in Malta should be replaced with UK Bomber Unit and this destination should not be choosen), or the UK. 4. Allied AI selects one of several Mediterrean Strategies - French and UK navy unite off the coast of Malta to defeat Italian Navy, ie as of turn one they immediately begin to move to Malta and the UK bomber moves to Malta on turn 3 after attacking the German subs in the north sea if they move in range. The allies know that the Fascist Italians will ultimately side with Germany and prepare to sink their navy. - UK navy will defend the eastern Mediterrean for a future invasion of Iraq. The UK battleship at Gibralter will move east to Egypt. The French battleship will move to the port of Suez, another French Naval unit will move to the port of Cairo.(Thus they have a chance to go Free French). If the Italian navy moves to threaten Egypt the UK will move a bomber and/or air fleet to Egypt to support UK naval forces. - Allied navy forces in Mediterrean race to the Atlantic to reinforce the British Navy, aid in the defense of France and prevent any German Sea Lion operation. 5. The AI will select one of several canned strategies to defend France; - Historical, current AI strategy - CvM's "In Defense of France" Strategy - see FAQs - Scrap navy to buy land units - Evacuate French Army units to England to fight another day or for a later invasion of Norway & Sweden / Iraq / France /Invasion of Portugal / Spain / Turkey 6. AI will not waste MPPs reinforcing Danish unit if it will not delay the fall of Denmark. 7. Allied AI will invade Iraq using the path around Africa to prepare the invasion force if the Italian navy controls the Mediterrean. Part of the time this conquest of Iraq should be preceeded with the liberation of Free French Lebanon. 8. If Allied AI takes Iraq it will use it to operate Air units (Free French/UK/USA) to support Russia. 9. Reclaim Research Chits Russia will reclaim research chits if Moscow or Stalingrad is seriously threatened. The UK will reclaim research chits to (Defeat a German Sea Lion if needed) or (London or Manchester) falls to the Axis. 10. Allied Navy units avoids suicidal lure UK navy will not be lured into approaching 5+ German Air units and 2+ german naval units by a lone German transport or naval unit. In a recent game Germany had 7 air fleets in Denmark and sent a transport out as a lure. Two UK battleships attacked it and were subsequently sunk by German air attacks. Then Germany sent a sub out and a UK Carrier and Battleship moved attacked it and were also destroyed by the ensuing German counter attacks. 11. UK/US will have strategies to deal with strong german naval/submarine war focus, if Germans start building subs or Italian navy makes it into the Atlantic. 12. Better stategy/timing for invasion of France 13. If Italian navy is destroyed allied AI will consider invasion of Sicily. 14. Allies attack Ireland Allied AI will occasionaly attack Ireland for experience and plunder with 1 Corps, 2 Carriers, 1 battleship and all available air units. Plunder will be used to purchase additional Air Unit and/or finance Long Range research or Jets research. 15. Pacific Transfer To reflect reality - if (Axis sink the two US battleships) or (Axis naval units in the Atlantic exceed Allied Naval Units) or (London Falls to the Axis) I would have the US transfer naval units from the Pacific theater of operations: ie 1 Carrier Group escorted by 1 battleship and 1 cruiser. (If London falls then increase this by 1 Carrier Group, 1 HQ in a transport, 1 Army in a Transport and 1 cruiser.) 15.01 If London Falls before Russia the Allied AI should launch an invasion of the UK with all AI units supported by all AI naval units (including units transferred from the Pacific). 16. The US should be able to operate land units to Canada and the AI should take advantage of this to oppose any German invasion of Canada. 17. The Baltic Run. If If 1 or fewer German Air units are not in range of the Baltic I would have the AI occassionaly make an attempt to destroy the German navy. Ie using French units to lead the attack support by UK naval units moving into the Baltic. If the German navy is destroyed then occasionaly move the UK carriers to off the coast of Leningrad to support the Russian army when it enters the war. 18. The fall of Sweden To the Allies should cost the Germans 10MPP per turn reflecting the importance of Swedish ore to the German war machine. 19. Conquest of Greece If (US has entered the War) and (Allied navy controls the Meditterean) and (Allies control Iraq) the Allies should occasionaly launch a classic 1 turn conquest/invasion of Greece. Conquer Greece and then land additional forces to move north into Bulgria, Romania, Albania. 20. UK should occasionaly decide to save its three carriers to support a future invasion of France and defeat any German Sea Lion. Until the US enters the war these units will not move into range of multiple German Air fleets and should build experience by bombing Axis land units that lack air cover. 21. Portugal Invasion US/UK will occassionaly invade Portugal then Spain after it enters the war and has built an HQ unit. Portugal should fall in one turn with US Army units landing on both sides of Lisbon and carriers bombing the capital. This gives the allies a source of supply and plunder which they need, and a safe landing area for reinforcements. Now the Germans have to guard France and Spain while fighting in Russia. After Lisbon falls and Allies advance into Spain the Allied AI should reinforce the beachhead by operating in air units. If the Italian Navy has been destroyed, I would support this attack from Portugal with a landing on the east coast of Spain. 22. Opening Sicily Invasion Tactic - occasionaly the allied player should execute a plan to take Sicily just after it enters the war. In order to liberate Sicily the Axis has to attack on a single hex front and withdraw all air units from France. - Move Allied Naval Units in Med West to Malta - Move UK & French Navy from Atlantic to Med after sinking German Subs. - Move Canadian Army to Sicily - Move Egyptian Corps to Sicily - Move Canadain Corps to Sicily - Move UK Air to French Algeria - Move French Air to French Algeria - Move Gibralter Corps to West coast of Italy near Bari. - Scrap Bomber to buy HQ and transport HQ to Sicily When Italy enters war you allied navy can block Italian navy until Sicily Falls (usually in one turn if Army attacks First) and then destroy Italian Navy. Then move Army to entrench in the straits and back it up with a HQ. Note: As soon as Sicily falls you must move the French and Allied Air units from French Algeria to UK controlled territory or risk losing them once Paris falls. 23. Allied Dutch/Italian Gambit To liven things up perhaps 5% of the time, 1 in 20 games, the Allied AI should use one of these gambits. 50% for Dutch Gambit / 40% for Italian Gambit / 10% for Double Gambit. 24. Free Brits If the UK Falls then the Commonwealth territories outside of the UK (Canada and Egypt)should become Free Brits under the control of the Allied player and the Free Brits should be able to build new units in Canada. 25. If Baltic is Free of German Naval Units, Russia is at war and doing well, and UK is subject to a German Sea Lion invasion then: All Naval Forces (UK and Russian) should move to defend the UK. Russia if possible should send land units in transports via Baltic to the UK if two UK ports are controlled by the UK. 26. Allied AI should threaten France with transports on the coast but then withdraw troops before invading if area is reinforced with troops operated in by Axis. (Constant threats of Invasion weaken Germany in the East) 27. The current Russian AI is pretty good and much better than the German AI, with a few improvements it would be really great. 28. With FOW on AI should be able to see German units in France and Russia for purposes of planning strategy due to presence of intelligence sources in these countries. 29. Russia should use one of several starting positions so that the Germans can not use the same perfect attack plan each time. Perhaps; a. Historical (current deployment 93%) b. Russian Generals convice Stalin to deploy the the Russian armies away from the German border and station corps on the border(3%). c. Russian units deployed behind river hexes where possible (2%). d. Russian officer purge was less severe than historical event and Russia starts game with 1 HQ unit. (2%) 30. If UK AI decides to keep its carriers safe until US enters war then it should spend 250MPP to invest 1 tech chit in Long Range Aircraft and increase chance of getting stronger carriers. 31. AI needs a strategy to counter a German Naval Strategy If the Axis deploy a strong naval force to the Atlantic the Allied AI does not know what to do. When does this happen? If the Italians destroy the port at Gibraltar and sail through to the atlanitc and/or the Germans manage to field a large submarine force in the Atlantic and/or the Germans manage to move their baltic sea fleat to the Atlantic. Also can often be detroyed by being lured (again and again) into range of a waiting German Air fleet concentration. 32. Scrap UK Bomber Strategy UK should occassionaly scrap its Bomber unit to finance the purchase of an HQ unit or an Air Unit. 33. Defence of Brest Once in a while I would like to see the allied AI try a defense of Brest. - Evacuate French Army & Air units to France - Move Canadian Unit to Brest - Move UK Air Units in Range of Brest - Move Carriers and Battleships in Range of Brest. - Wait for German Attack on a One Hex Front. If German player mobilizes 3 or 4 air units in range then withdraw Canadian unit. If the German player has fewer that 3 air units to support the attack, wait for germany to attack on a one hex front. Then use battleship to attack, followed by UK based air unit to draw any local air support and then follow with attacks by carrier units (which do not take damage when attacking a city based unit). Thus the Allied player can usually destroy 1 Axis unit per turn if the Axis player does not carefully plan his attack. - If the defender can not be reinforced above 5 then transport it to England and then replace with a fresh French Army unit transported in from Manchester. 34. If the Axis begin the war with 7+ air fleets on the Russian front (which happens quite often) I would like to see the Russians use one of several strategies to counter this deadly threat. - Perhaps Invest 1 Tech Chit in Rockets and purchase over time 2 or 3 rocket units if the tactical situation can be stablized for a turn or two, and then use these Rocket units in a pack to blast away attacking forces. - Perhaps Invest 1 or 2 Tech Chits in Jets and remainder in Anti-Tank 35. The Allied AI needs to invest resources in Tech if the situation allows. Currently the allies appear to largely ignore additional tech investments as the game progresses. 36. Move Russian Capital Russia should have the option to relocate its capital from Moscow a cost of 200 MPP if Moscow is surrounded. Russian player would only do this if it believed the blockade of Moscow could not be lifted. Thus for a cost of 200MPP Russia could begin to build new combat units. 36. Russian Mountain Defence As a last ditch effort in the east Russia should consider a defense of the Ural Mountains by entrenching units not only in the Cities but also in the surrounding mountain hexes. The longer it can delay a German victory, the greater chance for Allied victory in the west. 37. Russian/Allied Response to Axis Attack on Turkey. Currently the AI does not make any response to an Axis attack on Turkey or use it to support the conquest of Iraq (to gain plunder, 2 oil fields and a city). 38. North Sea Transfer Hex (game design suggestion for single hex next to Norway) - If Norway is controlled by Axis then German Naval units can use this hex to travel around Greenland (during non winter months) and exit in a random ocean hex west of England in 3 turns. - If Norway is controlled by Allied or Neutral then Allied transports can use this hex to travel along Norwegian Sea (during non-winter months) to appear in a northern hex in Russia in 3 turns. If this change is made the AI should occassionaly use it to send army/corps units to Russia. 39. If German attack is stalled AI will sometimes make a major push to take Finland, ie reinforcing attacking units with an air unit and an additional land unit. 40. AI should track the strategies favored by the player in the previous 5 to 10 games and give more weight to strategies that counter this. Example: If during a game the German player conquers Iraq the software would increase its Iraq counter by 1. This would be saved in a file that the AI would access when the next game starts. Knowing that the German player is likely to attack Iraq the AI would give more weight to selecting strategies likely to counter this - ie Destruction of Italian Fleet, Defending the Eastern Mediterrean, moving French Units in overseas colonies to Egypt, invading Iraq first, sending Naval units to the Suez(if the transit hexes are ever updated to allow one to send Naval Units to the Suez). If the AI knows that the German player favors subs (by building 5+ subs in previous games) it might be more inclined to invest 1 tech chit in Sonar or Long Range Aircraft. Counters I would use would include: Iraq / Egypt / Norway / 7+ Air Fleets / Greece / 6+ Axis Subs / 6+ Axis Armor Thus an Axis player that favored using the same strategy again and again would face a stronger AI opponent. 41. USA use of Transports and Waste of MPPs Instead of landing all US reinforcement in the UK and then transporting them out again why not keep a few at sea, if there are no German naval units in the Atlantic and no German transports threatening a Sea Lion, to avoid wasting MPPs. 42. Aggresive Response to Axis invasion of Norway. Turn 1: German moves transports to the shores of Norway Turn 1: Allied AI moves transports to the shores of Norway next to Bergan. Turn 2: Axis declares war and attacks Oslo, Turn 2: Norwegian unit moves out of Bergan, UK/French transports units disembark and hold Bergen. Even if Norway falls they have a seaport. Supported by carriers the Germans will be hardpressed to dislodge them without calling in air power and/or additional land units. Allies can support Land units in Norway with Air Unit in northern most England. If Oslo survives the initial German assualt then these allied units can operate down to support the Norwegian forces. If Oslo falls these units will tie down German forces while securing another city for the Allies. If Germany move on Sweden without taking Bergan then these units can cut the Germans line of supply from Oslo or even retake it. Naturally, if the Germans decide to fight for Norway with clearly superior forces the allies should launch a fighting withdrawal to fight another day and tie up German units for as long as possible. I.e. Use port to withdraw outnumbered allied forces. 43. General AI Warplan I think that the AI has to decide on one of several prewar plans to guide its future actions; - Control Med so it can later take Iraq/Greece/Africa/Spain (ie send naval units to Med) - Eliminate German Navy so it can later take Norway/Sweden and send aid to Russia via the baltic (ie Prep Naval Units to enter Baltic when German air is busy in France) ---- then a> Withdraw Naval Units from Med. ---- or b> Keep minimal Naval units in Eastern Med to Prevent Axis Invasion of Iraq/Egypt - Hold France (ie scrap French navy to buy land units) and use Navy to attack any German units along the coast. - Traditional Strategy of Holding the UK and Preparing for D-Day - Withdraw Troops from France to Fight another day. 44. Baltic Run - French Army to Coast of Finland If German Fleet is destroyed the AI, only after Paris has fallen, should sometimes send an Allied (Free French or UK) army unit through the Baltic to the coast of Finland. When Finland declares war on Russia the Army unit can land behind the Finish Army unit beseiging Leningrad and attack. When attacked by these two army units and a Russian naval unit it may be eliminated in one to two turns.(one if the AI also moves a UK carrier into the Baltic off the coast of Leningrad) All that Finland will have left is three corps which the 2 Russian armies and UK/French army can easily destroy if the Russian Navy bombards the Finish capital, Helsinki. 45. Russian AI should buy a HQ unit when the situation allows. This can have a major effect in stabilizing a front. Normally I place it in the front where the most German troops are concentrated - ie Southern Russia or Northern Russia. If I have to retreat it I normally withdraw it towards the southern russian mountain region around Stalingrad to help defend the resources in this area. When the Siberian army transfers west Russia will have two HQ units in the Moscow area and does not need a third one. 46. If Axis Evacuates North Africa The Allied Corps in Cairo should advance on Tobruk, especially if a Free French Corps is in Egypt to take over the garrison of Cairo. 47. Allies Conquer Turkey If the Allies conquer Iraq there should be a chance that they will move to take the Turkish Capital. This is best done after the Allies have taken Greece and can move a unit or two next to Istanbul. I have seen this done and it is a shock, if Germany can't send a corps in to occupy Istanbul when the Turkish units surrender. Strategy 1 If no Axis fleets within Range - Transport Units to shores South of Ankara, then march overland to attack Anakara. Move Air unit & HQ in from Iraq to support attack. Ankara ususally falls 3 to 5 turns after invasion. 48. Historial Allied Politics Switch If selected an historical Allied Politics switch would not allow the Allies to take non-historical actions such as declaring war on Belgium, Denmark, Sweden, Turkey, Portugal or Spain or Switzerland or Ireland. They would be able to declare war on Iraq, Greece and Norway. 49. Egyptian Russian Supply Line If Iraq falls to Allies, Allies can operate a steady stream of air and land units to Russia from Egypt. 50. Russia Takes Finland then Sweden Option If Finland falls to Russia consider using Russian forces to liberate a conquered Sweden, if Sweden is garrisoned by only a single German unit. 51. Defense of Russia The AI will select from several strategies to defend Russia. Strategy 1. Norse's Defense of Motherland Strategy (see FAQs) Strategy 2. Current Strategy that tries to hold the front lines. Strategy 3..... ----------------------------------------------- AI Fixes: Allied AI Fix-1: Problem: Russian corps takes an undefended Swedish capital but does not take the surrounding mines, even when the only German unit is a corps in Norway. IF (No axis transport adjacent to Sweden) and (no Axis unit in Sweden) and (swedish mines are Axis) The allied unit moves to take the mines and then return to the capital when both mines are allied control. Fix-2: Russia production produces one unit to the north of stalingrad and one unit to the south of stalingrad. Leaving Stalingrad empty. German unit advances into stalingrad. If Axis unit within 1 move of Stalingrad then place a produced unit in Stalingrad before placing flanking units. ------------------------------------------------ Of these changes #3, #4, #14, #15, and #16 are probably the simplest to program. Changes #1, #2, #4 & #7 , #17, #19, #21 and #23 would have the biggest impact on the Axis player and would be more difficult to add to the AI routines. Change #25 is interesting but would rarely be used. Changes #15, #16, #18, #24, #28, #36 and #38 are not changes to the AI, but suggested changes to the game engine to improve realism and play balance. The transfer of ships from the Pacific (#15) would probably have the biggest effect of these 7 and would be simple to program if the AI knew how to make use of these extra units. ----------------------------------------------- Of course the hardest part of writing a good AI is writing the rules that allow the AI to make an informed choice amoung its many avaiable strategies and not just one based on random chance. ---------------------------------------------- [ May 05, 2003, 12:00 PM: Message edited by: Edwin P. ]
  6. Bill, I agree with your comments that as you make a game more complex you really increase the difficulty of programming a good AI. I also agree that the AI needs tweaking and strategies added to it. Such strategies naturally come to light over time from watching how intelligent humans wage war. Currently, the AI for SC has not evolved much since the software has been released, although several fixes have been released that improved the basic game engine. As for the tweaking, I would like to see the AI better concentrate its forces to achieve victory in an area, know when to avoid a trap, and when to sieze an ungarded Canada or Gibralter. For strategics I would like to see canned attacks for Belgium, Norway, Russia, Greece and strategies for taking Norway-Sweden, Iraq or defending France. ie France: Strategy 1: Historical Strategy 2: Disband Navy, Reinforce Army Strategy 3: Delay while withdrawing troops to England Stragegy 4: Historical + Send French Navy to Join with British Navy in Sinking the Italian Fleet.
  7. I have not seen any advantage to attacking Russia early. They always start with the same units, the same amount of MPPs in their production pool and the same 3 research chits. In fact, attacking Russia early acelerates USA readiness and limits the opportunity to build up your red army crushing war machine. Each turn you can delay attacking them allows you to field one or more army units on Russian front. Personally, I would like to see Russian strength (MPP pool, Army, and research chits) grow in number over time so that if the Germans attacked early in the war would be facing a weaker Russia.
  8. Bill Macon Excellent points. The random entry of Russia keeps the game interesting.
  9. Lowering Russian readiness would be realistic, but only if the Russian MPP bank account increased each turn to reflect the additional time they had to build up their army. Thus the Germans would face a critical strategic decision - When to attack. Another aspect to be considered is play balance, any serious delay in Russia or the US entering the war could doom the UK to defeat. To prevent this imbalance and reflect the deployment of additional Russian troops I would; Give Russia one free random (corps / army / armor / air / rocket) unit every 2 months after a specific date and 50% of the time remind the Axis player of this with a popup note that says: Intelligence agents report that the Soviets have mobilized an additional ( manpower / Corps/ Army /Armor division /Air fleet/ Rocket) unit. The chance of obtaining each free unit should be about; Corps 45%, Army 25%, Armor 15%, Air 10%, Rocket 5% I would also allow the USSR to use its 3 research chits as of a specific date. ------------------------------------------------ In summary: Attacking Russia after XX/XX/XXXX (Historical?)give Russia - Extra 20MPP per Turn in their Bank Account and/or - Free Combat Unit Every 2nd Month (4 turns) At Date xx/xx/xxxx (Historical?) Russia uses its three research chits and research is checked each turn while Russia is at peace. After Russia enters the war it may spend MPPs to upgrade existing units to any new research levels. ----------------------------------------------- Thus while the German army delays attacking Russia, the Russian army is building up its forces. And if it delays too long Russia may make important technology breakthroughs. ------------------------------------------------- Additionally I agree that Russian readiness would increase dramatically if Germany launches a Sea Lion, as Stalin would know that the Axis would be facing only a one front war if they could knock out the UK. ------------------------------------------------- Also during the winter I would like to see the Russian Hexes turn white and action points of Axis units in Russia be reduced by 1 to reflect the effect of winter and the poor Russian roads. ------------------------------------------------- [ April 18, 2003, 12:18 PM: Message edited by: Edwin P. ]
  10. Jersey John I agree with your thoughts, that SC could continue to evolve and that $12 a year would be a bargain. It would also be a bargain for the developer as they would not have to build a new game from scratch every 12 to 18 months. The key is that they need to increase the income generated by the software. From the size of this forum I would guess that the existing customer base is not very large. A subscription product would increase their income on each sale by about 100% over two years ($25 + $12 year one + $12 year two). At the same time it would help to attract new customers with the continual publicity and word of mouth. The key (in my opinion) is to make it a community with communication, interaction, competition and lots of free publicity. For if people don't know about your software they can't buy it. [ April 17, 2003, 11:54 PM: Message edited by: Edwin P. ]
  11. I agree that good AI programming is the hardest thing to do. Hubert's AI does a good job at general attacks on a wide front but tends to avoid reinforcing a critical area to obtain ensure success and never considers taking Norway, Sweden, Switzerland, Iraq, Algeria, or Turkey. It also seems to ignore opportunties when they are available but are out of a specified range. Example: Cairo, Suez, Canada are not threatened even if their are no Allied naval forces in range to stop an invasion force. Sometimes you need to support a good general AI with specific AI that kicks in under certain cirumstances. Perhaps one way for Fury Software to support an improved AI would be to sell the software with an AI subscription option priced at $12 to $18 per year that would include bi-weekly/monthly AI updates available to subscribers and support a limited amount of software development after the release date. The key question is - is this a viable marketing option? Does SC have a large enough customer base to make this worthwile from a profit/loss point of view? Would SC players find this a worhwhile investment? Would such a change increase the market demand for this product? I believe it might, if it was handled in the proper way. The proper way? - Email subscriber newsletter highlighting accepted AI contributions by subscribers. - Subscriber contributor credits included in the software at the close of an AI winning game. - Press Releases highlighting the upgrade. - Semi-annual AI design contest for subscribers. - Online AI design course available for subscribers. - SC AI design manual/notes for subscribers Just an idea for consideration. [ April 17, 2003, 08:10 PM: Message edited by: Edwin P. ]
  12. I just played an Allies vs AI game where the US entered on Aug 16, 1942, long after the USSR entered the war. Germany had attacked only Belgium and France. Finland had declared ware on Russia. Yugoslavia and the Axis minor countries were still neutral and Italy took Malta. The Allies had conquered Ireland while the cowardly Italians declined an invitation by Egyptian rebels to move into an ungarrisoned Egypt. The German axis also decided not to risk sending a transport from France to Canada which had sent all of its troops to the UK, even through the entire UK fleet, of 4 ships, was off the coast of Norway. [ April 17, 2003, 07:09 PM: Message edited by: Edwin P. ]
  13. JerseyJohn Its true that the AI is weak (after you have played the game for a while, but I like the game as its simplicity allows you to focus on the big picture while completing a game in one sitting, and now avoid using tricks that the AI always falls for). I guess that I will have to start playing games against a human opponent soon. Perhaps the only way to get a great AI is to build one that allows for player modifications and easy updates by the programmer. ------------------------------------------------- Without knowing how the software is designed, I would probably start along this route by adding a simple change such as allowing players to create a research allocation file for the initial research chits and the chance of this strategy being used. Example: File Name: RESEARCH020.TXT Name "antitank" Country "russia" Research 30000000 Weight 2 StrategyType "LAND,MIXED" StrategyName The file name would always be a text file starting with the word research followed by a number in the range of 000 to 999. Country is the name of the country. Research is the allocation of chits: 3 in the first position is 3 chits in AntiTank and 2 is the weight assigned to this strategy that could be in the range of 1 to 5. The program would sum up all the weights and assign percentages based on this. The term StrategyType would allow the AI to link this selection to selected AI strategies. Ie, If the UK AI decided to go for an Air Focused war strategy the AI would only consider starting tech allocations strategies including the StrategyType field value "AIR" and exclude strategies not marked as such. StrategyName would allow players/designers to link the tech strategy to a particular battle plan. ---------------------------------------------- Then I would probably try adding a more complex French strategy mod file for the initial defense of France. Here, the programmer would provide a series of AI rountines that the players could use/not use to build an opening strategy. Example: File Name: FranceOpen001.txt Name: "ESCAPE" Description: "Flee to British Ports" ALGERIA: Custom2546 LEBANON: C5 NavyMed: N2 NavyAtl: N2 NavyD: 2345,2456 FRANCE: F3 FRANCEU: C234-H2234, A345-H2235 Air: A3 Production: Corp, HQ, Corp OpeningAiLandStrategy: "DefendFrance" OpeningAiNavalStrategy: "ControlMed" Weight: 5 Thus for the french colonies the choices would be; 1 stay in place, 2 move to France, 3 move to UK, 4 move to Malta, 5 Move to Egypt, 6 Disband, CustomXXXX. Custom2546 would tell the unit to move to hex2546. The programmer could add more options to the library for the player to select from. NavyMed would provide choices for the initial French navy movement strategy for its Med Units: N1 - Move to Atlantic, N2 - Reinforce British Fleet in Med, N3 - Nothing NavyAtl specifies the options for the French forces in the Atlantic: N1 - Move to Atlantic, N2 - Reinforce UK Fleet in Med. NavyD would specify which navy ships to disband, if any. FRANCE specifies the general strategy for French units to follow. F3 - Move armies to Belgium border & replace armies in lower two fortresses with Corps, F4 - Evacuate French forces to UK while leaving a delaying force in place. FRANCEU specifies movement instrutions for particular units such as Move Corps 234 to Hex 2345. Air sets the initial stategy for the French Air Unit: A1- Stay in Place, A2 - Move to England, A3 - Move to Brest, D - Disband, CustomXXXX. [ April 17, 2003, 09:18 AM: Message edited by: Edwin P. ]
  14. One note on adding special entry/exit hexes to the map. Although coding it would be relatively easy, as it could use the same core code that was designed for the South Atlantic-Suez route, writing an AI routine to take advantage of it would be much harder. Currently the South Atlantic Suez route is not used by the AI at all, and the AI never attempts to take Iraq (which opens up the strategic opportunity to operate Air Units between the UK and Russia, a major threat to any German conquest of Russia).
  15. Santabear - thanks for the background on the SC AI. It was most interesting. I agree that the AI should look before it leaps more often and that it is too aggresive with its naval units. One strategy I have used is to base six air fleets in Denmark and then send a lowly corps transport or Cruiser into the north sea. The British fleet will move in to attack it and be destroyed by air units and waiting German naval units. After tempting the British fleet into range several times the entire British fleet is destroyed. Once that occurs Germany is free to field a submarine force that has a reasonable chance of stopping any invasion of France, especially since the Allies will not produce any more naval units to sink them. It would be nice if the UK Naval AI in the North Atlantic could be tweaked to avoid sailing into range of an overwhelming air fleet attack force that is certain to destroy them and is safe from attack. A better strategy would be to wait in the North Atlantic for the German fleet to come to you. Another strategy that I have used against the AI is to hold Normandy with a single Canadian army supported with air and carrier units and battleships (and transporting in fresh army units). The AI will continue to launch attack after attack on a one hex front even through it loses a unit every time. If only it would move in all 3 of its air units to support the attack it could take the city. The current AI only allocates 1 or 2 air units to support the attack which leaves the defender with a strength of 2 or 3. Just enough to hold the city. A similar situation holds true if the Allies seize Sicily and defend that one hex front that links it to the Italian mainland. [ April 16, 2003, 07:45 AM: Message edited by: Edwin P. ]
  16. Contragulations, now see if you can finds a way to hold onto France until Russia enters the war. To do this you might want to replace the armies in the Maginot line fortresses with corps so you can use Army units to hold the Belgium border and recall your overseas units. Tip: Carriers can hit land units without taking damage in return. [ April 16, 2003, 12:06 AM: Message edited by: Edwin P. ]
  17. Interesting AI action with Neutral Yugoslavia declaring coup after Germany is at War with Russia, possibly due to no invasion of Greece? Just played 4th game with 1.07 patch as Allies vs Axis. Yugoslavia was neutral. Germany positioned troops on German/Russian Border and had most minor Axis allies troops along with a few german troops on Yugoslavia border. Russia mobilized for war. Turn 1: Germany attacked Russia with troops on German / Russian Border. Axis Troops on Yugoslavia border did not move. Russia invaded Romania and took positions in mountains and held Russian/German border against weak german attack. Turn 2: Germany continued attack in north but only moved 1 HQ to block advancing Russian army. Other Six Axis troops on Yugoslavian border did not move. Russia surrounded German HQ in Romania and advanced on capital of Romania. Turn 3: Germany moved to counter Russian advance into Minor countries by creating corps and operating units to oil fields preventing Russian capture of capital, Yugoslavia coup occured. With the Yugoslavian coup delayed in the new version perhaps, the AI should: 1) Invade Yugoslavia after neutrals have declared for Axis without waiting for coup after Russian readiness exceeds 80% or 2) Keep only 1 unit on Yugoslavian border after Russia mobilizes or Russian readiness exceeds 85% if Yugoslavia is still neutral. PS: In this game by June 1942 Germany had Industrial Tech 3 and Italy had Anti-Tanks 2. [ April 16, 2003, 12:39 AM: Message edited by: Edwin P. ]
  18. What changes in the AI would be needed to make it more likely to launch a successful invasion of France? Santabear stated in another post that I would consider having the AI send tansports to the borders of France and then withdraw them if the Germans reinforced with troops, instead of landing anyway and being destroyed. I would have the AI hold transports ships at sea if there are no German subs in the Atlantic, and then landing along a wide front at the same time, instead of making small isolated landings. The AI should make diversionary invasions along the coast of northern Germany / Belgium/ Denmark when garrison troops are not in the area. I would have it consider making a serious invasion attempt at Norway after the US enters the war. If the Allies control Norway then I would give the Russians an extra 20MPP per turn, reflecting increased merchant ship convoys traveling to Russia. The timing of the AI invasions also needs to be improved. To often it attacks at the wrong time. Too early or too late. it needs to take into account the forces it has available and the situation on the Russian front and the forces stationed in France and Italy. Perhaps, it should consider invading Italy if the Italian navy has been destroyed or making a three front attack on France - Norther France, Western France, and Southern France. [ April 15, 2003, 07:32 PM: Message edited by: Edwin P. ]
  19. I agree with Santabear's comments that invading Spain does not offer the same strategic advantages as an invasion of Turkey. Perhaps if the battle for the Atlantic was of greater importance Spain would hold more importance for the Axis. Moreover, invading Spain gives the USA another front to attack. Without the presence of Spanish forces to stop them Germany would be forced to divert a sizable number of units from other fronts leaving them much weakened. What could increase the importance of Spain? 1st. Add a convoy route from the South Atlantic to the UK reflecting shipments from South Africa and Latin America. About 5MPP per turn. 2nd. Increase the value of this route to 15MPP per turn six turns after Egypt or Gibralter falls to the Axis. This would reflect the fact that merchant ships traveling through the Suez would travel a longer route around Africa. 3rd. I would also consider adding 5MPP to the convoy routes through the Mediterrean due to the shorter route. This would increase the importance of Egypt/Spain to the Allies and Axis powers. [ April 15, 2003, 07:05 PM: Message edited by: Edwin P. ]
  20. I don't know if players will continue to use Portugal for naval target practice as declaring war on Portugal with patch 1.07 Beta gives an increased chance that Spain will ally with the Axis powers. I tried it and the Spaniards allied with Germany the next turn.
  21. Re: Turkey Quite often I will invade Turkey from the Mediterrean. I will land troops to the south of their capital and march overland. It usually falls in three turns. The result is plunder and many options for future attacks - Russia via Transports, Russia via the Southern Mountains, Iraq and Vichy. PS: I also invade Switzerland for a one time gain of 260-280MPP (no cities). The Swiss normally fall in two turns, although they start with entrenchment level 4.
  22. Is there a way to have the system select a scenario randomly from a group of related scenarios (ie Allied AI 1939, Axis AI 1939)? As a player who plays against the AI I would like to be able to play against an AI whose starting setup I do not know. Thus I could design (3) 1939 scenarios and then have the computer select one randomly. With FOW (Fog of War) on I would not know with certainty the location or number of enemy troops or what units the neutrals would have when they are activated. Perhaps the French choose to build up their army instead of their navy? Or perhaps the Russians redeployed their units in a different manner? With random scenario selection (from a group of related scenarios) the game would be more interesting. Players could submit scenarios to Hebert and he could include selected ones in the the game. Thus when you started 1939 with FOW on, you might be playing a Scenario designed by Hubert, Shaka, JerseryJohn or Rambo. At the end of the Scenario you would see a Credit Line: Scenario Designed by xxxxx and a one paragraph historical/alternative history background. More unpredictability and more fun for the players. [ April 14, 2003, 10:38 AM: Message edited by: Edwin P. ]
  23. Dear Hubert, I beseach you to consider adding the following change to the Russian AI. This change would improve the game for the Axis player vs the Russian AI. Proposed Change Condition: If 2+ Axis units are adjacent to Moscow or Stalingrad then percentage chance per turn for effect (I would make it about 15% per adjacent Axis unit). Effect: Russian AI would cash in all research chits and disband any ships in port. MPP gained would be used to purchase more units Why: Reflects action of Human player if Moscow is threatened and likely to be surrounded (ie what good is research and ships if you are defeated). PS: Many thanks for the upcoming V1.07 Patch, most unexpected and most welcome. [ April 14, 2003, 09:44 AM: Message edited by: Edwin P. ]
  24. If Spain saw transports off their coast they would entrench their forces and prepare to defeat an invasion, and if the Germans attacked while the Spaniards were prepared to face the Allies, they would face entrenched forces. Of course, if the allies were to follow this strategy they would have to station 3 transports off the Spanish coast (as I would have the entrenchment rule only kick in if 3 land units of the Axis or Allies was on a neutral's border). Would this be a wise use of allied resources? Could they be protected while they wait off the coast?
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