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Re: AI Air Defense
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Ohhh how I wish I was fighting against rudimentary air defenses of the NVA and VC. I said Vietnam era, not Vietnam :) Actually, I'm fighting Cuba and USSR in a Cuban Invasion campaign. They have approximately 8 ****tons of AA units per platoon. Sadly, none of these are MPADs, all guns. I don't have enough Helos to get them to run out of ammo OPFiring at me and since Vietnam gunships, if we could call them that, don't have EW even if I did it would be insane. I try very hard not to use ATGM gunships vs the AI as I consider it kinda sorta cheating :) |
Re: AI Air Defense
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I tend to play the USMC a lot so I use very few tanks (one platoon per infantry battalion) and need the ATGM helos to make up for the lack or armor. You are of course free to try to fend off 2 or 3 AI tank companies with a platoon if you desire :p |
Re: AI Air Defense
Kinda said it already as others have but would add map study first, try to determine the lines of advance and likely cover fire areas (Kills me to say map and not chart but yes I understand the difference!?!), usually the AA units will be behind it or to the sides or in areas close (Backside of a slope for example.) to them to access those points quickly if not forward deployed, because even advanced AA to some degree needs clear fields of fire. CM arty prep those areas you might even knock out some reserve forces in the process. Then UAV or SEAD or use both in those areas. Hold back on air attacks until about turn 3 so you have time to assess/make damage estimates, if unhappy with the results you'll still be able to call off the air missions in time, radios work great for that.:shock: Even the AI most of the time won't send in in air assets much before that unless it's in assault mode. Modern air doctrine doesn't do this anyway look at the Iraq wars and Libya, alot of AA units, Command and Control and Logistic Centers were taken out by SUB/SURFACE/AIR launched cruise missiles and other standoff weapons before the traditional fighter bombers were "on the scene". And I have to disagree respectfully of course, that arty used in the CB role is a waste of time, look at how many tubes and rocket launched systems N. Korea, Russia and China and some other more worthy opponents have, you'll be thankful you did then. Arty today is about satellite data links, laser targeting and range finding, shells with cameras and GPS to auto adjust to hit the target while "on the way" and this isn't new it's been around for almost 25yrs now to some degree it has gone so far beyond windage and stadimeters now. All I can suggust again is adjust your artillery settings prior to a game or campaign, I never use more than 90% accuracy myself. The bottom line is really there's no right or wrong you just have to understand "for every reaction there is an equal or opposite reaction." I don't always use air sorties myself, <20% of the time but it's nice to know it's there, because it is I just have to "call it in". I play the game like chess and don't treat it as a "tank game", because in the real world and it works real well in the game, it's a combined arms game to me, personally speaking of course.
To Suhiir- I'll take those odds if I can use the Indian SUPER ARJUN MBT as it's currently in the game! Though submitted as a reminder on my last PP, Don already had it on the fix list earlier this year as XXX(?) noted after the last patch release the HF armor value. Use it while you can!!:) As side bar if you get the G4 channel look into Bomb Patrol as it follows two separate EOD teams in Afghanistan, another reason I'm glad I'm retired now, well from the military anyway. Enjoy the rest of your weekends! Regards, Pat |
Re: AI Air Defense
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WinSPMBT assumes motorized/mechanized forces and pure infantry assaults are impossible because you can't even get to to objectives in the number of turns the game allows for a battle. It would be nice if the game code took the map size into account when determining the number of turns to allow for a battle. ((hint, hint)) Quote:
Besides, like bombers they are handy for scenario building if nothing else. Quote:
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Re: AI Air Defense
Yes, the two Arjun's been corrected. Still not sure how that number got in there as it was 64 previous. I'm guessing 75 was entered as a cut and paste only on the first digit and it ended up being 754 and that would be automatically reduced the maximum of 255 when saved
Only very naughty boys and girls would use those two units ( 20 and 21 Indian OOB )in a game knowing the HF armour should be 75 not 255 and I'm sure all the responsible players who knew about this have already made the change. Don |
Re: AI Air Defense
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And I think I'm the only girl that haunts these sacred male halls :rolleyes: |
Re: AI Air Defense
[quote=Suhiir;788943]
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1) Increasing turns to a minimum of 30, generally 40. 2) Decreasing tree values to something approximating NOT wall to wall forest, Amazon jungle. I stopped playing modern games with TI, CM, MLRS and UAVs. In fact for years I wouldn't play SPMBT and stuck with WW2. However, I can't find my SPWW2 CD anymore :mad: and now I'm kind of entertained by MBT:) |
Re: AI Air Defense
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