Road to Kiev - New Player's AAR

Post descriptions of your brilliant victories and unfortunate defeats here.

Moderators: Joel Billings, Sabre21

Josh
Posts: 2568
Joined: Tue May 09, 2000 8:00 am
Location: Leeuwarden, Netherlands

RE: Road to Kiev - New Player's AAR

Post by Josh »

ss= screen shot. [:)]
User avatar
Redmarkus5
Posts: 4454
Joined: Sat Dec 01, 2007 1:59 pm
Location: 0.00

RE: Road to Kiev - New Player's AAR

Post by Redmarkus5 »

OK. Turn 6 and the AI's defence appears to have collapsed, but still no crazy rush to the East, as I saw in the Campaign game at this stage.



Image
Attachments
Frontlines6.jpg
Frontlines6.jpg (497.47 KiB) Viewed 324 times
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
User avatar
Redmarkus5
Posts: 4454
Joined: Sat Dec 01, 2007 1:59 pm
Location: 0.00

RE: Road to Kiev - New Player's AAR

Post by Redmarkus5 »

Start of Turn 7 and the AI has pulled back to attempt the creation of a new defence line. I'm not sure if it will go behind the river, but maybe not as the VLs are all West of the Dnepr.

Image
Attachments
Frontlines7.jpg
Frontlines7.jpg (488.71 KiB) Viewed 324 times
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
User avatar
Redmarkus5
Posts: 4454
Joined: Sat Dec 01, 2007 1:59 pm
Location: 0.00

RE: Road to Kiev - New Player's AAR

Post by Redmarkus5 »

Turn 8 and the AI is still awaiting my attack. I spent most of T7 clearing up behind the lines, moving my infantry forward and fixing the rail system. I have been moving my Luftwaffe bases forward every second turn or so.

I am not sure about those little rail units that detach from the HQs. The clutter up the map and you can't direct them. Much better to have rail repairs extend out from the HQs in all directions at a rate of, say, 1 hex per turn but without the little 'ants'.

Image
Attachments
Frontlines8.jpg
Frontlines8.jpg (490.43 KiB) Viewed 325 times
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
User avatar
Redmarkus5
Posts: 4454
Joined: Sat Dec 01, 2007 1:59 pm
Location: 0.00

RE: Road to Kiev - New Player's AAR

Post by Redmarkus5 »

Now, compare the current situation with the 41-45 campaign (below) vs. the AI, bearing in mind that I didn't have to fight very to get to these positions in the Campaign - the AI just retreated at full speed to this line. More comments on this later.

Image
Attachments
4145Turn8.jpg
4145Turn8.jpg (66.07 KiB) Viewed 325 times
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
User avatar
Redmarkus5
Posts: 4454
Joined: Sat Dec 01, 2007 1:59 pm
Location: 0.00

RE: Road to Kiev - New Player's AAR

Post by Redmarkus5 »

End of Turn 8. The attack on Kiev has commenced.

Now, I know I should be micro-managing more to get the best out of things, but I just wanted to test how the AI functions in a scenario game.

The game needs a short cut to tell all unengaged (no enemy ZOC) units in a single Korps where to meet, especially for the 1941 German infantry. Loads of clicking needed as you have to move every single unit yourself.



Image
Attachments
4145Turn8b.jpg
4145Turn8b.jpg (486.1 KiB) Viewed 328 times
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
User avatar
Redmarkus5
Posts: 4454
Joined: Sat Dec 01, 2007 1:59 pm
Location: 0.00

RE: Road to Kiev - New Player's AAR

Post by Redmarkus5 »

end of turn 9. Hopefully, I can take Kiev next turn, but it's strongly defended. I can't tell whether that's an AI decision or a designer decision as my recon showed the city to be empty previously.

In the centre I have broken through (let's see how the AI reacts) and Odessa is almost surrounded.

Image
Attachments
4145Turn9.jpg
4145Turn9.jpg (490.07 KiB) Viewed 325 times
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
User avatar
Redmarkus5
Posts: 4454
Joined: Sat Dec 01, 2007 1:59 pm
Location: 0.00

RE: Road to Kiev - New Player's AAR

Post by Redmarkus5 »

Well, I got my answer. the AI cut off both spearheads in order to reform its line. Nice going.

Image
Attachments
4145Turn10.jpg
4145Turn10.jpg (419.71 KiB) Viewed 325 times
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
User avatar
PyleDriver
Posts: 5906
Joined: Tue Apr 18, 2006 10:38 pm
Location: Occupied Mexico aka Rio Grand Valley, S.Texas

RE: Road to Kiev - New Player's AAR

Post by PyleDriver »

Lmao...
Jon Pyle
AWD Beta tester
WBTS Alpha tester
WitE Alpha tester
WitW Alpha tester
WitE2 Alpha tester
User avatar
Redmarkus5
Posts: 4454
Joined: Sat Dec 01, 2007 1:59 pm
Location: 0.00

RE: Road to Kiev - New Player's AAR

Post by Redmarkus5 »

Kiev falls. Odessa is barely defended - one lone Parachute Bde, although there had been lots of units there while I approached. Hmmm...

Nice AI moves in the centre - have caused me much stress.

Image
Attachments
Frontlines10.jpg
Frontlines10.jpg (476.65 KiB) Viewed 325 times
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
User avatar
Erik Rutins
Posts: 39780
Joined: Tue Mar 28, 2000 4:00 pm
Location: Vermont, USA
Contact:

RE: Road to Kiev - New Player's AAR

Post by Erik Rutins »

Hi Redmarkus4,

Apologies if you already stated this, but out of curiosity which AI level and settings are you playing with in this AAR?

Regards,

- Erik
Erik Rutins
CEO, Matrix Games LLC


Image

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.
User avatar
Redmarkus5
Posts: 4454
Joined: Sat Dec 01, 2007 1:59 pm
Location: 0.00

RE: Road to Kiev - New Player's AAR

Post by Redmarkus5 »

Axis minor victory. I'm reasonably pleased with that for a first full scenario, although I could have done better I think if I'd slowed down and played it over several days.

KEY OBSERVATIONS

I am impressed with the AI at Scenario-level, but not happy with how it seems to work at Campaign level.

The game is a bit of a click-fest and the devs need to give more thought on how to minimise that.

The Kiev scenario felt extremely realistic/historical in nature and was a joy to play.

Beautiful map but the units and icons could be jazzed up a little. I'd like to see some better unit pics from the modders in the info screens.

Units lose their combat power too quickly once cut off and there's no chance of a breakout with 1 week turns. This needs changing IMO.

Let's lose the little railway ants asap, please :)

ADDITIONAL NOTES ON THE AI

In this scenario the AI plays exactly as I had hoped - like a 1941 Soviet General. It creates defence lines intelligently and attempts to hold its objectives, but it falls back at the appropriate times.

My uneducated guess is that the Campaign AI is written differently, as it has no objective flags to follow and the situation in campaigns is increasingly dynamic as the years pass.

I will happily play vs. the AI in shorter scenarios, but will stick to PBEM for Campaign games until major changes are made.

OVERALL RECOMMENDATIONS TO LURKERS

Buy this title - you won't be sorry.

Image
Attachments
VictoryScreen.jpg
VictoryScreen.jpg (404.99 KiB) Viewed 324 times
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
User avatar
Redmarkus5
Posts: 4454
Joined: Sat Dec 01, 2007 1:59 pm
Location: 0.00

RE: Road to Kiev - New Player's AAR

Post by Redmarkus5 »

ORIGINAL: Erik Rutins

Hi Redmarkus4,

Apologies if you already stated this, but out of curiosity which AI level and settings are you playing with in this AAR?

Regards,

- Erik

Hi Erik - everything is set to Normal - I didn't even open that screen :)
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
User avatar
Erik Rutins
Posts: 39780
Joined: Tue Mar 28, 2000 4:00 pm
Location: Vermont, USA
Contact:

RE: Road to Kiev - New Player's AAR

Post by Erik Rutins »

Thanks, have you tried the full campaign with 110 morale for the Soviets yet?
Erik Rutins
CEO, Matrix Games LLC


Image

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.
User avatar
Redmarkus5
Posts: 4454
Joined: Sat Dec 01, 2007 1:59 pm
Location: 0.00

RE: Road to Kiev - New Player's AAR

Post by Redmarkus5 »

Not yet Erik. I've started a WiTE MP Campaign with Big A and I am also playing a WiTP CG PBEM game at the moment, so I won't really have time for a while. I'll give it a try over Xmas and report back - sooner if possible.
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
User avatar
PyleDriver
Posts: 5906
Joined: Tue Apr 18, 2006 10:38 pm
Location: Occupied Mexico aka Rio Grand Valley, S.Texas

RE: Road to Kiev - New Player's AAR

Post by PyleDriver »

You will find that this is the first of thousands of hours you have in this game...
Jon Pyle
AWD Beta tester
WBTS Alpha tester
WitE Alpha tester
WitW Alpha tester
WitE2 Alpha tester
User avatar
Redmarkus5
Posts: 4454
Joined: Sat Dec 01, 2007 1:59 pm
Location: 0.00

RE: Road to Kiev - New Player's AAR

Post by Redmarkus5 »

Oh, I know that. If I didn't love it, I wouldn't have strong views on where it needs to go ;)
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
Major Bong
Posts: 36
Joined: Wed Aug 18, 2004 11:52 pm

RE: Road to Kiev - New Player's AAR

Post by Major Bong »

Not meaning to hi-jack your thread, but I need some advice for this scenario. On turn 5 my first unit reached the edge of Kiev and from this turn on the Soviet AI created a defense in depth that required all my panzer forces to get close to the city.

On turn 9 I did a deliberate attack from 3 sides and failed miserably. My kill:loss ratio is still a decent 1:4, but the AI has so many units that I just run out of mp trying to encircle them or trying to break through, while on turn 5 things looked easy before all these units showed up.

This is under normal difficulty and the new beta patch.

Image

User avatar
karonagames
Posts: 4701
Joined: Mon Jul 10, 2006 8:05 am
Location: The Duchy of Cornwall, nr England

RE: Road to Kiev - New Player's AAR

Post by karonagames »

Taking on fortified city hexes with panzer divisions can be risky, as tank performance drops dramatically in urban hexes.

If you used infantry units with pioneer units attached directly, you will probably achieve more success.

Although the defence in depth looks a bit scary, a lot of the units are shells and have low combat strength, and can be swept out of the way with hasty attack.

To score a win in this scenario you need to get towns like Vinnitsa and Cherkassy as well as Kiev itself, and that is probably a better job for the Panzers. Check out Trey's "panzer puncture" tutorial in the war room section to get an idea on how to deal with the "blanket" defense.
It's only a Game

Post Reply

Return to “After Action Reports”