.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPWW2
Notices


Closed Thread
 
Thread Tools Display Modes
  #1  
Old May 4th, 2016, 02:51 PM
scorpio_rocks's Avatar

scorpio_rocks scorpio_rocks is offline
Major
 
Join Date: Aug 2013
Location: Yorkshire, UK
Posts: 1,053
Thanks: 376
Thanked 447 Times in 323 Posts
scorpio_rocks is on a distinguished road
Default Re: Random Battle Balance

Perhaps my style of play/lack of skill shows here, but I find - certainly Vs the AI - the opposite!

The AI blindly charging forward means defend/delay are pretty easy, but I am rubbish at/find it much harder to attack!

Against a human opponent this changes I guess.
__________________

"Gentlemen, when the enemy is committed to a mistake - we must not interrupt him too soon."
Horatio Nelson.
SPMBT Roundel Objectives Mod
SPMBT Small ID Flags Mod
WW2 Roundel Objectives Mod
  #2  
Old May 6th, 2016, 12:43 PM

Ravindau Ravindau is offline
Private
 
Join Date: May 2016
Posts: 43
Thanks: 3
Thanked 7 Times in 6 Posts
Ravindau is on a distinguished road
Smile Re: Random Battle Balance

Quote:
Originally Posted by scorpio_rocks View Post
The AI blindly charging forward means defend/delay are pretty easy, but I am rubbish at/find it much harder to attack!
Let me guess: You spend less than 50% of your points on rifles when attacking.

I have only played 10 games or so, but I must admit a certain prejudice has entered my mind, namely: WINSPWW2 is about rifle attrition.

My Golden Rule of SPWW2 strategy:

Buy lots and lots of rifles. Win the riflemen shootout. Make sure your opponent runs out of rifle squads first!

Assuming that is so, I see 3 connected reasons why the defender must be at a disadvantage in Quick Battles:

1) Attacker gets vastly more pts.
2) Very generous (for the attacker) turn length. (No need to hurry, make yourself comfortable, have a cup of tea.)
3) Not a pronounced advantage for defending infantry against attacking infantry in a shootout. (No discernible advantage at all when not entrenched.) I think there is a doctrinal issue here: Defenders are not supposed to simply sit in their little holes and fire at the attackers, instead they should be good sports and share the burden of moving around and being exposed to fire.
  #3  
Old May 6th, 2016, 02:08 PM
Mobhack's Avatar

Mobhack Mobhack is offline
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 5,988
Thanks: 482
Thanked 1,922 Times in 1,250 Posts
Mobhack is on a distinguished road
Default Re: Random Battle Balance

Quote:
Originally Posted by Ravindau View Post
Quote:
Originally Posted by scorpio_rocks View Post
The AI blindly charging forward means defend/delay are pretty easy, but I am rubbish at/find it much harder to attack!
Let me guess: You spend less than 50% of your points on rifles when attacking.

I have only played 10 games or so, but I must admit a certain prejudice has entered my mind, namely: WINSPWW2 is about rifle attrition.

My Golden Rule of SPWW2 strategy:

Buy lots and lots of rifles. Win the riflemen shootout. Make sure your opponent runs out of rifle squads first!

Assuming that is so, I see 3 connected reasons why the defender must be at a disadvantage in Quick Battles:

1) Attacker gets vastly more pts.
2) Very generous (for the attacker) turn length. (No need to hurry, make yourself comfortable, have a cup of tea.)
3) Not a pronounced advantage for defending infantry against attacking infantry in a shootout. (No discernible advantage at all when not entrenched.) I think there is a doctrinal issue here: Defenders are not supposed to simply sit in their little holes and fire at the attackers, instead they should be good sports and share the burden of moving around and being exposed to fire.
1) The attacker is meant to have the points advantage, as he needs it to force the defensive position. If you think the AI should have more points - then use the AIAdjustpercent variable. Ram it up to say 150% and try again. It is found on the misc tab of the game launcher programme.

2) If you think the number of turns given makes it too easy for you, then use the edit map feature to set the number of turns to a limit that you think will make you work for the win. Same goes, if say you think the objectives are too easily placed - simply re-spin the objectives, or manually edit them in the view map subroutine at game start. And since attacking in low visibility is relatively easy in WW2 (MBT has night sights so less so) then maybe up the map visibility in the same screen.

3) In an advance the opponent has no trenches, it is quite simple to sweep infantry away with a creeping barrage. So dont use one against the AI, or use a wider barrage. (If you opened up the map visibility as stated above, then enemy troops on your flanks will eventually see your troops advancing behind the barrage). Or elect to tie a hand behind your own back - by taking less arty so as to give the AI a break.

In other words - you can easily tailor the advance or assault conditions to give the AI a helping hand, should you think it is too weak defending against you. Other players may well say that it is fine as it is. But the tools exist - giving the AI more points, and editing the map and scenario conditions like #turns and visibility to the AI's advantage. Its just up to you to do it to suit yourself. Your choice, and it only takes a few minutes to do before you start purchasing troops - that is why we wrote the "view map" function anyway, the original game gave no opportunity to tweak the scenario conditions.


The AI only does a static and totally passive defence until it tries to retake the V-hexes the attacker has eventually taken. That is pretty much baked-in to the original code.

Against a human opponent, you really will be needing those points and turns. A human will deploy in a more crafty manner, and will utilise a more mobile defence plan (usually!). A human player for example, might use mechanised infantry to nip out from his start line in the early turns and set up ambushes in "no man's land". Other than a river assault (where AI troops that it initially "deployed" in the river will get pushed forward to the other bank so they do not drown, as they tended to do in the original code), its rare to find enemy ambushes in no-man's land other than in scenarios. Though the way it deploys formations does ignore the front line - so sometimes a few elements may be found 3-4 hexes ahead of the line.

(Allowing the AI a little freedom to deploy forwards into the no man's land is something I have though about as an option for its defence. It may make it in.)
  #4  
Old May 7th, 2016, 12:34 PM

Ravindau Ravindau is offline
Private
 
Join Date: May 2016
Posts: 43
Thanks: 3
Thanked 7 Times in 6 Posts
Ravindau is on a distinguished road
Post Re: Random Battle Balance

Quote:
Originally Posted by Mobhack View Post
A human player for example, might use mechanised infantry to nip out from his start line in the early turns and set up ambushes in "no man's land".
Sorry if I cut your post to this one sentence. All the rest I more or less agree with, but this sentence left me literally with my mouth open. I just don´t get it:

What good will an ambush do him against my large, slowly advancing, blobs of infantry? He has vast numerical inferiority. My blobs will eradicate the distraction and move on.
  #5  
Old May 6th, 2016, 04:22 PM
wulfir's Avatar

wulfir wulfir is offline
Major
 
Join Date: Jun 2005
Posts: 1,009
Thanks: 143
Thanked 366 Times in 194 Posts
wulfir is on a distinguished road
Default Re: Random Battle Balance

Quote:
Originally Posted by Ravindau View Post
Assuming that is so, I see 3 connected reasons why the defender must be at a disadvantage in Quick Battles:
The defender has less battle points in a generated battle but if the defending side is commanded by a human this outweighs any other factor.

I usually play on big size maps, the smallest size campaign I have played was a US 44-45 Airborne Long Campaign using 60x60 maps, so I'm not sure how a 30x30 game "behaves" - but I would argue that a long battle works in favour of defending human player - who will have time to defeat enemy forces and recapture lost terrain. But, then again, I'm not sure if 30x30 allows for much manouver space...
  #6  
Old May 7th, 2016, 01:02 PM

Ravindau Ravindau is offline
Private
 
Join Date: May 2016
Posts: 43
Thanks: 3
Thanked 7 Times in 6 Posts
Ravindau is on a distinguished road
Default Re: Random Battle Balance

Quote:
Originally Posted by wulfir View Post
I usually play on big size maps, the smallest size campaign I have played was a US 44-45 Airborne Long Campaign using 60x60 maps, so I'm not sure how a 30x30 game "behaves" - but I would argue that a long battle works in favour of defending human player - who will have time to defeat enemy forces and recapture lost terrain. But, then again, I'm not sure if 30x30 allows for much manouver space...
Map size aside, are you sure we are talking about small pts here?

2000 vs. 740, how is the defender going to recapture anything after he has been completely wiped out?
  #7  
Old May 7th, 2016, 02:59 PM
wulfir's Avatar

wulfir wulfir is offline
Major
 
Join Date: Jun 2005
Posts: 1,009
Thanks: 143
Thanked 366 Times in 194 Posts
wulfir is on a distinguished road
Default Re: Random Battle Balance

Quote:
Originally Posted by Ravindau View Post
Map size aside, are you sure we are talking about small pts here?
I played with 890 battle points vs XXX.


Quote:
Originally Posted by Ravindau View Post
....how is the defender going to recapture anything after he has been completely wiped out?
Play the game more and the AI will not wipe you out.
  #8  
Old May 9th, 2016, 12:33 PM

Ravindau Ravindau is offline
Private
 
Join Date: May 2016
Posts: 43
Thanks: 3
Thanked 7 Times in 6 Posts
Ravindau is on a distinguished road
Smile Challenge for Wulfir

Quote:
Originally Posted by wulfir View Post
Quote:
Originally Posted by Ravindau View Post
Map size aside, are you sure we are talking about small pts here?
I played with 890 battle points vs XXX.


Quote:
Originally Posted by Ravindau View Post
....how is the defender going to recapture anything after he has been completely wiped out?
Play the game more and the AI will not wipe you out.
Since you asked for it:

Try this:

Polish Poison Challenge
by Ravindau

Poland assaults Gernany, Sept 1939
2.000 : XXX (about 740)

All preferences on except AI tank-heavy.
Everything at 100%/XXX.

Poland computer, but with Human Buy.
You get to play the poor, hapless Germans.

For Poland, buy the following:

5x Infantry Company
4x Armoured Car Platoon (3)
1x Hvy. Arty Batty 105mm (4)
1x Hvy. Arty Batty 120mm (4)

If you have some points left, buy a Sniper.

I think 30x30 is most realistic, but play it on a 60x60 if you like. Shouldn´t make much of a difference.

You may well pull a win out of your hat, but I´d say it will keep you busy for a while.

And I can´t really see anybody wanting to play this Human vs. Human as the defending side, so it´s an example of what I´m meaning when I say the pts balance is somewhat skewed.
  #9  
Old May 9th, 2016, 12:52 PM

Ravindau Ravindau is offline
Private
 
Join Date: May 2016
Posts: 43
Thanks: 3
Thanked 7 Times in 6 Posts
Ravindau is on a distinguished road
Smile Challenge for Wulfir

Quote:
Originally Posted by wulfir View Post
Quote:
Originally Posted by Ravindau View Post
Map size aside, are you sure we are talking about small pts here?
I played with 890 battle points vs XXX.


Quote:
Originally Posted by Ravindau View Post
....how is the defender going to recapture anything after he has been completely wiped out?
Play the game more and the AI will not wipe you out.
Since you asked for it:

Try this:

Polish Poison Challenge
by Ravindau

Poland assaults Gernany, Sept 1939
2.000 : XXX (about 740)

All preferences on except AI tank-heavy.
Everything at 100%/XXX.

Poland computer, but with Human Buy.
You get to play the poor, hapless Germans.

For Poland, buy the following:

5x Infantry Company
4x Armoured Car Platoon (3)
1x Hvy. Arty Batty 105mm (4) Edit: Clarification: Off-map guns.
1x Hvy. Arty Batty 120mm (4)

If you have some points left, buy a Sniper.

I think 30x30 is most realistic, but play it on a 60x60 if you like. Shouldn´t make much of a difference.

You may well pull a win out of your hat, but I´d say it will keep you busy for a while.

And I can´t really see anybody wanting to play this Human vs. Human as the defending side, so it´s an example of what I´m meaning when I say the pts balance is somewhat skewed.
  #10  
Old May 9th, 2016, 03:44 PM
wulfir's Avatar

wulfir wulfir is offline
Major
 
Join Date: Jun 2005
Posts: 1,009
Thanks: 143
Thanked 366 Times in 194 Posts
wulfir is on a distinguished road
Default Re: Challenge for Wulfir

Quote:
Originally Posted by Ravindau View Post
You get to play the poor, hapless Germans.
The Polish force is strong in infantry but weak in nearly all other areas.

No AA. Buy a spotter plane - you'll discover their main effort - shell them as they approach. The Poles have limited AT capability. Buy tanks. The Poles have no engineers. Buy mines and obstacles, etc.

Even with a mostly infantry based force the human player still has an advantage vs the AI.
Closed Thread

Bookmarks

Tags
balance, random battle

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:59 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.