Korsun German AI

Korsun Pocket is a the second game using the award winning SSG Decisive Battles game engine. Korsun Pocket recreates the desperate German attempt to escape encirclement on the Russian Front early in 1944. The battle is a tense and exciting struggle, with neither side having a decisive advantage, as the Russians struggle to form the pocket, then try to resist successive German rescue efforts and last ditch attempts at breakout.
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Brindle
Posts: 2
Joined: Mon Sep 08, 2003 8:20 pm

Korsun German AI

Post by Brindle »

I played my first campaign game as the USSR with a +1 computer opponent. I'm wondering if I have a strange game or if the German AI is acting too "rational" for its own good. It's turn 21 and I have Korsun airfield and the major VP city (forgot name) just south of the airfield. I "cut off" a tiny group of no more than 15 axis units in the "pocket", mostly garrison forces still in the east-side fortifications. The odd thing is the total lack of resistance the axis put up. They pulled almost all their forces south where they are attacking and making a spirited defense. The problem is, I now have a huge decisive victory point total and it's climbing since I own the main VP towns in the north. Sure, the axis army is in great shape, not trapped etc... it's acting rationally as if saving units was hitler's desire. I guess, I'm just having a hard time making a "pocket" since the axis are so strong south, it was just much easier to cut the USSR army directly to the airfield and those VP's. It would seem that the German AI needs to be tweeked to defend the north more and 'allow' a more easier southern strategy for the USSR to simulate the incirclement?
Matthew Urch
Posts: 27
Joined: Mon Oct 22, 2001 8:00 am
Location: UK

You're just too good!

Post by Matthew Urch »

Brindle

The AI is only a good opponent for a short while. Once you learn its style it becomes easy to beat. The real fun in this game is against a human opponent of equal (or a little bit better) skill. If the AI is no match for you anaymore then start looking for some PBEM opponents (here, or the Blitz or a the WAR website)!

Matthew
Arbiter
Posts: 7
Joined: Tue Sep 16, 2003 6:34 pm

Post by Arbiter »

I had a strange AI game as well in my first outing, playing I think the 2nd Ukr assault scenario (where the Russians start in the west). The AI played very well up to about turn 12, holding me well back from my destination city (Z-something) - basically I was able to link up to the city where my pocket of men were trapped, but push no further. My forces had their noses up against three more VP cities, but the AI had dug in and made good lines using good terrain and I only really had a reasonable chance of taking one of those villages, once I got my armor there.

Suddenly, around turn 13 or so, the AI started pulling back, from all three! The city I had a chance of taking, he pulled back all units many hexes, except a lone INF. I was able to surround it and take it easily a few turns later. From a southern city, he simply pulled his line south one hex, leaving the city defended by a mere fort. I had to weaken my line to concentrate units to even take that, but he allowed me to take it and didn't even poke at my thinned line. The final city in the north is another strange case... I had a couple of INF sitting in urban terrain next to the CP, where he had one unit of inf. The problem is, my inf were operating well out of supply and arty range, so I couldn't attack. So I had patiently left them there for many turns. Around turn 13, his guys suddenly ditch the objective and disappear south, and my guys take it (AND a couple turns later, another undefended city due east), uncontested!

So I took four VP cities I didn't have any rights to (well, I could of got one of them but was expecting a fight), courtesy of the AI. Up to that point, the victory screen had been alternating between axis/allies win of less than 10 pts... the final was 160 pts to allies! On further reflection, I think I know why the AI abandoned them - turn 13 I think was the mud turn, and he had the same supply horrors that I did. Except, apparently his priority was to return his units to supply ASAP - including the ones holding objectives! In the case of the northern city(s), his one guy, even unsupplied, could have easily held out against my unsupplied INF. More so with the southern city, with its fort.

I realize AI is extremely difficult to write but it seems this is a reasonably simple mistake to correct (holding an objective needing a higher priority than resupplying (if the units have bullets, which these did), particularly in the final turns of a scenario), assuming I understand correctly the reason the AI pulled back.

Oh yes, and the AI is very important to the more casual gamers. PBEM is great but it requires playing on a rough schedule and a significant amount of commitment, whereas the AI is always available for a round or two, and doesn't care if you decide to start over at a whim or abandon a game for a week or two.
Arbiter
Posts: 7
Joined: Tue Sep 16, 2003 6:34 pm

Post by Arbiter »

Thought I should correct myself, it was the 1st assault. I played the scenario a second time and the AI abandoned one city (the northern one, which was Boguslav) at the end of the game but otherwise held its ground quite well. It had pulled back from Medvin as well, but I had it outnumbered and almost encircled there anyway.

In two games at Computer+, I still was unable to get past Tichonovka. The Computer AI builds up a huge defense at Lisyanka, there are Stugs burrowed like ticks all around eastern Tichovka, and the tough line at my flank at Ribenyi Most that sees massive panzer reinforcements later - has anyone been able to successfully drive for Zvenigorodka? By the time I had armor poised to shoot the gap between Lisyanka and Tichovka, I was only a few turns from the mud rounds and the southern panzer reinforcements, and my armor would have been on an isolated suicide mission if I had pulled the trigger.

Curious if anyone has fared better than I have.
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