AI for MWiF - USSR

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RE: AI for MWiF - USSR

Post by Shannon V. OKeets »

Units in a coastal hex (e.g., Vladivostok) are very vulnerable to Japanese attack. It is easy for Japan to get as many shore bombardment points as it needs. So consider any number of attacking land unit factors to be doubled.
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RE: AI for MWiF - USSR

Post by Extraneous »

ORIGINAL: Shannon V. OKeets

Partisans cannot leave their home country.
ORIGINAL: WiFFE-RAW-7.0
Similarly, if the USSR controls 3 or more resources that were Japanese controlled at the start of the war, the Soviet player must agree to a peace if the Japanese player wants one.

The Chinese communists are controlled by the USSR and do not need to leave China.

They just have to take Japanese resources in China, which would then become controlled by the USSR.

ORIGINAL: Shannon V. OKeets
Units in a coastal hex (e.g., Vladivostok) are very vulnerable to Japanese attack. It is easy for Japan to get as many shore bombardment points as it needs. So consider any number of attacking land unit factors to be doubled.

Best case for a Japanese invasion of Vladivostok 2nd pair of impulses September/October 1939
ORIGINAL: WiFFE-RAW-7.0
The notional unit has 1 combat factor, modified by:
• +1 if it is a city hex;
• +1 if the hex is in the home country of the major power that controls the hex;
• +1 if it is not stacked with a land unit, but is in the ZOC of a friendly corps or army;
• + the shore bombardment modifier for each invading unit;
• -1 if it cannot trace a basic supply path of any length; and
• -1 if surprised (see 15.).

11.16.6 2d10, Odds Modifier
When playing with Fractional odds (see 11.16.5), for odds of 1:1 and higher the odds modifiers are considered linear (e.g. 3.65:1 gives you 7.3 die roll modifiers, while 3.64:1 gives you 7.2).

11.16.5 Resolving attacks
Odds ratios
Option 41: (Fractional odds) Round to a whole number in favour of the defender, then work out how far to the next odds ratio you are. Round this in favour of the defender to the next 10%. Roll a die just before rolling the combat die (you could roll it with the combat die if you want), to see if you find the result on the lower odds or the higher odds. If you roll the percentage or less, you resolve it on the next higher odds, otherwise on the lower odds.

Example 1: 12:7 rounds to 3:2. But you have a spare 1.5 factors. This is 42.9% of the way to 2:1 (i.e. 1.5/3.5). So you get a 40% chance (i.e. a roll of 1-4) of resolving the combat at 2:1.
Example 2: 35:6 is 5.83:1 which rounds down to 5:1 but with an 80% chance of resolving the combat at 6:1.


1 for a city hex, 1 the hex is in the home country, -1 its a surprise impulse = 1

Zukov HQ-A (8-(5)-4), a Siberian INF 5-4, a 2 factor GUN, and 1 for the notational = 16 combat factors.

Weather for North Temperate Zone: 40% fair, 50% rain, and 10% storm.

Japan starts with 3x TRNS and 1x AMPH.

So a Japanese invasion would consist of a maximum of 1x INF 8-3, 1x 4-4 MAR, and 1x INF 1-3 division. 13 land combat factors.

13 Land combat factors + 13 shore bombardment factors + 13 tactical air factors

39 Japanese combat factors divided by 16 USSR combat factors = 2.4 to 1 (a +4 (60%) or a +6 (40%) on the Assault table on 2 DIE 10 LAND COMBAT RESULTS TABLE).

I have a USSR CAV unit left over to block any land forces from Manchuria.

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RE: AI for MWiF - USSR

Post by Shannon V. OKeets »

ORIGINAL: Extraneous
ORIGINAL: Shannon V. OKeets

Partisans cannot leave their home country.
ORIGINAL: WiFFE-RAW-7.0
Similarly, if the USSR controls 3 or more resources that were Japanese controlled at the start of the war, the Soviet player must agree to a peace if the Japanese player wants one.

The Chinese communists are controlled by the USSR and do not need to leave China.

They just have to take Japanese resources in China, which would then become controlled by the USSR.

ORIGINAL: Shannon V. OKeets
Units in a coastal hex (e.g., Vladivostok) are very vulnerable to Japanese attack. It is easy for Japan to get as many shore bombardment points as it needs. So consider any number of attacking land unit factors to be doubled.

Best case for a Japanese invasion of Vladivostok 2nd pair of impulses September/October 1939
ORIGINAL: WiFFE-RAW-7.0
The notional unit has 1 combat factor, modified by:
• +1 if it is a city hex;
• +1 if the hex is in the home country of the major power that controls the hex;
• +1 if it is not stacked with a land unit, but is in the ZOC of a friendly corps or army;
• + the shore bombardment modifier for each invading unit;
• -1 if it cannot trace a basic supply path of any length; and
• -1 if surprised (see 15.).

11.16.6 2d10, Odds Modifier
When playing with Fractional odds (see 11.16.5), for odds of 1:1 and higher the odds modifiers are considered linear (e.g. 3.65:1 gives you 7.3 die roll modifiers, while 3.64:1 gives you 7.2).

11.16.5 Resolving attacks
Odds ratios
Option 41: (Fractional odds) Round to a whole number in favour of the defender, then work out how far to the next odds ratio you are. Round this in favour of the defender to the next 10%. Roll a die just before rolling the combat die (you could roll it with the combat die if you want), to see if you find the result on the lower odds or the higher odds. If you roll the percentage or less, you resolve it on the next higher odds, otherwise on the lower odds.

Example 1: 12:7 rounds to 3:2. But you have a spare 1.5 factors. This is 42.9% of the way to 2:1 (i.e. 1.5/3.5). So you get a 40% chance (i.e. a roll of 1-4) of resolving the combat at 2:1.
Example 2: 35:6 is 5.83:1 which rounds down to 5:1 but with an 80% chance of resolving the combat at 6:1.


1 for a city hex, 1 the hex is in the home country, -1 its a surprise impulse = 1

Zukov HQ-A (8-(5)-4), a Siberian INF 5-4, a 2 factor GUN, and 1 for the notational = 16 combat factors.

Weather for North Temperate Zone: 40% fair, 50% rain, and 10% storm.

Japan starts with 3x TRNS and 1x AMPH.

So a Japanese invasion would consist of a maximum of 1x INF 8-3, 1x 4-4 MAR, and 1x INF 1-3 division. 13 land combat factors.

13 Land combat factors + 13 shore bombardment factors + 13 tactical air factors

39 Japanese combat factors divided by 16 USSR combat factors = 2.4 to 1 (a +4 (60%) or a +6 (40%) on the Assault table on 2 DIE 10 LAND COMBAT RESULTS TABLE).

I have a USSR CAV unit left over to block any land forces from Manchuria.

The USSR must control the Japanese resources, not the Communist Chinese.

Why do an invasion? Just march in (or fight your way in) from the west & southwest. An invasion would be like Germany invading Riga instead of simply marching overland to that city from Prussia.

Notional units are always disorganized. If there are 3 units in the hex, doing some ground strikes would be worthwhile, and of more benefit than adding in tactical factors for ground support.

Japan's air factors are very poor, so I am assuming that you are using carrier air units. Even then getting matching tactical factors might be problematic.
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RE: AI for MWiF - USSR

Post by Extraneous »

ORIGINAL: Shannon V. OKeets
1) The USSR must control the Japanese resources, not the Communist Chinese.

2)Why do an invasion? Just march in (or fight your way in) from the west & southwest. An invasion would be like Germany invading Riga instead of simply marching overland to that city from Prussia.

3)Notional units are always disorganized. If there are 3 units in the hex, doing some ground strikes would be worthwhile, and of more benefit than adding in tactical factors for ground support.

4)Japan's air factors are very poor, so I am assuming that you are using carrier air units. Even then getting matching tactical factors might be problematic.
ORIGINAL: WiFFE-RAW-7.0
20. Chinese communists
The Soviet player always controls the Chinese communist units and their activities count against Soviet activity limits. Partisans in China are always Chinese communist units.

1) So Chinese communist control doesn't count toward Option 50: (USSR-Japan compulsory peace).

I can live with that the Chinese can use the resources and factories.


2) So you plan on the land route you will give up the surprise impulse and have supply problems crossing the mountains.

Japan will have to march down the rail from Harbin.


3) Remember there is only a 40% chance of fair weather.
ORIGINAL: WiFFE-RAW-7.0
8.2.3 Air effects
Halve the naval, tactical and strategic bombardment factors of aircraft (including carrier planes) in a sea area, or attacking a hex, in rain or
snow. If the aircraft is suffering anti-aircraft fire, apply this halving after the AA results are applied.

The only mission you may fly to a weather zone in storm or blizzard is a rebase mission
.
You may not choose naval air combat in a sea area where the weather is storm or blizzard. Ignore aircraft in such a sea area for all purposes.
They may neither search nor be included in naval combat. They must still abort from the sea area if all other units voluntarily abort however (see 11.5.11).

8.2 Weather effects
Rain
Supply range 2 European map hexes
Land units, terrain costs x 2
Land Attacks, -1 odds level
Aircraft air-to-sea, tactical and strategic factors halved
-1 shore bombardment if in sea-box section with ‘*’
+1 to search roll.

Snow
Supply range 3 European map hexes
No invasions allowed
Land Attacks, -2 odds level †
Aircraft air-to-sea, tactical and strategic factors halved
-1 shore bombardment if in sea-box section with ‘*’
+1 to search roll.

4) Yes, Japans air factors are poor I gave it the benefit of the doubt that Japan can get the air factors. I did say it was a best-case scenario.



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RE: AI for MWiF - USSR

Post by Centuur »

If Japan wants Vladivostok in the first turn, he is going to get it. Even with Zhukov and the best other two unit in there. Japan sets up two or three INF/MIL on the Manchurian/Korean border with the USSR, together with an HQ and moves adjacent to the city during the movement phase of the second axis impulse of the game. In the first axis impulse, the Japanese Fleet sailed with the three MAR (6-3, 4-4 and the MAR DIV) to optimise the huge number of SB factors and every TAC factor (CVP or LND) is deployed within range of the city. End of USSR dreams of being able to defend this city.

Personally, I wouldn't defend Vladivostock as the USSR with Zhukov, since the loss of this unit is an economic disaster. I would give the Japanese the city and try grabbing resources in Manchuria instead to put pressure on the Japanese.
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RE: AI for MWiF - USSR

Post by Extraneous »

Japan
Imperial Guard MAR 6-3 + SNLF MAR 4-4 + 2nd SNLF MAR 1-4 = 11 combat factors.

Tripled (land factors + shore bombardment factors + tactical air factors) to 33.


Centuur you did say the best two USSR units...

USSR
Zhukov HQ-A (8-(5)-4) + a Siberian INF 5-4 + 76mm FLAK (AAA) 11-1 + Notational = 25 combat factors.


The Odds are 1.32 to 1.

That's 1 to 1 or even on the Assault table on 2 DIE 10 LAND COMBAT RESULTS TABLE.

With a 30% chance of it being a 3 to 2 attack or +1 on the Assault table on 2 DIE 10 LAND COMBAT RESULTS TABLE.

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RE: AI for MWiF - USSR

Post by brian brian »

The Japan<>Russia dynamics are one of my favorite parts of this game.

Sir Ext, I don't think the FLAK units get those factors in ground combat. ? I can't remember how they work, my copy of that Annual with the rules for those counters is out on an adventure with another gaming group.
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RE: AI for MWiF - USSR

Post by Extraneous »

ORIGINAL: WiFFE-RAW-7.0
22.4.2 Artillery (AsA option 3)
If you are playing with this rule, there is a new gearing limit class— artillery. There are 3 types of artillery—anti-tank (AT), anti-aircraft (AA) and field artillery (ART).
They form three new force pools and, like other units, you should sub-divide each of these on the basis of cost.

Anti-aircraft units
If an AA unit uses anti-aircraft fire, turn it face-down at the end of the step. If firing against aircraft providing ground support, turn the AA unit face-down after Advancing after combat (see 11.16.5).

If an AA unit has a combat factor circled in red, double its combat factors if it is attacking an enemy ARM, HQ-A or MECH unit.

If an AA unit has a combat factor circled in red or pink, double its combat factors if it is being attacked by an enemy ARM, HQ-A or MECH unit. Each defending AA unit which has a combat factor circled in pink or red counts as an ARM corps for choice of land combat tables (see 11.16.5).

Do you have different information Squire Bria?


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RE: AI for MWiF - USSR

Post by brian brian »

I'm pretty sure a FLAK/AAA unit is not handled the same as the regular AA units in land combat. Just not exactly sure how they work. I haven't even punched out my counters for them yet....and I also think they won't be in MWiF either.
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RE: AI for MWiF - USSR

Post by Shannon V. OKeets »

ORIGINAL: brian brian

I'm pretty sure a FLAK/AAA unit is not handled the same as the regular AA units in land combat. Just not exactly sure how they work. I haven't even punched out my counters for them yet....and I also think they won't be in MWiF either.
The Flak units are not in MWIF - initial product release.
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RE: AI for MWiF - USSR

Post by jelake »

Flak is from the 2008 Annual under Commando in Flames. They have no land combat factors, cannot be counted as a loss in combat and are destroyed when an enemy land unit enters the hex. They can use their anti-aircract factors again its own and adjacent hexes against enemy air missions but are halved against all missions except strategic bombardment. They are also destroyed during strat bombing if a "*" is achieved; 1 per "*".
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RE: AI for MWiF - USSR

Post by Extraneous »

ORIGINAL: jelake

Flak is from the 2008 Annual under Commando in Flames. They have no land combat factors, cannot be counted as a loss in combat and are destroyed when an enemy land unit enters the hex. They can use their anti-aircract factors again its own and adjacent hexes against enemy air missions but are halved against all missions except strategic bombardment. They are also destroyed during strat bombing if a "*" is achieved; 1 per "*".

The excel file from Patrice says they are from FiF (Factories in Flames).



Japan
Imperial Guard MAR 6-3 + SNLF MAR 4-4 + 2nd SNLF MAR 1-4 = 11 combat factors.

Tripled (land factors + shore bombardment factors + tactical air factors) to 33.


USSR
Zhukov HQ-A (8-(5)-4) + a Siberian INF 5-4 + 122 mm 4-2 + Notational = 18 combat factors.


The Odds are 1.8 to 1.

That's 1 to 1 or even on the Assault table on 2 DIE 10 LAND COMBAT RESULTS TABLE.

With a 80% chance of it being a 3 to 2 attack or +1 on the Assault table on 2 DIE 10 LAND COMBAT RESULTS TABLE.

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RE: AI for MWiF - USSR

Post by Jagdtiger14 »

If the USSR player were ever to put Zhukov into or near Vladivostok...I as the Japanese player would make it one of my national goals to see to it that counter is NOT destroyed AND never makes it out of the area (trapped) for the rest of the game...or as long as it would be worth it to the Germans...once Germany doesn't care about Zhukov (ie...USSR at the Urals)...I would then destroy Zhukov.
1. I know from personal experience that the Japs can take Vladivostok when ever they want regardless of how the USSR defends it(1939-1941...perhaps longer depending on situation).
2. I would cut rail lines leading out of Vladivostok in several places in and around it and far to the north.
3. Surround any USSR units in the Vladivostok area, ground striking any oil dependent units.

I as Japan would DOW USSR under two conditions: 1. USSR is wide open in the east with no or very few light units, at war with Germany, and no reaction to my build up or, 2. I can trap an extremely valuable unit(s).

If USSR DOW's my Japan I'm defending the river lines in mid/south Manchuria and taking Vladivostok (unless of course Zhukov is there in which case I trap him). This can be prepared for since you can see the warning signs.

C
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RE: AI for MWiF - USSR

Post by Extraneous »

Using Centuur's example...
11.14 Invasions
At the end of the attack declaration step (see 11.16), you can state that your notional unit is to be ignored [you might do this to prevent breakthroughs by units attacking in conjunction with an invasion]. If you do (and there are no other friendly land units in the hex), there is no attack, and the attacker occupies the hex as if debarking onto a friendly hex (see 11.13).
8.2.3 Air effects
Halve the naval, tactical and strategic bombardment factors of aircraft (including carrier planes) in a sea area, or attacking a hex, in rain or snow. If the aircraft is suffering anti-aircraft fire, apply this halving after the AA results are applied.

The only mission you may fly to a weather zone in storm or blizzard is a rebase mission.

You may not choose naval air combat in a sea area where the weather is storm or blizzard. Ignore aircraft in such a sea area for all purposes. They may neither search nor be included in naval combat. They must still abort from the sea area if all other units voluntarily abort however (see 11.5.11).
OPTION 67: 2 DIE 10 LAND COMBAT RESULTS TABLE
Modifications
Where any modifiers conflict with World in Flames and all of its modules these modifiers take precedence.

-2 per defending ARM, MECH in a (non-city) clear, or desert hex (only -1 if the defending unit is a division) clear weather only.
1 per defending AT, pink or red AA, if being attacked by ARM or MECH.
Each face-down defending unit +2 (only +1 if the defending unit is a division or a notional unit)
HQ support +/- half the reorganisation value of supporting HQ (no die roll required for HQ-Support)
-1 ~ Each (co-operating) major power attacking (after the first).
+1 ~ per Japanese, Australian, or US Marine attacking a jungle hex. provided the unit attacking is white print.
-4 ~ Jungle
+1 ~ for each paradropping unit after air to air combat and antiaircraft fire (if any).
~ +2 Non territorials attacking territorials.
~ -2 Territorials attacking non territorials
8.2 Weather Effects
-2 ~ Rain
-4 ~ Storm
-4 ~ Snow*
-6 ~ Blizzard*
+1 ~ for each winterized unit attacking in Snow or Blizzard.
*-2 ~ for each winterized unit defending in Snow or Blizzard.
Note: Winterised units are Ski, MTN, Swedish, Finnish, Norwegian, and white print Russian units. When benefitting from winterised units, the first loss must be from one of these units (further losses don't have to be from them).
City Modifiers
-1 ~ City
-1 ~ for each printed factory stack being attacked
+1 ~ for HQ attacking a city
+1 ~ per ENG combat factor attacking a city
-1 ~ per ENG combat factor defending a city
Note: City modifiers can never total more than ‘0’
Notes
1. The same procedure for land combat is followed as in WiFFE 11.16 except that:
(a) 2 ten sided dice are rolled for each combat rather than 1,
(b) The final odds are converted to a die-roll modifier rather than cross-referencing an odds column on the Land CRT.

2. Priority when choosing Land CRT:
(a) Defender chooses table if the terrain effects chart says so
(b) If not, the attacker chooses if the attacker either;
• has more ARM (AsA & MiF option 2: DIVs counting as 1/2) than the defender (AsA option 3: including defending anti-tank), or
• has more MECH than the defender and the defender has no ARM or anti-tank.

3. All losses expressed as attacker/defender. Furthermore:
(a) “-” - No effect.
(b) Attacker takes an extra loss when attacking cities, mountain, forest, jungle, swamp, or all across river/crossing arrow, fort hexside, invasion or attacking a clear or desert hex containing a defending ARM, or MECH.
(c) Attacker takes an extra loss in weather other than fine. No effect in Snow or Blizzard if half or more of the attacking land units are winterised units. The first loss if there is one must be one of these units unless they have already suffered a loss. This is not cumulative with 3b above.
(d) When using the Blitz table no matter who called the blitz, the attacker’s first loss must be a MOT,

MECH, ARM or HQ-A if any of these attacked (even before the winterised unit lost, but after ENG loss).
(e) - Half the remaining attacking units are not turned face-down (round up).
(f) - Attacker is not turned face-down.
(g) R - Remaining defending units must retreat.
(h) S - Remove remaining defending units that could retreat. They arrive as reinforcements in the next game turn. Destroy units that cannot retreat; and
(i) B - S result plus breakthough.
(j) Attacker can convert an ‘S’ or ‘B’ to an ‘R’ result.

4. Halve attacking bonuses (except HQ support) when the combat factors of the attacking units are halved.

Modifications
City Modifiers
-1 for the city
-1 for the red printed factory stack being attacked
No HQ attacking the city
No ENG attacking the city
No ENG defending the city

Modification totals -2

If Japanese ground strikes flip all 3 units you have a +7. 7 - 2 = 5.

If the weather is fair that gives you a number between 7 and 25.
Since only a dice roll above 19 results in elimination of all defending units that gives you a 30% chance the invasion would succeed.

If the weather is rain that gives you a number between 5 and 20.
Since only a dice roll above 19 results in elimination of all defending units that gives you a 5% chance the invasion would succeed.

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RE: AI for MWiF - USSR

Post by Froonp »

ORIGINAL: Extraneous

ORIGINAL: jelake

Flak is from the 2008 Annual under Commando in Flames. They have no land combat factors, cannot be counted as a loss in combat and are destroyed when an enemy land unit enters the hex. They can use their anti-aircract factors again its own and adjacent hexes against enemy air missions but are halved against all missions except strategic bombardment. They are also destroyed during strat bombing if a "*" is achieved; 1 per "*".

The excel file from Patrice says they are from FiF (Factories in Flames).
Commando in Flames counters are on the CS39 that is labelled Factories in flames. It is thus merged in FiF in my file.

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RE: AI for MWiF - USSR

Post by Centuur »

ORIGINAL: Jagdtiger14

If the USSR player were ever to put Zhukov into or near Vladivostok...I as the Japanese player would make it one of my national goals to see to it that counter is NOT destroyed AND never makes it out of the area (trapped) for the rest of the game...or as long as it would be worth it to the Germans...once Germany doesn't care about Zhukov (ie...USSR at the Urals)...I would then destroy Zhukov.
1. I know from personal experience that the Japs can take Vladivostok when ever they want regardless of how the USSR defends it(1939-1941...perhaps longer depending on situation).
2. I would cut rail lines leading out of Vladivostok in several places in and around it and far to the north.
3. Surround any USSR units in the Vladivostok area, ground striking any oil dependent units.

I as Japan would DOW USSR under two conditions: 1. USSR is wide open in the east with no or very few light units, at war with Germany, and no reaction to my build up or, 2. I can trap an extremely valuable unit(s).

If USSR DOW's my Japan I'm defending the river lines in mid/south Manchuria and taking Vladivostok (unless of course Zhukov is there in which case I trap him). This can be prepared for since you can see the warning signs.

C
That's the way to take the port. Cut the raillines and you've got a huge POW camp in the city, which the Japanese can take whenever they want it. Just be patient and ground strike again and again. A disorganised Zhukov is a dead one. Also: if the USSR defends with Zhukov in Vladivostok, he has to withdraw another HQ from Europe with additional units to try to grab Manchuria. And that's a difficult one, because he has to stuff the border with Germany to prevent an early Barbarossa.
In general however, I personally think it is better for Japan to concentrate on the Chinese, except when the USSR goes for Persia...
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RE: AI for MWiF - USSR

Post by Jagdtiger14 »

I agree with you Centuur concerning Japan concentrating on China. As for the USSR going for Persia...the Japs can send "peace keepers" into the Persian oil, which might cause the USSR to DOW Japan.
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RE: AI for MWiF - USSR

Post by paulderynck »

It is Japan that must issue the DOW because if the turn ends with Russians in Tehran and Persia conquered, then the Japanese must leave because they are not at war with the conqueror - per the Conquest rules. They get to use the oil they are sitting on for one turn only.

As Japan I always keep a couple Divs and SCS in Canton/Hainan, to be ready for this specific purpose.

The most secure way to take out Persia is a Russian attack from the north with the CW landing on the coast in the south. Expensive US Entry-wise, but secure.
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RE: AI for MWiF - USSR

Post by michaelbaldur »


or Russia could take out Iraq first .. that really simple
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RE: AI for MWiF - USSR

Post by Extraneous »

ORIGINAL: Centuur

That's the way to take the port. Cut the raillines and you've got a huge POW camp in the city, which the Japanese can take whenever they want it. Just be patient and ground strike again and again. A disorganised Zhukov is a dead one. Also: if the USSR defends with Zhukov in Vladivostok, he has to withdraw another HQ from Europe with additional units to try to grab Manchuria. And that's a difficult one, because he has to stuff the border with Germany to prevent an early Barbarossa.
In general however, I personally think it is better for Japan to concentrate on the Chinese, except when the USSR goes for Persia...

The idea that ground strikes can keep Zhukov disorganized misses one important factor and that's the weather.
8.2 Weather effects
8.2.3 Air effects

Halve the naval, tactical and strategic bombardment factors of aircraft (including carrier planes) in a sea area, or attacking a hex, in rain or snow. If the aircraft is suffering anti-aircraft fire, apply this halving after the AA results are applied.

The only mission you may fly to a weather zone in storm or blizzard is a rebase mission.

You may not choose naval air combat in a sea area where the weather is storm or blizzard. Ignore aircraft in such a sea area for all purposes. They may neither search nor be included in naval combat. They must still abort from the sea area if all other units voluntarily abort however
(see 11.5.11).

University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)
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