AI The Magician

Adanac's Strategic level World War I grand campaign game designed by Frank Hunter

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sbaxter1
Posts: 53
Joined: Sat Dec 25, 2010 8:46 am

AI The Magician

Post by sbaxter1 »

Sept 1915, the Italians joined the war. I had anticipated this and had begun relocating units from the stalled eastern front. Unwilling to continue attacking in Russia (except for a slow, cav led movement to take Bobruisk), most corps remained on the defensive and I was content to defend with one corps per hex and moved what I could to the Italian border well before they joined the wrong side.

As soon as they declared themselves, a two-hex offensive was launched, successfully defeating them in both locations. Of course, I was unable to followup and take Venice, having allocated only one offensive for the front.

At the same time, the campaign in Serbia was progressing as the HQ conserved its single offensive with hopes of cav opening a route to the hex from which a single activation would allow simultaneous attacks on Nish and Skopje.

As the second impulse began, it became clear that two hex attack in Serbia would not take place as at least three Italian units arrived at the front. AI, being the wonderous magician it is, managed to move three units by ships the Italians don't have (and I seriously doubt the Brits had three amphib missions for the Eastern Med), offload them in Scutari, move them several hexes and be entrenched.

Oh well, I have become used to AI being able to pull off things that I cannot. I merely need to take its capabilities into account. I should have tried to take Scutari before they joined the war.
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