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  #1  
Old November 20th, 2011, 04:51 PM
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Suhiir Suhiir is offline
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Default Re: AI Air Defense

Quote:
Originally Posted by FASTBOAT TOUGH View Post
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!?!)...
You should a been a jarhead instead of a squid, we use both maps and charts and even know the difference!

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))

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Originally Posted by FASTBOAT TOUGH View Post
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".
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.

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Originally Posted by FASTBOAT TOUGH View Post
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.
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.

Quote:
Originally Posted by FASTBOAT TOUGH View Post
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.
And for my part I tend to play infantry heavy, combined arms ... suprise, suprise

Quote:
Originally Posted by FASTBOAT TOUGH View Post
To Suhiir- I'll take those odds if I can use the Indian SUPER ARJUN MBT as it's currently in the game!
Sorta like using the M1A1(HA) Abrams vs Iraq in 1991 ... I keep wanting to paint a big res "S" on them instead of the inverted chevron.

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Originally Posted by FASTBOAT TOUGH View Post
... 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.
You an me both !
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  #2  
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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  #3  
Old November 20th, 2011, 06:24 PM
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Default Re: AI Air Defense

Quote:
Originally Posted by scJazz View Post
The only two changes I make to AI Campaigns are...
1) Increasing turns to a minimum of 30, generally 40.
The problem here is the AI sometimes isn't smart enough to know when it's been beaten so you have to cycle thru 10 or 20 turns doing basically nothing to get the battle to end. So sort of a damned-if-ya-do-damned-if-ya-don't thing.

Quote:
Originally Posted by scJazz View Post
2) Decreasing tree values to something approximating NOT wall to wall forest, Amazon jungle.
Since you have the CD go into the map editor and set the tree cover value to something less then rainforest
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