
December 1991, fair weather day, start from ~15:00 PM. 15km x 15km (max size map), 50k vs 50k point meeting engagement, US armor vs USSR armor. Map is the area near city of Schneverdingen, so "battle of Schneverdingen" would be proper name. I can't recall the detail, but I purchased 8 M2A2 platoons, 6 of M1A1HA platoons, and 2 M3A2 cavalry platoons for US army. On the other hand, I gave USSR 18 BMP2 platoons + 6 T80U platoons + 12 T80BV platoons + 1 T80B platoon. Total 8 VPs, all maximum option for dummy. 4 in the city of Schneverdingen, and 2 north of city and 2 south of city.

I expected something to see armored battle around the city, and artillery + infantry battle in the city. However, what I saw was the first battle of Grozny. Look at that rushing T-80BVs.

I rushed all of my mech infantry to rush to the town, and preoccupied some important points. Without proper infantry support, or smoke or at least any pre-assault artillery, T-80BVs just rushed to my infantry + Bradley trap. I hardly get return fire, looks like T-80BVs have no idea where the shots are coming from. I think there were no recons in the city, though I gave them good amount of recon BRDMs and dismounted recon infantry. Well, I killed most of BRDMs before they reach to the VPs. But still, AI just rushed all tanks into the city, without knowing what is inside there.

Those tanks are dead already, look how they are sandwiched between HE and infantry + M2A2 line. All M2A2s were hiding in the building ruin tiles.

After the game is over, I figured out why there were no infantry support when tanks were pushed in to slaughterhouse. I find that all Soviet infantries dismounted from BMP-2 too early, not that far from the city but still some distance away. Then they attempted to walk across the town. Really?

Look from ISO view. I mean, what a view.
AI used tons of artillery, as I gave AI 3 artillery company (=36 tubes) and AI scored good amount of my Abrams using DPICM and Su-25 airstrike. Mi-24V scored a few Abrams and good number of my recon Bradley. And AI really loves to pour HEs in to the town. Some shells got a lucky kill on my Bradley, and some wiped out my squad. But still, it was not enough to clear all my boys from the town and eventually my defense line survived.

I think map + VP were the reason behind this behavior. You see, there are only 2 axis that Red army attempted to push. Center and south of city. Map has the big forest in the north, and there are 4 VPs in the middle of the city, 2 in the north of city, and 2 in the south of the city. I think those geometry and VPs forced AI not to choose northern forest route, and push half of his forces to the city.

This pic shows better axis of thrust of Red army in this game. Center to the city, and south of the city. I think those 2 corridors are kinda obvious, that anyone who played any wargame might be able to predict those routes without any difficulty. You can see I already deployed FASCAM to the major route. Geometry of this map has several choke points like this, make it easy to predict the assault. Maybe this is another reason why AI pushed his tanks into the city, because AI felt there is no where to assault.
But still, putting all armors into the middle of the city, without recon or infantry support or at least smoke or pre-artillery strike, is a big big mistake and shouldn't happened.
I think there should be a way to escape from those situations. Maybe I should have placed VPs outside of city, or just put only one or two VPs in the city and place other 6~7 as wide as possible through the map. Maybe I should've purchased more AI recon vehicles and recon teams. I purchased AI forces by my self, all of them were platoon, and I maximized all options regarding dummy VPs. Yet, I couldn't prevent those suicidal push of armors.
It would be great to share how to set up the game and other conditions (especially when there is a city in the map) to prevent such happenings. Because, I don't think this map was particularly disadvantageous to AI. City, town, woods, and several natural choke points like this map can be found in any maps in this game.
Why AI unloaded infantry from taxi far from the city? That I really have no idea. It was not "that far", but considering the speed of infantry in this game, that was too far from town. This is meeting engagement, not assault or defense. I mean, in the meeting engagement, AI should've moved units more rapidly and actively to preoccupy some important positions. I really don't know how to prevent AI from dismount his boys too early like that.
Also, it would be great if AI armor could recognize city and city boundary, forest and its boundary, and field. Then, make AI do not go into the city, unless there are "good number" of recons and infantry are already inside the city boundary. Or, maybe it would be possible to analyze the total area inside the city boundary, and sum of area of all LoS of infantry and recon inside the city, and compare them. If area of LoS of infantry in the city is greater than some number, let's say 40%, when compared to area inside city boundary, then allow AI to push to the town. AI tanks need to learn how to wait until it is ready.
Plus, it would be great for AI to try unexpected routes, like northern forest of above map. I know terms like "unexpected routes" are not possible for AI to understand neither recognize, but sometimes forest is good way to catch a player off guard. It would be great if AI consider the places out of natural choke points as axis of thrust. Decision of "natural choke point" seems not easy as well, but there should be a way. If it is able to write a geometry / map analysis script, and calculate the area and position of forest and forest boundary, it would be helpful for AI to which is the forest and not, and might be helpful for AI to decide assault via forest.
At the same time, I think weapons like RPO, flamethrower (I know AB just began to introduce those units), chemical weapons, realistic WP, and TOS-1 would be great for such situations. We need more options for thermobaric, napalm, WP, and chemicals. In addition, if area fire (or command fire on empty tile) is not possible, at least allow units to perform return fire against the muzzle flash region. Limit the fire rate and total amount of ammunition for such "fire against muzzle flash" to prevent "gone Winchester".

