My History Playing the AI
When AE first came out (god, long ago), I put up a long AAR about playing against the AI. Since then, I've played many games against the AI and have seen its weaknesses - sort of making it a boring game Indeed, I haven't played in over a year. Latest I ever played into a game was into early 1944, by which time the Japanese AI essentially had no ships, Bangkok was in Allied hands, and all that remained was an invasion of the homeland.
Yet, I'm in the mood to push around a navy, so thought it time to play again. And after catching up on the forums, seems there's some new scenarios and AI scripts to try.
Scenario and Updates Being Used
So, to try to make it a more interesting, I updated to the latest AndyMac updates for Scenario 1. I also installed the Extended Map/Art for Dbabes and installed scenario 30 (DaIronBabes).
Reason for choosing Scenario 30? Simple....to slow the game down, or as Aaron Rodgers would say : R-E-L-A-X. In all my past games, the Allies simply have "too much" and are able to hop onto the offensive too early. Since Scenario 30 limits the cargo capacity of all ships by 30%, shipping difficulties for both sides should better mimic what was encountered in the real war - hopefully slowing the game down to more realistic levels after the initial "Japanese Rush" is over.
The change in stacking limits should also slow the game down, as both players will be required to spread their forces across more territory instead of heavily concentrating them (something I'm generally guilty of). Hopefully gone are the days when you can pile everything into one hex, sort of creating a land-based death star.
Rolling Over for the AI - The "Red Line" Strategy to Help the AI
I tend to be a "Sir Robin" person when playing the Allies, preferring to conserve ships and resources for battles that aren't of the one-sided type found early in the game. Thus, even against playing the AI in the past, I've always done a pretty fine retreat that would make even the French in World War II proud.
However, with hindsight, despite my "retreat" and not attempting to fight for Singapore, the DEI or Rabaul (or for that matter, in China), I've still ended up clashing with the AI in selected spots that the AI always seems to have its heart set on capturing (mainly, Port Moresby, Akyab/Cox's Barzaar) and Luganville and, sometimes, Noumea. All too often, these battles are horrifically one-sided, with the AI losing hundreds of supply ships in vain attempts to either supply weak forces it landed or, more in vain, sending an endless stream of unguarded troop convoys in hopes of conquering an island.
The result has been just a huge loss of ships that basically kill any mobility the AI might have in 1943 and beyond.
So...to avoid this problem, I'm going to commit to a strategy to help out the AI in 1942. This strategy will involve the following.
- No attempt will be made to protect, reinforce or fight for Port Moresby, Luganville, Noumea, Akyab/Cox's Bazaar.
- No Transport Hunting
- No Allied Raids in 1942
- Ignore all "raids" by Japanese ships in 1942 unless those raids take it beyond the "Red Line." (see map)
- In the likely event the Japanese AI sends its carriers into weird places beyond the red line during the first 9-10 months of 1942, the Allied Navy will ignore them and simply "retreat." Air/land forces will fight back defensively. For all intents and purposes, my CV's will stay in port and only be used to prevent the AI from going beyond the Red Line. And failing that, CV's will be used to re-take anything the AI takes that goes beyond the Red Line (such as Suva, Canton Island and Midway). I'm hoping this should avoid the frequent sinking of Japanese CV's that often happens near Brisbane, Sydney and Noumea - which is a favorite "raid" by the Japanese AI that always ends in disaster for it.
- Complete roll over in Burma in 1942 and at least through mid 1943. Complete retreat to Chittagong/Imphal. No attempt will be made to stop AI from taking or reinforcing or supplying forces it might have in Akywb/Cox's Bazaar (which in the past has been catastrophic to the AI's shipping).
- In China, I'll attempt to hold the main line. But I'll launch no offensives. And I'll make no attempts to do much of anything beyond defend/retreat throughout 1942 and 1943. In short, no tricky encirclements or taking advantage of blunders the AI makes on the land.
- No trickery in the DEI. I'll fight hard on land and in the air to slow down the Japanese, but no Allied Naval forces will fight there. PT boats also won't go hunting around for unguarded targets, either, although they will defend.
So...in Summary
For all intents and purposes, the first 9 months or so of this AAR will be wickedly boring. The AI will attack, I'll defend on land and retreat on sea, while establishing a "defensive line" on the Red Line shown on the map below (which runs from Oz - NZ - Suva - Pago Pago - Canton Island - Johnson Island - Midway - Dutch Harbor). Since I've always held Noumea/Luganville in my past games, I'm sort of looking forward to seeing how the game progresses when Japan controls these bases (I'm sure the Japanese AI will attempt to take them. And unlike in the past, I'll do nothing to stop them!).
My hope is that by using the new files, and doing "nothing" to stand in the way of the AI for most of 1942 - the AI should be in decent shape by late 1942, with a solid defensive perimeter and most of its navy intact - thus allowing for an interesting game from 1943 and beyond. Of course, if a Japanese CV happens to stumble into an Allied submarine launched torpedo (which miraculously explodes), well...that is too bad for them!
Anyways, let me know if this game sounds interesting and you want me to continue the AAR. I thought beginners and intermediate players might find this AAR useful due to the anticipated talk of strategy/tactics and lots of graphics (and without endless combat summaries).



