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jcosta

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Posts posted by jcosta

  1. Originally posted by Bergerbitz:

    Howdy jcosta. Thanks for the detailed tips. I may be the only one around here that hasn't beat that scenario yet.

    Avast! Thar be spoilers ahead....

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    I usually try to make a big, fast push along the wooded right side of the map, keeping the HMGs, mortars and vehicles back to provide overwatch while my more mobile squads move up and hook left.

    I did try to keep an HMG and a squad on the left side of the map a few times, but they would get slaughtered and I deemed it a waste of resources.

    On the right side I lead with the recon, follow with the pioneers and keep the AIs head down while I get within grenade range. Then it's a matter of pinning and taking pieces out of he defense and make a beeline for the church.

    The best I got out of that method is a draw.

    That's why I love CMBB...after tw years of playing, it still forces me to think. Bless them Battlefront guys.

    Hy Bgb

    I think your approach is the right one in general terms. The wooded right side and the two sides off the road are the "entry... Yesterday, I achieved a Total Victory - with russian surrendering and my guys already beyond the Church... Altough this result is rare, a "Major" it's easy to get.

    But you have to "cheat" the AI deploy wich I believe sort of responds simmetricaly to yours, at least in the "Free to Place Units" mode.

    If you deploy the pioneers more to the center the AI will spread more it's defense. And this is the key. Four pioneer squads can (by the 3rd play) run and enter the attack corridor.

    By the same reasons you must place the vehicules at the center - they can advance slowly after like a trident, and after you get read of AT guns, charge the buildings.

    The recon platoon (plus HMG) on the left contributes for the covering fire and - once your attack force is inside the trench and the houses on the right side of the road - they can even charge the trench, get there and go as far as the Church or more!

    Fundamental is your field gun, that must be deployed in such a way that allows it to fire all the first line of buildings -even the two heavy ones on the left - and, eventually smoke the advance of your first attack group (the recons with the "stealth officer. Theese guys can even "move" half the way trough the "bushes" and hide, before they advance after your gun, vheicules and other forces have harassed russian defenses to the left. The "smoke" of blown up houses offers good cover to your assault to the "woods"...

    Try a couple of times - there are some small details you must analise - and believe me. It can be easyly done gainst the machine.

    I confess I would like to play this one against a human player. Maybe I am wrong but I think that in this case the russian position is not conquerable.

    Regards

  2. Originally posted by Bergerbitz:

    Call me sick, but my favorite scenario is Cemetary Hill. I still haven't been able to get much more than a "near draw" out of that one.

    I don't have a favourite operation as of yet...maybe I should play one or two of them sometme?

    Hy Berg...

    I like "Cemetery Hill" too. But I generally prefer small scen. where you have to make the best with scarce resources. To be frank with you I tend to get bored by masses of men and material.

    Down to the point now. "Cemetery Hill" is a difficult one, and that is OK, but it seems to me that is creator "cheated" a little, because the scen. has a tendency do "negociate" ceasefires that prevents us to totally explore our victories.

    As in all scen. there is a right way of doing it. Once you know it you can get major or total victories.

    In this case the key is to "dribble" the AI deploy...

    The Key - The rout to your infantry attack is the "brush" on the right. There is other way, but with great losses and dubious results.

    1 - place one recon platoon, an HMG and a vehicule at the left flank. The vehicule will advance along the edge at left...

    2 - place your engineers at the center, but in a position where four squads - the complete ones - can make a twist to the right (3thrd turn or more)and run to the "brush" gate...

    3 - place your mortars, one HMG, and the other recon squad - the one with the commander has stealth advantages - at the verge of the brush way. You cand send a FT with them...

    4 Place your three remaining vehicules at the center, using them like a trident...

    5 - Important! Place your field gun to the right so it can cover all the houses and a bit of the woods across the road.

    After making this deploy try to extract the logic consequences. I believe that after a couple of games you can beat the russians.

    regards,

    JJ

  3. Originally posted by throwdjohn:

    The Ai is (for a medicore player such as meslef) DAMNED good on defense. It is fun to slaughter AI on offense, but I have one question. Why is the AI so horrible with infantry, but vs. tanks the AI is AWESOME. Or maybe i just dunno how to use tanks.

    Hy TD

    There is always "the" right way of solving a scenario. You just have to analise it several times and understand the AI patterns.

    Try to be more cautios with your thanks. They're tough but far from indestructible.

    Send "scouts", use terrain protections, avoid merging them alone with enemy infantry...

  4. Originally posted by Panther Commander:

    jcosta, I think that the AI does a fair job representing the Soviet forces. Since their offensive doctrine was more regimented than the German one it portrays it closer. Most players want to take the German side so that works pretty well for CMBB. IMHO.

    It is more of a challenge for the designer to make a scenario where the AI will attack well. You might try my HSG KC Lt. Oberloskamp on the Scenario Depot. It has been getting very good reviews for play vs the AI. Not all scenarios are bad if they have an AI attacker but they are harder to make.

    Good Hunting.

    Thank your answer and suggestion, PC. I think I can understand the reasons why the conception of an attacking scenario is more complex.

    But I tend to disagree with in what concerns Soviet AI attacking skills, speccialy concerning the use of vehicules. Usualyy they tend to get quite jammed. But than it's peraps the best that can be done. Anyway CM is a great game, maybe even the best computer strategy game.

  5. Originally posted by MikeyD:

    The AI really benefits from careful scenario design.

    An experienced player will probably know the general route an attacking AI will take. If the scenario designer drops a reinforcement marker someplace else (attack on a flank for instance) the game suddenly bcomes more of a challenge.

    I've suggested this before. Another way to 'improve the AI' is to limit your own options. I bet most everyone (including me) floats above the map from elevation level three or higher with red and blue bases turned on, and flags permanently in full view. If you want the game to be a LOT more challenging turn off the flags after iinitial startup, stay as much as you can at level 2 or lower, and never move the camera past your own front lines. Warfighting against the AI becomes a LOT more challenging (and stressful) this way.

    Thank you. Combat can become really harder like that. But at the cost of loose some perspective...
  6. Originally posted by securityguard:

    jcosta, for sure the AI is heavily flawed on attack. It typically takes a linear path directly to the flag and does not use many tactics. Most people do not have scenarios where the AI attacks.

    for a greater (and very artificial) challenge try giving AI more forces.

    The AI is pretty good on defense as long as the scenario designer gives the AI valuable positions first.

    Thank you securityguard. I´ts an option. But as you say, artificial and not satisfatory at all. More troops or bonus experience doesn't add the "spice" a good oponent brings and offcourse there the possibility of having human adversaries. The bottom line is that I expected more of CM given the general good quality of the game.
  7. Originally posted by flamingknives:

    As I understand it, given the same scenario, the AI will never attack in the same way twice. AI in most games is scripted, but due to the open nature of CM, it can't be, so it runs on a set of randomly varying rules.

    Thank you for your answer. But what I tried to say was that the AI performance changes from scenario to scenario. Sometimes, speccialy whith tank manoeuver, the AI gets - my appologies to the game authors - "dumb".
  8. Hello,

    Forgive for me some language mistakes. My written english needs some practice.

    I am an absolute fan of strategic games - starting by chess, offcourse. When it cames to "electronic" options, CM is, by far, the best game in the market, and a quite respectable conversion of a classic like "Panzer Leader".

    But I feel somewhat disapointed with the performance of AI, specially when attacking.

    One question: I feel that the AI attacking performance changes in some scenarios. Am I right?

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