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Old September 23rd, 2019, 02:18 PM
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Fallout Re: Artillery settings

At first I had my doubts about the "penalty" as I've always had a "combined arms" view in my force makeup. Within a short time I was much more comfortable with it, because as Andy pointed out, a live opponent in this game could do the same thing with a few decent armored recon or helicopter borne troop (Touch and go.) units, as he pointed out on for that that "table top" tourney.

And since it was brought up...
You having ammo units (And I do for "RL" reasons.) against the AI is a huge advantage and one I've advocated in the past, the AI should have the option of as well.

[b]Bottom-line from many years past posts is, it would be a coding nightmare.[b]

Whether intended or not, the AI WILL ON A CONSISTANT BASIS TARGET YOUR AMMO SUPPLY UNITS. It stresses your logistics, it's an easy kill and with the primary and secondary explosions it usually will cause collateral damage to any light units or worse and at a minimum suppress them even to the point of routing them based on their "experience" at the time.

I still buy them but for what units, well the reader will just figure out what's best for them. The AI knows for sure.

Andy for you or Don, and I'm sure I've asked this in the past and have forgotten the answer, but I thought I've seen the AI get charged for "artillery overload" as well?

Could you please enlighten me (And possibly some others.) as to the correct answer?

Regards,
Pat
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