AI for MWiF - USSR

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peskpesk
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RE: AI for MWiF - USSR

Post by peskpesk »

Here is my next part on my work with USSR border claims for the AIO.

I have now been concentrating on the third part of CC 5 Make USSR border claims and whether to claim the Finnish border lands, se below. In a normal WIF game the USSR seldom makes the claim, but if the do is probably the best time to do it when Germany is occupied in the Belgium/France, usually the first clear impulse in Mar/Apr or May/June 1940.
And as always, any tips of what I have missed are welcome. I plan to post a simplified version of the script later.

CC 5 Make USSR border claims AI

Finland

CV:4

Advantages:
-Reduces the resources sent to Germany by 1.
-Might capture a resource in northern Finland if the claim is denied.
-Makes possible a full scale war and conquest of Finland.
-Gives the USSR a slightly increased buffer zone before a possible Barbarossa attack.
-Fewer Finnish units can threaten Leningrad, until the recapture all Finnish border lands hexes.

Disadvantages:
-US Entry hit and the chit values might be high.
-Finland might be very difficult to conquer.
-Losing the advantages that Finland can only align with Germany after
Germany has declared war on the USSR (not if the USSR declares war on Germany).
-Germany might be able to enforce a peace between Finland and the USSR (no
hex of Finland, outside the Finnish border lands, is Soviet controlled; and Germany and the USSR are not at war.)

Whether to claim the Finnish border lands is decided by:
* The action has not been taken.
* The pre conditions are meet: Any allied declaration of war step (after the first) and Finland is neutral
* There are at least two US entry chits in the Ge/It pool and two chits can be reserved for Finland
* Active USSR strategy is one of:
--- A Resource War Try to cut resource to Ge by border lands & Bessarabia
--- B Finland
-----B1 Finnish Bluff(Rattle the saber), build up but hope to avoid a war
-----B2 Conquer Finland, build and hope for war, try to conquer Finland
* Preparations for the strategy is done: Unit buildup, invasion prep etc

* Whether to demand Finnish border lands decision is modified by:
- German support options to Finland is: none, small, medium or large.
- Is the USSR a neutral Major Power and at war with any minor power (Russian activity limits risk)?
- Is the weather bad?
- The estimated number of impulses left in the turn.
- Is Germany at war with Norway or Sweden?
- Has Germany conquered Norway or Sweden?
- First clear weather impulse (N Temperate) of Mar/Apr or May/June 1940.
- Has Axis captured Paris?




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RE: AI for MWiF - USSR

Post by brian brian »

the 'buffer' advantage is increased protection for the rail line to Murmansk, hopefully allowing a factory or two to reach the city. This should be weighted heavily I think, it is for me now when I play the USSR. War with Finland is OK if US Entry can afford it. You don't need to actually conquer Finland and can automatically force them back away from your border with ease, and that protects the rail line even better than Finland allowing the claims does. A strategy in war with Finland is to threaten Helsinki strongly while taking the north completely for a protected resource.
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RE: AI for MWiF - USSR

Post by peskpesk »

As the USSR when do you usually attack Finland? Which Turn/impulse? And how?
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RE: AI for MWiF - USSR

Post by coregames »

ORIGINAL: peskpesk

As the USSR when do you usually attack Finland? Which Turn/impulse? And how?

This has much to do with what has happened politically and/or militarily in the Balkans early in the game, as well as indications of the German plans regarding a possible time frame for attacking Russia. That said, going into the winter (probably early in SO)is a good time for such an operation, as long as coastal supply can be maintained. Finnish troops share the snow advantages, but the Germans are far less likely to take advantage of the diverted Russian forces by declaring war.

If you do go for it, a northern end-around threat can make their defense of Helsinki very difficult, and increase the probability they will simply let you have the borderlands. If they do fight, make sure you ground strike the hell out of anything they leave in the open during the surprise impulse. Just my two cents - probably obvious stuff.
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RE: AI for MWiF - USSR

Post by hjaco »

I used to setup to claim the Finnish border hexes but have delayed that until summer 40 provided Adolf doesn't seem to go to Russia in 41'

A cunning opponent recently let me fight the Fins from the beginning of the game due to US entry considerations but also to sail out the Finnish Ski Division which can get to Bruxelles in a surprise snow impulse as the Ski Division ignores Belgian ZOC. Bruxelles was then reinforced by the German MTN which was transported by air. Luckily for the Allied there wasn't snow in temperate until J/F so the damage was somewhat contained.

With two snow or Blizzard impulses in N/D that little bugger can first take out Rotterdam then Bruxelles - cudo for creative thinking [8D]
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RE: AI for MWiF - USSR

Post by brian brian »

lately I like to sucker the Axis into denying the claims by asking for the Borderlands at the wrong time of year (winter) and without enough obvious force set-up to smash into Helsinki. But I'm not actually interested in Helsinki, I want Petsamo and no Finnish ski divisions within striking distance of the rail to Murmansk. Then Field Marshall Alexander can show up and permanently protect this wonderful new warm-water part of the Russian empire while Zhukov throws Shermans, Jeeps, and Ford trucks at the Panzers until he reaches Berlin.
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RE: AI for MWiF - USSR

Post by hjaco »

Right but the Brits can't enter a russian controlled hex until Russia is at war with Germany so USSR has to hold it alone for a while.
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RE: AI for MWiF - USSR

Post by peskpesk »

Here is my last text part on my work with USSR border claims for the AIO and CC 5.

CC 5 Make USSR border claims and whether to claim the Bessarabia, se below. In a normal WIF game the USSR almost always makes the claim and probably the best time to do it when Germany is occupied in Poland or with Belgium/France; usually the second/third allied impulse of Sep/Oct 1939, first clear impulse in Mar/Apr or May/June 1940.
And as always, any tips of what I have missed are welcome. I plan to post a simplified version of the script later.

CC 5 Make USSR border claims AI

Bessarabia

CV: 16

Advantages:
Seizing more land to put between Germany and the Ukraine is the primary
reason for claiming Bessarabia.(Saving a factory and gaining supply sources)
Reduces the resources sent to Germany by 1.
Might make a full scale war possible and conquest of Rumania.
Might make it possible to blast the Rumania oil with strategic bombing

Disadvantage:
- Rumania might be difficult to conquer if German peacekeepers arrive in time.
- Might make it possible for Italy to align Yugoslavia prior to the attack on Russia.
- Germany might be able to enforce a peace between Rumania and the USSR (no hex of Rumania, outside of Bessarabia, is Soviet controlled; and Germany and the USSR are not at war).
- US Entry hit and the chit values might be high.
Losing the advantages that:
- Rumania can only align with Germany if Germany has declared war either on
Yugoslavia or the USSR (not if the USSR has declared war on Germany), or
if Germany controls Belgrade.
Might lose the advantages that:
- Bulgaria can only align with Germany if Germany controls Belgrade or is at war with Greece.
- Hungary can only align with Germany after Germany has declared war on Yugoslavia or the USSR.

Whether to claim the Bessarabia is decided by:
* The action has not been taken.
* The pre conditions are meet: During any Allied declaration of war step (after the first), Rumania is neutral.
* There are at least two US entry chits in the Ge/It pool and two chits can be reserved for Rumania.
* Active USSR strategy is one of:
---- A Resource War //Try to cut resource to Ge by border lands & Bessarabia
---- B Rumania
----- B1 Rumania Bluff Rattle the saber, build up but hope to avoid a war
----- B2 Conquer Rumania build and hope for war, try to conquer Rumania
----- B3 Oil War Try to blast Ge oil
And Preparations for the strategy is done Build up of units, weather, turn, strategic bombers ready etc.

* Whether to demand Bessarabia decision is modified by:
- Is a German declaration of war on Yugoslavia is imminent?
- German support options to Rumania is: none, small, medium or large.
- Is a German Barbarossa campaign is imminent?
- Whether likely German strategy is a Russia First gambit (possible attack by Germany in 1939 or early 1940)
- Does the USSR strategy include a Bulgaria gambit?
- Is USSR a neutral Major Power and at war with any minor power (Russian activity limits risk)?
- Has Eastern Poland been claimed?
- Is the weather bad?
- The estimated number of impulses left in the turn
- It’s Sep/Oct 1939 or first clear weather impulse (N Temperate) of Mar/Apr or May/June 1940
- Has Axis captured Paris?
- Has the US declared war on one of/both Germany and Japan?



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RE: AI for MWiF - USSR

Post by hjaco »

ORIGINAL: peskpesk
.....usually the second/third allied impulse of Sep/Oct 1939, first clear impulse in Mar/Apr or May/June 1940......

Snow impulses works fine for claiming Besserabia as mobility is the key factor against the few Romanians. Bad weather should be defined as rain, storm or Blizzard.
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RE: AI for MWiF - USSR

Post by Ullern »

* Whether to demand Bessarabia decision is modified by:
I'd add bullets:
Whether or not Oil (Afa option 48) is used.
Whether or not Factory destruction & construction (option 30) is used.

And like some other mentioned:
Claiming Finnish borderlands should be modified by yes/no to the optional rule for Ski divs.
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RE: AI for MWiF - USSR

Post by composer99 »

Other considerations for USSR AIO when demanding Bessarabia (to be added to the list of considerations at the end of the script in post #388):
- does it have the ability to occupy or put zones of control on the rail lines along the western frontier (prevent Axis reinforcement) (yes/no if yes which rail lines)?
- quantity of strategic bombing factors in range of Ploesti (particularly if playing with oil)
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RE: AI for MWiF - USSR

Post by Extraneous »

13.6 Production
Transporting resources by rail

Allied major powers (except the USSR) may only trace resources through Soviet controlled hexes while the USSR is at war with Germany.

I would like to submit:

That while a neutral major power the Artificial Intelligence for the USSR grants no permissions to the Allied side.

Because if the USSR wont allow permission for tracing resources through the USSR then the USSR shouldn’t allow other permissions.

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RE: AI for MWiF - USSR

Post by paulderynck »

What permissions are left to prohibit? The Allies can't trace supply or resources through the USSR as is.

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RE: AI for MWiF - USSR

Post by Extraneous »

"Units cannot enter a country controlled by another power on their side without permission of the owner."
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RE: AI for MWiF - USSR

Post by warspite1 »

ORIGINAL: Extraneous

"Units cannot enter a country controlled by another power on their side without permission of the owner."
Warspite1

I thought that was not allowed anyway until the Soviets were at war with Germany?
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RE: AI for MWiF - USSR

Post by Extraneous »

ORIGINAL: warspite1

ORIGINAL: Extraneous

"Units cannot enter a country controlled by another power on their side without permission of the owner."
Warspite1

I thought that was not allowed anyway until the Soviets were at war with Germany?
11.11.5 Active major powers

You can move a land unit controlled by an active major power into any hex controlled by:
• that major power and its aligned minors; or
• another active major power on the same side (or its controlled minor countries); or
• a major power or minor country it is at war with.

There are some exceptions:
• units can’t enter the home country of a non co-operating major power on the same side unless they satisfy the foreign troop commitment rules (see 18.2 Not co-operating); AND
• minor country units can’t enter a hex controlled by another minor country aligned with their side unless they satisfy the foreign troop commitment rules.
• units cannot enter a country controlled by another power on their side without permission of the owner.

18.2 Not co-operating

Foreign troop commitments

A major power or minor country unit that ends any step in the home country of a friendly major power it doesn’t co-operate with is destroyed unless:
• it started the step there; or
• it started the step elsewhere and the unit satisfies the foreign troop commitment limit.

Without permission you cannot use Foreign troop commitments.
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RE: AI for MWiF - USSR

Post by paulderynck »

You can move a land unit controlled by an active major power into any hex controlled by:
• that major power and its aligned minors; or
• another active major power on the same side (or its controlled minor countries); or
• a major power or minor country it is at war with.

The fact you can only enter another active power on the same side does the job already. If Russia is neutral they ain't active.

Edit: Another "permission" is trade agreement, but that is also already covered.
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RE: AI for MWiF - USSR

Post by Extraneous »

ORIGINAL: paulderynck

You can move a land unit controlled by an active major power into any hex controlled by:
• that major power and its aligned minors; or
• another active major power on the same side (or its controlled minor countries); or
• a major power or minor country it is at war with.

The fact you can only enter another active power on the same side does the job already. If Russia is neutral they ain't active.

Edit: Another "permission" is trade agreement, but that is also already covered.

No, being on the same side has nothing to do with being a active/neutral major power.
9. Declaring war
In this step, your major powers can declare war on major powers from the other side or on unaligned minor countries. There are restrictions on some major powers declaring war (see China - 9.2, US entry - 13.3, neutrality pacts - 9.5 and Soviet border rectification - 19.6).

Interacting with countries you are not at war with
If you’re not at war with a particular major power or minor country, your interaction with it is limited.
You can’t attack its units (exception: see 9.9, multiple states of war).
You can’t bomb factories or resources it controls.
You can’t enter a hex controlled by:
• a neutral minor country;
• a neutral major power on your side; or
• a major power or minor country you’re not yet at war with on the other side.

What we are NOT dealing with the USSR needing permission to enter a country/power.

What we ARE dealing with is a neutral major power (the USSR) giving permission to any active major power to inter their country or its minors.



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RE: AI for MWiF - USSR

Post by warspite1 »

ORIGINAL: Extraneous
ORIGINAL: paulderynck

You can move a land unit controlled by an active major power into any hex controlled by:
• that major power and its aligned minors; or
• another active major power on the same side (or its controlled minor countries); or
• a major power or minor country it is at war with.

The fact you can only enter another active power on the same side does the job already. If Russia is neutral they ain't active.

Edit: Another "permission" is trade agreement, but that is also already covered.

No, being on the same side has nothing to do with being a active/neutral major power.
9. Declaring war
In this step, your major powers can declare war on major powers from the other side or on unaligned minor countries. There are restrictions on some major powers declaring war (see China - 9.2, US entry - 13.3, neutrality pacts - 9.5 and Soviet border rectification - 19.6).

Interacting with countries you are not at war with
If you’re not at war with a particular major power or minor country, your interaction with it is limited.
You can’t attack its units (exception: see 9.9, multiple states of war).
You can’t bomb factories or resources it controls.
You can’t enter a hex controlled by:
• a neutral minor country;
• a neutral major power on your side; or
• a major power or minor country you’re not yet at war with on the other side.

What we are NOT dealing with the USSR needing permission to enter a country/power.

What we ARE dealing with is a neutral major power (the USSR) giving permission to any active major power to inter their country or its minors.
Warspite1

I must say looking at the rules I cannot see that you are wrong in what you say, other than it does not "feel" right that the CW or the French for example can enter the USSR when they are inactive. This is the way I have always played it (although that is no guarantee I'm right!!) and I guess trying to look at it purely from a historical perspective makes me think I'm correct. Stalin did anything - anything - not to upset AH and give him cause for war with the USSR. Allowing French and/or British troops on Soviet soil strikes me as being a reson to REALLY cheese Adolf off.
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RE: AI for MWiF - USSR

Post by MajorDude »

ORIGINAL: warspite1

ORIGINAL: Extraneous
ORIGINAL: paulderynck

You can move a land unit controlled by an active major power into any hex controlled by:
• that major power and its aligned minors; or
• another active major power on the same side (or its controlled minor countries); or
• a major power or minor country it is at war with.

The fact you can only enter another active power on the same side does the job already. If Russia is neutral they ain't active.

Edit: Another "permission" is trade agreement, but that is also already covered.

No, being on the same side has nothing to do with being a active/neutral major power.
9. Declaring war
In this step, your major powers can declare war on major powers from the other side or on unaligned minor countries. There are restrictions on some major powers declaring war (see China - 9.2, US entry - 13.3, neutrality pacts - 9.5 and Soviet border rectification - 19.6).

Interacting with countries you are not at war with
If you’re not at war with a particular major power or minor country, your interaction with it is limited.
You can’t attack its units (exception: see 9.9, multiple states of war).
You can’t bomb factories or resources it controls.
You can’t enter a hex controlled by:
• a neutral minor country;
• a neutral major power on your side; or
• a major power or minor country you’re not yet at war with on the other side.

What we are NOT dealing with the USSR needing permission to enter a country/power.

What we ARE dealing with is a neutral major power (the USSR) giving permission to any active major power to inter their country or its minors.
Warspite1

I must say looking at the rules I cannot see that you are wrong in what you say, other than it does not "feel" right that the CW or the French for example can enter the USSR when they are inactive. This is the way I have always played it (although that is no guarantee I'm right!!) and I guess trying to look at it purely from a historical perspective makes me think I'm correct. Stalin did anything - anything - not to upset AH and give him cause for war with the USSR. Allowing French and/or British troops on Soviet soil strikes me as being a reson to REALLY cheese Adolf off.


If I understand right, and if that is the case - ex: the U.K. (at war with Germany) moves military units into a neutral country that is adjacent to Germany -

imo it should most definitely affect the "tension" level as Germany would be beside itself to suddenly see hostile enemy units camping out on its border carrying these

under the "protection umbrella" of a "neutral" country's border guards.



Just take, for example, the Cold War the Cuban missile crisis as an example of the tension such moves can cause between countries that aren't even officially "at war". How do you think Adolf is going to react to seeing the British 8th Army suddenly digging for truffles in eastern Poland?
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