Wired Killers - failure again ...

Post descriptions of your brilliant victories and bitter defeats here.

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Jeffrey H.
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RE: Wired Killers [random map, 8 AI+, 95% land, live!]

Post by Jeffrey H. »

But you're not facing any fighters right now are you ? The AI is slow to counter in the air. Barring divebombers, I'd go for mortars mixed into your units for additional combat power.
 
 
History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson
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RE: Wired Killers [random map, 8 AI+, 95% land, live!]

Post by lancer »

Goodaye,

Hey, this is good. I like reading AAR's where things don't go well. Happens to me a lot.

Cheers,

Lancer
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V22 Osprey
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RE: Wired Killers [random map, 8 AI+, 95% land, live!]

Post by V22 Osprey »

Heres what I would do:
You have engineers right?I would start building defences while your main army holds offthe enemy.When your defences are done, make a speedy retreat toward the defences and make a last stand there.Though it would have been better to had made defences earlier when you still had the forests for cover.I would also focus on armor.Some medium tanks would eat those armored car divisions for breakfast.

I am a newb to this game though, so my tactics can be total B.S.
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Westheim
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RE: Wired Killers [random map, 8 AI+, 95% land, live!]

Post by Westheim »

ORIGINAL: V22 Osprey

Heres what I would do:
You have engineers right?I would start building defences while your main army holds offthe enemy.

Not the worst idea in general, but I used up my engineers to bolster my right flank around Potato, so they're basically gone except for a full division with the I Corps in the west, but they are needed to build a road from Aardroad to my southeastern VP locations (can't remember the names [8|]). From the other two divisions ... one holds about 15-20 engineers, which would need three or four turns for a fortification, and one had one lone engineer left and I rebuilt the division into a tank division, which is on the bottom on the next screenshot:

Round 23; good news is, my flanks held on the interturn, and I was able to hold the ground. This is important since right now I'm still defending in forest - if the Twilighters push me back just two more hexes, I'll stand in plains and will be gone even faster. Things especially improved around Potato, south of which I encircled an armoured division and erased an infantry division.

Maneuvering in the west with the I Corps. The tank division there extends the line to the second river there, which holds a road to Eagles View, but there are units there and I don't have any recon ...

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Westheim
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RE: Wired Killers [random map, 8 AI+, 95% land, live!]

Post by Westheim »

Round 24; ... and thus I declare optimism over! Both the Reformed Gang in the west and the Twilight County in the east wheeled in armoured reinforcements and crunched my positions. My III Corps between Glorflow (my capitol) and Potato was punched and it's left flank is about to vanish. Another attack hit the crossroads north of Potato. Thanks to my superiority in armour I was able to throw them back there, but my left flank is in a load of danger ...! I fortified the circled hex.

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Westheim
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RE: Wired Killers [random map, 8 AI+, 95% land, live!]

Post by Westheim »

This is the same round in the west. Those armoured divisions came out of nowhere, and they piercing right onto Aardroad. [X(] All forward units in the south were pulled back to defend, if possible.

I better go to bed before I cause even more harm ... [8|]

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Jeffrey H.
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RE: Wired Killers [random map, 8 AI+, 95% land, live!]

Post by Jeffrey H. »



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History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson
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RE: Wired Killers [random map, 8 AI+, 95% land, live!]

Post by Barthheart »

[:D]
Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
seille
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RE: Wired Killers [random map, 8 AI+, 95% land, live!]

Post by seille »

@Westheim
 
Yes, you play too cautious. You should more often use concentric attacks even against strong enemy units.
To go for divebombers is not a easy decision since the AI could react with fighters or flak and in the heavy
forest the bombers would have reduced effect. I would not go for yet.
 
From the screens i got the feeling that your production routing might be wrong. So many units with VERY low
readiness bar. You should install a HQ (below supreme HQ) for each of your fronts and let the needed production arrive there
directly. Yes, you have to look at the right routing each turn, but it´s worth to do it. This way you can adjust and let most
of the reenforcements arrive at the places with heavy fighting while the other fronts get less troops.
I know that since i made in my early AT career the same mistake. Thought i can let arrive all troops at the SHQ and send them out
to the places i need them. This is the wrong method !
 
I hope you´ll use some of the tips here and they will show success. The AI is good at +, but not that good....
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RE: Wired Killers [random map, 8 AI+, 95% land, live!]

Post by Westheim »

Round 25; had another few infantry and engineer units wiped out and crushed on the interturn. Fall came. Ain't make it easier, although my enemies rely on motorized units just as well. Twilight Country forces breached deep into my eastern front with a force of four armoured divisions. I was able to wipe up two with my tanks now, but the other two are about to disconnect the north-south road there again.

The west saw me cutting off the forwardmost Reformed Gang armoured division, while one of my infantry divisions was badly beaten. RG is threatening to cut the road between Aardroad and Lovetimber in two places.

@seille
I usually create Front HQs, although not that early in the game, as they require another bunch of staff, trucks, and PP to work well. Especially not in my situation now, since I already have almost as many HQs as units.[8|]

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Westheim
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RE: Wired Killers [random map, 8 AI+, 95% land, live!]

Post by Westheim »

Start of round 26: I'm out of ideas. The situation is similarly bad at Aardroad and Weather (southern village)

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Westheim
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RE: Wired Killers [random map, 8 AI+, 95% land, live!]

Post by Westheim »

Round 27; my realm has completely disintegrated, broken into four pieces, which are in one piece on the map, but with the way I layed down the roads ... everything's split.

The II Corps is on it's own in the far west, while the I Corps in the a little less west can't help but watch Reformed Gang units cut all the roads in the area. My SHQ and IV Corps try to hold on to everything around and southwest of Potato, with two separate fronts, and the III Corps is more or less isolated in the north, defending my capitol (pictured)

It's winter, I lost a few tanks with counterattacks on isolated units ... I have no reserves anymore, everything that still has legs is fighting. Plus ... (points at grimly looking 18 year old teen with bandaged leg stumps sporting a MP) ... him. I think I'll call him Justin. [8|]

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Westheim
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RE: Wired Killers [random map, 8 AI+, 95% land, live!]

Post by Westheim »

Round 28; this is going to end soon. RF and TC advance on all fronts. The winter is slowing them down and enabled me to win many defensive fights, but once spring kicks in, I'll be toast.

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Westheim
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RE: Wired Killers [random map, 8 AI+, 95% land, live!]

Post by Westheim »

Round 29 - I surrender and therefore admit that a box stuffed with a few chips and wires is way more clever than I am.
Don't be scared - I'm almost sure that I just want to play!
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