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Re: AI deployment in generated battles
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Don |
Re: AI deployment in generated battles
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I find that repositioning VH's works quite well when defending/delaying/meeting;ie, the AI is moving. It hasn't worked well for me when the AI is static, as the AI just clumps around the 0,7 & 14 hexes. I tend to like larger battles, so it will be helpful to have the AI defend more than just the three VH's. I usually work around this by having a human deploy the AI for me. AB |
Re: AI deployment in generated battles
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In SP3, it was even simpler - whatever the "wavy" deployment line was, just go back one hex and the AI troops were all in a bunched line there conforming to the front line, maybe 2 hexes deep like a greek phalanx. So simply pound 1 hex back from the front deployment zone on turn 0 and you were guaranteed to damage the AI - and as SP3 considered a track hit a "kill", it was the best way to deal with uber-tanks (an 81mm barrage killed King Tigers or M1A2 equally fine in SP3 http://forum.shrapnelgames.com/images/smilies/happy.gif) Cheers Andy |
Re: AI deployment in generated battles
Heh, 81mm barrage? 60mm was enough for me, thanks http://forum.shrapnelgames.com/images/smilies/wink.gif
Also, apart from the deployment glitch, there were mines/dragon teeth available even on meetings or delays so a gamey tactic was to buy DT's enough to cover the entire frontline except one gap, through which then AI vehicles were to come and were to be plastered by all arty. |
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