ORIGINAL: buckyzoom
I would defend something like below. What would the Russian AI do? What would the German AI do to the new line?
RU stacks 4, 6, 9 and 10 swapped an ARM for an INF.
1. What would the AIO do as the USSR player?
Preanalysis calculations of relative land unit strength reveals the USSR is somewhere between strongly defensive and desperate defense. Probably the latter given the proximity of the German units to Moscow and the non-contiguous USSR front line.
Choice #1 is always to do nothing. Post analysis reveals that gives the German the opportunity to isolate USSR stacks #1, 2, and 7, with good attacks possible against all three stacks. The hole in the USSR frontline (touching ZOCs but no actual units behind them) should be scored as a big blemish too. All of this doesn't rule this choice out entirely, just gives it a very bad score.
Choice #2 is to counterattack which gets an even worse score.
Choice #3 is to advance without attacking. The only units that can do that are in the USSR stacks #1 and #7. Since #1 is out of supply, that gives a bad score. Advancing #7 is a possibility. It depends on what it is using for both secondary and primary supply though. Probably won't work out well because the stack would have to split (to keep from being surrounded by German ZOCs) and then would be too weak/vulnerable. All of these possibilities get low evaluations.
Choice #4 is to reposition units to repair the current USSR front line. By repair I mean to get up close and personal with the Germans by occupying the three hexes next to the German stack #6. This can be done by reshuffling units along the front and committing the USSr stacks #8, 9, and 10. Concurrent with that USSR #7 should withdraw one hex due east. USSR stack #1 has only bad choices so stays put. If another face up unit could be spared, then it would split and a second unit join it NW of USSR #2. There several combinations of moves discussed here and the AIO would evaluate all of them and assign a numerical score for each.
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As an aside here, the AIO sees several different types of frontline in this example. In order of AIO preference they are:
A. Contiguously occupied hexes: USSR #4, 5, and 6.
B. Empty two hex ZOC: USSR #8.
C. Alternate hex with an empty middle hex that is vulnerable to occupation by enemy: USSR #1 and 2; USSR #6 and 7. There is actually a slight distinction between these in that the latter lets the occupying German stack (#9 in this case) break through. The former at least contains the advancing German stack (#3) within USSR ZOCs.
D. Every third hex: USSR #4 and 8.
E. Isolated unit: USSR #1
There are also two types of reserves.
F. Prevent breakthroughs: USSR #9.
G. Close reserve: USSR #10.
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Post analysis gives this a better score than the others examined so far. The weak points are due east of German stacks #4 and 5. USSR stack #7 is also equivalently weak but less important because it is farther from Moscow. That all the reserves have been committed is noted as a negative. That the USSR stacks next to German #6 are all in the clear with clear hexes behind them is also a big negative because of the possibility of breakthroughs. This was (and still is) the problem with USSR #4 that was exploited by Hakon.
Choice #5 is to withdraw to a new and better defensive line. What needs to be done first is to count the number of hexes running north to south that will make up the new front line. The best front line runs with the grain of the hex grid because it only provides the enemy with two hexes from which to attack. That could be done here along the line occupied by USSR #5, 4, and 8. The northern point would be 2 hexes NE of USSR #8 and the southern point would be due west of USSR #10. This lien would be 9 hexes long. regrettably all 10 USSR stacks can't get to it to occupy it. The compromise in the south would be to withdreaw #7 east and leave #6 in place. This line ia also 9 hexes long and 9 stacks are available for occupying it. An average strength per hex can be worked out. That can be adjusted by river and forest hexes to made the German attacks on each hex at the same odds. So, the two clear hexes between USSR #4 and 8 would be much stronger thatn the others and contain armor. Hexes north USR #8 could even be left empty at the present since the German nunits can't reach them in 1 impulse. That provides 1 stack for the reserve, probably split into the 2 hexes 2 hexes east of German #5 and #6 (to prevent breakthroughs). This should score well based on the damage the Germans can do as measured in CV losses for the USSR (net the German losses in CVs).
There are a lot of other possibilities here. Luckily the CPUs are fast and have a lot of memory, so the AIO can examine a lot of them. I do not expect the AIO to look farther ahead than "I move - you move - had bad/good is it now?". Farther than that is exhausting to even think about.
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2. What would the AIO do as the German player (given the above position).
I'll get to this later. Need to do other stuff right now.