Soviet GC vs. AI - WiTE Version 1.02 beta

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Redmarkus5
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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by Redmarkus5 »

ORIGINAL: Haudrauf1962

Just to clarify - my post was not meant as a rebuff. Certainly the developers should and hopefully will implement improvements. Your points are all valid. But for me playing the AI is only a way to learn the game because it is not too difficult to outsmart it, even if all your requests would be implemented. Computers are still having a hard time to read a map. But of course everybody dreams of a decent strategic and tactical AI, that plays like a human player. Until then I will stick with PBEM (although I probably will get beaten badly in my first game)

Hi - I didn't take it as a rebuff :) Probably just my writing style... sorry if it sounded that way.
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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by Redmarkus5 »

ORIGINAL: Grotius

Ah, too bad to see this enjoyable AAR end.

I haven't played nearly as far along as you, redmarkus, but I see the glass as half-full rather than half-empty. The AI isn't perfect, but I've never seen a better AI in an operational wargame, and I've played many of them. This AI is certainly far better than WITP's. Do you know of a better AI for a game of this scale? I'm really impressed that it actually reacts to my moves, that it knows how to encircle, that it generally avoids stupid head-on assaults, that it forms a coherent line, etc. In fact, some of Hitler's decisions were more stupid than anything I've seen the AI do. You mention that you want a historical battle of Stalingrad, but wouldn't that require Gary to code an irrational German AI that insists always on attacking, that refuses the let the 6th army break out, etc.?

I generally expect attacking AIs to be weaker than defensive AIs, but I've been pleasantly surprised with the attacking AI in WITE. I'm playing as the Sovs, at Week 12, and the Germans are within 50 miles of Leningrad and 90 miles of Moscow. They've lagged some in the south, but only because they took the time to liquidate an enormous pocket -- one I was over-confident about escaping. I'm pretty sure I'll hold out, but it sure "feels" like the war to me -- I'm retreating constantly, playing for time, throwing ill-equipped, ill-trained units at the front, battling for my two most important cities, looking forward to winter, the whole shebang.

As for cities, I haven't played Germany yet, and my Russians are still backpedaling, so I haven't seen the behavior you describe. But I can say that I abandon cities all the time, because the alternative -- being encircled -- is worse. I've fought a pitched battle for only one city, Smolensk, and I wish I'd retreated instead.

Obviously I can't order you to enjoy or play the game, but if you do play more, perhaps you should try Germany on a slightly higher difficulty setting? Getting those 290 VPs looks tougher to me than playing as the USSR, which of course won a "Major" victory historically (in WITE terms).

Anyway, I really was enjoying your AAR, but we play games to have fun, and if it's not enjoyable for you, obviously you should move on (or take a break).

Hi Grotius,

Maybe I come across as more negative or critical than I intend, so let me try to clarify.

1. My annoyance at various points has never been with the game, the AI or the designers - I think it's a fantastic effort with exceptional promise and I am pretty sure I've said that somewhere in the AAR. I just found it very frustrating that when I did identify issues and make suggestions for fixes (in the AAR and in other threads) there seemed to be a dedicated attempt to deny that any issues exist. I just want to see the game improve and, even though an AI can never be perfect, I know that this one can be better. I also believe that Gary is working hard at it right now and I admire him for it - I wish I could have designed and delivered a game of this quality, but I lack the skills.

2. The glass is most certainly half full and yes, I agree that many of Hitler's decisions were worse than those of the AI. This is a core point really, because to get a reasonably 'historical' game you need the AI to do some smart things and some dumb things. A really smart AI wouldn't attack Russia in the first place and at times you can feel the Axis AI thinking exactly that, especially in the south. So, for example, instead of the AI looking at the balance of forces and opting to hold or pull back, I would like to see it make some random dumb choices like "launch Typhoon", "go for Stalingrad" or "Kursk". These would need to be random objectives that are determined by the situation, but I would expect to see at least a 50/50 chance that the AI would make a move on one of my major cities within 10 hexes of the front sometime during '42 and '43. The same applies to pockets - sometimes that AI should flee and other times hold. This would allow for a more historical feel to the game and knowing that this might happen would force me to maintain reserve armies and not commit 100% of my force to the front line.

3. The cities issue is more complex than simply deciding to abandon one when in danger of encirclement. As players get further into the game I am confident that this issue will be raised repeatedly.

4. Actually, the WiTP AE AI is pretty aggressive and the first time I played it, the Japanese AI achieved a better than historical 1942 result against me. Admittedly, after a few grand campaign games false starts I had it mastered, but not on game one. It looks to me like a number of WiTE players may have mastered the AI on GC game one...

I have enjoyed the game and the AAR immensely. I may even post a postscript because all the work I did preparing for my summer '43 offensive means that I am still tempted to play it through. However, it's back to focusing on my WiTP PBEM sessions for now, until the first big WiTE patch comes out.
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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by nicwb »

Redmarkus,

I am sorry that you are winding up the AAR- it was one I always looked forward to. I especially wanted to see operation Tunguska play out.

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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by Redmarkus5 »

Hi nicwb... thanks. I didn't realise people were really following that closely. OK, I will keep it going a bit longer. As I said above, I did put a lot of work into preparing the offensive :)
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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by nicwb »

Thanks Redmarkus - I suspect a lot of other readers will be gratetful too.

I should add - i was getting quite a bit of guidance from how you were developing your plans - so it would be good to see them come to fruition.

Plus - if the devs of WitE work the same way as the devs for WitPAE they use AARs aginst the AI to improve the game.
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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by Redmarkus5 »

OK - good to know. This is my first ever AAR...
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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by Redmarkus5 »

A cautionary note when taking guidance from me - I am still feeling my way and many of my techniques will no doubt prove to have been less than optimal.
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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by Redmarkus5 »

Back in action.

Turn 107 - start.

The AI has taken a sharp intake of breath and pulled his line back in several places, abandoning a new set of pockets I created on turn 106 to their fate.

I now estimate enemy division-sized units destroyed at 20+ since the start of the offensive. With this rate of attrition I am feeling quite confident about the outcome.

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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by Redmarkus5 »

At the completion of the turn, the pockets have been eliminated and new ones formed, including a significant one containing several Axis divisions around Proskurov.

The map shows the most recent advances as well as the intended final dispositions of the involved Soviet Fronts.



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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by Redmarkus5 »

Turn 108. The Battle of Proskurov.

Impressively, the AI has counter attacked to relieve the Proskurov Pocket, simultaneously using his remaining armour to cut off my spearheads while breaking out of the pocket with the forces trapped inside.

However, the AI is weak all along the line and this initiative may be exploited to create a larger pocket, including the AI's remaining Panzer forces in the sector.

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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by KarlXII »

From time to time I also drop in to follow the AAR. But I am very interested to read the conclusions you made Redmarkus4 since you´ve played far more than me.

What I want to say is that I agree on your point that the AI should be improved where it can be and especially when there is concrete suggestions or solutions to it. Personally, I only play against the AI so for me it is crucial
that it receives the support and patches needed to be the best it can be.
Värjan måste göra det bästa, ty den skämtar intet

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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by Redmarkus5 »

Thanks KarlXII. I guess you are Swedish?

THE BATTLE OF PROSKUROV STAGE 2

I manage to tear a wide gap in the enemy's line north of the city. This allows me to repeat the envelopment and also push through parts of my reserve to sit astride the AI's communications in the direction Tarnopol-Lvov-Rovno.

This is a gamble because my advanced units are exposed, but I am hoping that the AI will be forced to pull back and that I will reach them with my main body in the next turn.



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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by Redmarkus5 »

THE SECOND BATTLE OF KISHINEV

Further south, Kishinev has fallen and other key advances have been made. The AI will need to show another display of initiative to rescue his forces east of the city.

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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by Redmarkus5 »

The Eastern Front - End of Turn 108

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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by Redmarkus5 »

Turn 109 - end.

The AI's lines are now in tatters. I am able to achieve breakthroughs at any point I choose, except for those hexes containing Panzer Divisions, which remain formidable. However, there are too few.

The gamble around Tarnopol has paid off and I am pushing my infantry on toward Lvov, the primary objective for the offensive.

In the south I have almost cut the main north-south rail link east of the Carpathian Mountains, and I am about to complete the operation to push the southern part of AGS into Romania and bottle it there.

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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by Redmarkus5 »

Turn 110.

Mopping up of pockets and realignment of forces to prepare the Western Front for its drive NW to Lvov occupy much of this turn. The AI continues to throw up new defenses, so even a pause of 1 week means that a new line has formed in front of me.

WW2 in Russia is a rail war, much like the American Civil War. He who fails to upgrade his rail network in direct support of his strategic goals, fails to sustain the advance.

I have only two NKPS (rail repair Corps) units in my OOB at this stage, so I have assigned each of them a track on the Lvov Axis, one via Rovno and the other via Tarnopol. This ensures that both the Central and Western Fronts have supply at the point of attack.

Meanwhile, I continue to re-assign RR Brigades to my Army HQs every few turns because they get automatically sent back up to Front HQ once repairs are completed in the zone of control of each Army. This needs to be monitored closely as rail repairs can otherwise cease and you may not notice for a few turns - normally when your ammo and fuel suddenly run low!

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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by Redmarkus5 »

A comment here. It is an important design flaw that I have RR Bde units under my command but I cannot direct them to focus on key areas. The notion of Stalin facing such a challenge is rather strange...
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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by usecase »

redmarkus, glad you're carrying on with the AAR - I've been reading it closely from the start. As I'm the guilty party who posted the Berlin in Christmas '43 screenshot, it's a relief to my conscience as well ;).

How's your transport pool holding up?
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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by usecase »

ORIGINAL: redmarkus4

A comment here. It is an important design flaw that I have RR Bde units under my command but I cannot direct them to focus on key areas. The notion of Stalin facing such a challenge is rather strange...

Completely agree - once my Southern front had entered Rumania, I'm all "On to Budapest!", and my railroad engineers decide to back fill the dead end from Constantia. Of course, I had them all shot.

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RE: Soviet GC vs. AI - WiTE Version 1.02 beta

Post by Redmarkus5 »

Hi. The Motor Pool is showing 110k (108k) this turn and hasn't been problematic - lend lease gear, I guess :)

I'd really like to see a short AAR on your result - very impressive. My play style is to take operational pauses along historical lines, so I don't see myself getting to Berlin in '43, but Spring '44 is a definite target.

Turn 111 and I have taken an undefended Lvov with a rapid thrust through the AI's weakened lines...



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