Thread: AI Air Defense
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Old November 20th, 2011, 05:50 PM

scJazz scJazz is offline
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Default Re: AI Air Defense

[quote=Suhiir;788943]
Quote:
Originally Posted by FASTBOAT TOUGH View Post
Quote:
Originally Posted by FASTBOAT TOUGH View Post
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.
Not always possible. I often have "issues" with the number of game turns you get in AI battles. It's rare to have time for anything but a semi-blind frontal assault because you're given 15-20 turns to secure objectives 50 hexes away.

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))



For my part I'd like to see Area SAMs removed from the game, they don't belong in a tactical game of WinSPMBT's scale. But we all know that ain't gonna happen.

Besides, like bombers they are handy for scenario building if nothing else.



We're in total agreement here. I usually buy an MLRS/HIMARS or similar system and never use it, I leave it for exclusively for counter-battery; since the AI tends to think an artillery regiment per battalion is the proper ratio.



And for my part I tend to play infantry heavy, combined arms ... suprise, suprise
The only two changes I make to AI Campaigns are...
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 and now I'm kind of entertained by MBT
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