WiR Luftwaffe Auftragstaktik

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Orm
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RE: WiR Luftwaffe Auftragstaktik

Post by Orm »

I am sure it does. And at least it helped me getting back to this game.
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ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »


One of the continuing complaints in the forum is the capability of the AI and understanding the game.

Here is what GG said in an article about Second Front (the forerunner of WIR) in 1990.

"Designer Gary Grigsby states that the EVEN play balance setting is
for human vs. human or computer vs. computer play only. When
playing against the computer, it should be given some, if not maximum
help (the computer Al attempts to act fairly historically and will
not do such "human" things as optimize leader placement, move Rus
sian industries, or envelope units efficiently)."

The two full articles are located in CGW issues 72 and 73.

http://www.cgwmuseum.org/galleries/inde ... ub=2&id=73

However to fully appreciate WIR and understand the games engine, AI, etc it is necessary to read the manual for the original Atari War in Russia:

http://www.atarimania.com/game-atari-40 ... _5706.html

Also, reading the Second Front manual:

http://lucasabandonware.free.fr/manuels ... 0Front.txt

Western Front manual:

http://www.old-games.com/download/5703/western-front

and the WIR manual:

http://www.old-games.com/download/5264/ ... y-s-war-in

By reading these manuals and articles you will understand the game design better.




ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »


Examples of information "missing" from later manuals:

From SF:

HQ Control Areas:

Each HQ is centered in a control area that measures 11 hexes east/west by 5 hexes north/south. Any subordinate units in that control area receive more direct logistical support, which results in the SL bonus described in the Supply section.

From CGW:

The Russians are hindered by an "Artificial Stupidity" rule during
the clear weather turns of 1941 (except on the Maximum Help Russians
setting). This means that during first pulse (number zero), units
have a 10% chance of actually executing their orders, dropping by
1% per additional pulse. Therefore, the Russians will be virtually unable
to cut off Axis units or launch coordinated attacks against them.


I have found that playing a computer vs computer game and intervening prior to the combat phase is a more satisfying experience.

Intervening in the turn sequence by pressing D enables me to see planned plots and then subsequent movements, when new units/HQ's are added and their positioning, the movement of air groups, the use of resupplying units.

I can also change the plots, perform air operations, see the objectives of the HQ's. This method is better than playing human vs AI because the computer runs everything and I see the AI plots before the combat phase for the side I am playing, as opposed to allowing the HQ full control and not knowing the planned plots.

It also takes advantage of the design of the game as mentioned by Gary Grigsby in the CGW article.

This also works in Second front and West front.
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Rasputitsa
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RE: WiR Luftwaffe Auftragstaktik

Post by Rasputitsa »

ORIGINAL: ab067

I have found that playing a computer vs computer game and intervening prior to the combat phase is a more satisfying experience.

Intervening in the turn sequence by pressing D enables me to see planned plots and then subsequent movements, when new units/HQ's are added and their positioning, the movement of air groups, the use of resupplying units.

I can also change the plots, perform air operations, see the objectives of the HQ's. This method is better than playing human vs AI because the computer runs everything and I see the AI plots before the combat phase for the side I am playing, as opposed to allowing the HQ full control and not knowing the planned plots.

It also takes advantage of the design of the game as mentioned by Gary Grigsby in the CGW article.

This also works in Second front and West front.

This looks like a very realistic way of playing the game and replicates the way a Supreme Commander can leave the heavy lifting to subordinate AI commanders, but intervene to set the detail and the strategy the way you want it.

I guess that you can still set objectives for HQ, which creates a very sophisticated package for a very old game. [:)]
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ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »

Whilst I am the supreme commander, those subordinate AI commanders follow a specific AI routine.

I found it necessary to take control of production and upgrades of equipment to produce divisions that had standard equipment. With standardization of equipment, the AI was less prone to moving divisions around and I found it easier to defend and attack some areas that I felt were more important.

HQ control for setting objectives doesn't work well. The AI changes whatever I select, even changing HQ control doesn't work. I suspect it is in the AI routine to map the area and set a value for the objectives. I will watch this closely and maybe set an objective closer to what the AI uses, or use an objective the AI has selected for a HQ and just set another HQ to the same objective.

One time the OKH was taking all the JU52's and every time I transferred them out to another HQ, next turn they went right back to the OKH.

I was able to finally move the JU52's by transferring them to Italy and then to my HQ of choice.

When playing AI vs AI the computer doesn't cheat it just uses the AI routines more effectively because it "knows" the game better than me. I just have to learn to work with it.

I read in one of the CGW magazines that the AI has a defensive routine and an attacking routine. It also targets (gives a higher value) for armor.

Things I have control over:

Factory production and upgrades.

Plotting, though I don't change those with a "m" or "a".

Movement of HQ and divisions.

Changing HQ leaders.

Transfers of units and changing equipment types.

HQ use of aircraft for different missions.

When I play I have the display/delay set to high to watch for what the AI does. Since I know the plots, disposition of aircraft, objectives, etc I can start to see what the AI routine is trying to achieve and the next turn I am able to intervene and work with the AI.
ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »


CGW aug 1991 had an Axis strategy guide for Second front.

http://pdf.textfiles.com/zines/CGW/1991_08_issue85.pdf
ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »


I have also been learning/playing SSI Carrier Strike by GG. It is the sequel to SSI Carrier Force.

The inter-phase is very similar to WIR and I found the transition fairly easy.

What is notable is the similarity of running the game against the AI and the ability to allow the AI to take over the boring bits during night operations and monitor AI vs AI. At sunrise, I intervene by pressing a key and take over from the AI.

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