Some suggestions and stuff

Prepare yourself for a wargaming tour-de-force! Conquest of the Aegean is the next generation of the award-winning and revolutionary Airborne Assault series and it takes brigade to corps-level warfare to a whole new level. Realism and accuracy are the watchwords as this pausable continuous time design allows you to command at any echelon, with smart AI subordinates and an incredibly challenging AI.

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ZBrisk
Posts: 23
Joined: Sun May 16, 2010 12:33 am

Some suggestions and stuff

Post by ZBrisk »

Not new features or anything, so I'm posting these outside the wishlist thread:
  • Motorized units gain faster terrain-crossing ability when routing. This gets to be a problem. If they retreat much at all into rough terrain, you can count on them never getting out for the rest of the battle.

  • Objectives can be a pain. To hold the ones farther back I usually have to micromanage bases and other units, which just adds to command load. This is more of a scenario design matter though. Okay I take this back, it does seem to happen at a realistic amount. Having rapid fire as default would be nice though.
  • Intelligence goes from "vague" to "poor" then straight to "excellent". Where's all the stuff between?

    Unit & AI behavior stuff:
  • I had an instance where despite a bridge being blown, a bunch of units attempted to retreat to the other side of it, so they ended up detouring for tens of kilometers before 'retreat recovery'.
  • Speaking of retreats...maybe I'm wrong, but did companies 'retreat' often after taking no losses at all? Units constantly fall back from heavily covered and entrenched positions from fire that hasn't damaged or even suppressed them. It's been mentioned in this forum here and here.
  • AI HQs don't seem to make use of terrain, it just sticks with whatever formation and consistently places units in the open. Making use of forts or even forest/town edges without micromanaging is difficult. Ambushes also need to be micromanaged, but fortunately it looks like BFTB has an option for this.
  • I had another odd AI foible when defending a town against a German regiment. They assaulted with a bridging company, and later a flak company. Both were destroyed of course. Only later came the infantry and tanks.
  • AI HQs often make their subordinates defend when I order them to rest, even at night when they're at high fatigue and have no threats in sight.
ZBrisk
Posts: 23
Joined: Sun May 16, 2010 12:33 am

RE: Some suggestions and stuff

Post by ZBrisk »

Okay in retrospect those aren't really suggestions, just things I hope get improved.

Here's what I mean about AI formations:

Image
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