Rico said if we all step high we will be fine .

Moderators: Paullus, Peter Fisla

You're right about that.We have to think globally.ORIGINAL: Peter Fisla
As you said, there are pros and cons to have AI personnel doing long range fire. AI will never be perfect, in order to have a fun challenging scenario the scenario designer needs to keep the AI behaviour in mind. I will see though what I can do to improve the AI in the next update. Adding long range fire to AI can certainly be done, I will look into it. Its important when designing a scenario to make sure that AI poses a challenge to the player. The scenario designer can add more AI units, adjust the terrain to benefit the AI, not giving enough time to the player will force the player to be more aggressive and gamble. The AI was designed with command and control in mind, normal difficulty is really for the scenario designers to check their scenarios. Human player should really play on HARD/VERY HARD difficulty levels.
ORIGINAL: aaatoysandmore
Problem I see in the AI is it's not aggressive enough when it outnumbers the player opponent. Sitting back and waiting till it routs the unit that can fire on them is a sure way for the ai to lose that scenario as I've shown in another post. The ai needs to advance each turn toward the goal and spread it's troops out enough that a full stack won't be routed by one lone enemy unit that is preventing the whole army from reaching their objective. Hitler would have had a field day with those types of units. He was always for attack attack attack and no retreat.
Rush that one unit and close assault. Use a lure like the player does and if the player doesn't fire use another one an another one but keep advancing toward the goal. You can always build a stack back up; spread them out when in danger of fire but keep them advancing and give up a unit or two; afterall the game is about collecting objective points not about how many men or units you lose. Especially when you outnumber the opponent 2 to 1.
In tutorial 1 twice I used the leap frog method to keep the german AI opponent from advancing cause I saw early it wouldn't advance if in danger of being fired upon. It always waited till it routed that unit. That unit to the right closest to the german units held them off for 3 turns or more. With that many turns not advancing it's not likely the ai will win on offense with only 7 turns total. I edited the scenario to 12 turns for the AI and it still lost. That's how bad the rule of no advancement is for the AI.


ORIGINAL: rico21
Playing with very hard difficulty.[8D]
This Pershing is already dead![:D]
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