Clarifying the FF Campaign Challenge

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FlashfyreSP
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Clarifying the FF Campaign Challenge

Post by FlashfyreSP »

First off, a part of me is rather flattered that my simple suggestion as to making the Long Campaign more challenging has been taken so seriously as to generate actual gameplay using it. However, I feel I must clarify some things concerning both the initial suggestion and the interpretations of it.

Let me address the suggestion itself and its constituent parts:
A true Challenge Campaign, against the AI, without involving other players, would require the use of the following settings:

AI Advantage - ON
AI Level - 200
Reduced Squads - ON
Reduced Ammo - ON
Weapon Breakdowns - ON
Vehicle Breakdowns - ON
Mines - ON
Command & Control - ON
Use the Hardx2 setting for all battles
Select one of the 6 major nations for your HQ, but then only buy allied equipment (if British, only buy Indian, for example)
Set Spotting to 70% for Player 1, 100% for Player 2
Use Historic Ratings as designed

There may be some other settings that would make the Challenge more challenging to veteran players, but these are most of the important ones.

1. AI Advantage: with this on, the AI gets some bonus units (free of charge) which increases the difficulty of defeating the AI by a small amount
2. AI Level: questionable as to its true effect, consensus is that the higher the number, the more "crafty" the AI operates
3. Reduced Squads: while this setting applies equally to both sides, the disadvantage incurred by the AI is minimal. A few less men per squad does not make that great a difference to the AI; however, it impacts the player's performance more, because he will typically have fewer units with which to conduct the battle, and can ill afford to lose too many of them. In combination with the AI Advantage and Hardx2 settings, any AI disadvantage from reduced squads is offset and negated.
4. Reduced Ammo: similar to the Reuced Squad setting; in order to apply the handicap to the player, it must also be applied to the AI. However, the disadvantage to the AI is negligible for the most part; the AI does not expend much fire during its Advance, so saving ammunition. Artillery units, on the other hand, will suffer more from this setting for the AI, but again, the use of the AI Advantage and Hardx2 settings will somewhat offset this.
5. Weapon Breakdowns: optimally, only applied to the player; however, both sides must suffer equally from this
6. Vehicle Breakdowns: as with the Weapon Breakdowns, both sides must suffer this
7. Mines: the use of this setting is only to allow the use of mines overall, not to restrict them to only one side or the other. Combined with the player's personal decision to forego use of mines except by in-game placement by engineers, the AI will gain the advantage of being able to place these obstacles at will.
8. Command & Control: use of this setting is pretty much self-explanatory; by itself, it challenges the player nearly half again as much as without
9. Hardx2 setting: this setting doubles the amount of purchase points used by the AI, after it determines that base amount from that spent by the player; as a result, the AI can buy nearly double the quantity of units
10. Selecting one of 6 nations: the interpretation of this restriction seems to have caused some disagreements; let me explain - the game only allows the player to choose one of 6 nations to play the Long WWII Campaign. The use of the "allied" nations does not mean true Allies; in other words, the "allied" nation does not have to be one that the major nation was in reality allied with. The requirement is that you do not use any of the major 6 nations units themselves except for the HQ; I will list some possible combinations below:
  • US Army HQ - Philippine or Dutch or Belgian or French or Chinese forces
  • UK HQ - Indian or Canadian or ANZAC or Greek or Polish forces
  • Soviet HQ - Yugoslav or Polish forces
  • Japan HQ - Indian forces
  • USMC HQ - Philippine or ANZAC or Chinese forces
  • German HQ - Hugarian or Romanian or Italian or Finnish or French forces
This isn't intended to be an historical "alliance", but a means to play the other nations' forces through the WWII campaign. It's not important what "host" nation is used, because even that can be changed.
11. Spotting settings: self-explanatory, as the lower rating for the player hinders spotting enemy units
12. Historic ratings: while these may be argued to be "subjective" (and I fully agree that they are), they serve a useful purpose in varying the caliber of the individual units. Without this setting on, the overall Experience and Morale ratings would cluster around the default Rating set in the Preferences Screen; there would not be the extended range of variation, leading to less realistic actions on the field. Regardless of the opinions of this facet of the game code, it's use is necessary to provide a level of handicap to the player's forces, especially when used in combination with the concept of selecting "minor" nations to provide the majority of them.

Now, some further thoughts:

1. When I stated that this would be a campaign better for single-player use, I meant that it was intended to be used against the AI, not in combination with other players or in any kind of "tournament" setting. The system recommended by Vahauser is intended to provide a level field for comparing two human players through individual campaign completions, without actually facing each other. The suggestions I made, on the other hand, were made to play a campaign without needing to compare the results against anyone else.
2. The suggestions I made were not intended, in any way, to be taken as a "requirement" or a proven campaign setup; I simply wished to point out some of the settings that were not addressed in other posts about improving the "challenging" aspect of campaign play. It would be wrong of me to say that the settings I pointed to are the "definitive" ones, or that they are the only ones.

Well, that's all.
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Riun T
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RE: Clarifying the FF Campaign Challenge

Post by Riun T »

Well buddy, I'm just pleased as punch that your impressed or flattered, and I'm also happy that I seem to have progressed in my example campaign with the same specifics you've mentioned. I would suggest everyone give a try as I have been, its sure been challenging my combat knowledge!! and considering I've played this game since ver.5.0 I thought I had seen as hard as this game could get,,,, your settings are like starting fresh with it!! I'm going to continue to post and screenshot my results, I hope you all enjoy and learn from them,cause its been extremely fun!![:D]
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FlashfyreSP
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RE: Clarifying the FF Campaign Challenge

Post by FlashfyreSP »

I just realized I missed a setting for this setup:

Turn OFF your OpFire Confirm setting. This allows the AI to control your units during the AI's turn and decide which ones will OpFire at targets. You just sit back and watch the turn go by without interfering. [8D]
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Riun T
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RE: Clarifying the FF Campaign Challenge

Post by Riun T »

Well thats an interesting tidbit of afterthought,, do u think I should turn that off at this stage of my campaign?? I think if I didn't get to decern who tries to shoot back and who concentrates on retreating toward friendlys,, the previous battles results would have been differant!!! [X(] I think at this stage of my camp. that I would be slashing my own wrists!! my overall situational awareness of the field is more singular and personal than I think the AI can manifest,, and I can't help but think that it would be a little biased in its calculations when it comes to its considerations of what real men in an extreme situation are likely to do!! think I'll stay playing the way it is for now, because in the later battles I'm not getting any predictable regularity to the outcomes of the battles,, which shows for all my planning in a broad scope,, that this game, just like real life depends sometimes on how far u are able to push your luck when it comes to "the random roll of the die!!.
Hope you've all enjoyed what I've posted so far!!??P.S. I've allready explained how hard I'm finding the camp. with the settings as is,,so in my eyes this new setting is like putting 3 bullets into the revolver for russian rulette,, instead of just one!![:-]
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Alby
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RE: Clarifying the FF Campaign Challenge

Post by Alby »

The AI does not get the benefit of OP fire confirm, so the Human should not either..
[:)]

Riun T
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RE: Clarifying the FF Campaign Challenge

Post by Riun T »

OH YA,, trust u to pipe up in favor of the AI squashing my butt,, typical designer/moder thinking,,"how can we make this game even more adictive,,more challenging,, MORE IMPOSsIBle to defy or ignore",, unless your gonna stand up and start your "MARINE CORE FORCE" for me to read threw YOUR AAR's/DAR's,,, you better stop sounding like VAhauser,,or I'll start sulking!!!! [:'(][:D][;)] and just have to give gunny another knock while I'm in here about the Flash effort,,, The LAE battle is now on turn 8,,I'm up to my beltbuckle in mines,4-6 hexes deep,, their all entrenched with a vis of 16 and I've found 2 bunkers so far,,,they have overwhelming Arrty support that seems deadly accurate for their very first barrages,,,and I've got to cross 60% of the map,,, what part of turning op fire off is gonna make it any easier for the enemy!!??
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Alby
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RE: Clarifying the FF Campaign Challenge

Post by Alby »

By the way, Have I described my USMC core force for you..
LOL
[:D]

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FlashfyreSP
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RE: Clarifying the FF Campaign Challenge

Post by FlashfyreSP »

Riun T
I'm not suggesting you turn it off now...but I always play with it OFF, to make my own campaigns and scenarios more like PBEM games, where the AI does control your opfire.


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Riun T
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RE: Clarifying the FF Campaign Challenge

Post by Riun T »

WHew,,, thought I was gonna have to start over,,[:@]
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