AI for MWiF - Germany

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michaelbaldur
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RE: AI for MWiF - Germany - French Conquest

Post by michaelbaldur »

ORIGINAL: michaelbaldur

ORIGINAL: Extraneous

ORIGINAL: michaelbaldur



that is just stupid ..if you can take any German factories and destroy it, then it is a major victory for the allies


1939 German production:

23 factories available, 1 factory unused, production multiplier 0.75, creates 15 BP

Destroy 1 factory

22 factories available, 0 factory unused, production multiplier 1.0, creates 21 BP

If you also attack a German unit that turn

22 factories available, 0 factory unused, production multiplier 1.25, creates 27 BP

yes but it cost 4 BP to repair that factory ...and you loss the production in 3 turns ..

so Germany looses 7 BP ...

and if you destroy 2 factories, Germany would not have engineers to repair both at the same time (only 1 engineer)

so 2 factories cost Germany 15 BP...

so you really dont need 6 factories.. 2 factory stacks are more then enough

and Germany also loss production from the red factories, (you can only destroy blue)
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RE: AI for MWiF - Germany - French Conquest

Post by Centuur »

You are looking at this from only the German perspective. You are missing the Italians factories, who needs to be filled with resources as soon as possible. So you are not looking at 19 German (and I've forgotten the three Czech), but you are also looking at 11 Italian factories, screaming for resoures. Thats a staggering total of 33 resources. You haven't got this total at start at all...

So the German/Italian loses 1 PP in reality, if Italy goes to war in the first turn. And believe me, if the French take a German factory, the Italians will go to war the next impulse... Repair of that factory? Why, as long as there are still Italian or captured ones who needs resources...
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RE: AI for MWiF - Germany - French Conquest

Post by michaelbaldur »

there are two points to that.

you force italy to declare war, before they are ready .. (for an assault on Gibraltar or worse)

and then you get alot of resource lending. which is very ineffective... as new resources are delayed a turn..

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RE: AI for MWiF - Germany - French Conquest

Post by paulderynck »

ORIGINAL: Extraneous
There is no "should" involved. Germany must DoW Poland on the first impulse and the CW is the only power it can align with. If it does not align with anyone, it is immediately conquered without a fight.

"Should" because it is an option.
Presumably this thread has to do with making an A.I., wherein 'I' stands for intelligence. Exercise the option to let Poland be conquered and you are creating an A.S., wherein you can guess what the 'S' stand for.
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RE: AI for MWiF - Germany - French Conquest

Post by Extraneous »

ORIGINAL: paulderynck
Presumably this thread has to do with making an A.I., wherein 'I' stands for intelligence. Exercise the option to let Poland be conquered and you are creating an A.S., wherein you can guess what the 'S' stand for.


A.S. = Alternate Scenario? How many of you would you be grousing if I had said "must" instead of "should"?

It is an option and must be considered as such.


ORIGINAL: michaelbaldur

so you really dont need 6 factories.. 2 factory stacks are more then enough

and Germany also loss production from the red factories, (you can only destroy blue)


Which 2 factories do you propose to take Cologne, Essen, or Hamburg?

Austria, Vienna Red
Czechoslovakia, Bratislava Red
Czechoslovakia, Prague Red #1
Czechoslovakia, Prague Blue #2
Germany, Berlin Red #1
Germany, Berlin Red #2
Germany, Berlin Red #3
Germany, Breslau Blue
Germany, Cologne Red #1
Germany, Cologne Blue #2
Germany, Dresden Blue
Germany, Dusseldorf Red #1
Germany, Dusseldorf Blue #2
Germany, Essen Red #1
Germany, Essen Blue #2
Germany, Hamburg Red #1
Germany, Hamburg Blue #2
Germany, Hannover Blue
Germany, Leipzig Blue
Germany, Munich Blue
Germany, Nuremburg Blue
Germany, Settin Blue
Germany, Stuttgart Red

Germany has 9 Resources.

The Hungary has a trade agreement to give Germany 1x Resource.
The Rumania has a trade agreement to give Germany 2x Oil.
The Spain has a trade agreement to give Germany 1x Resource.
The Sweden has a trade agreement to give Germany 3x Resources.
The Turkey has a trade agreement to give Germany 1x Resource.
The USSR has a trade agreement to give Germany 2x Oil and 5 Resources.

German Total: 2x Oil and 20 Resources.

Germany has a trade agreement to give the USSR 2x BP, which has already been subtracted, from the total BP available.


Poland, Lodz Red #1
Poland, Lodz Blue #2
Poland, Warsaw Blue

Poland has 2x Resources.

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RE: AI for MWiF - Germany - French Conquest

Post by Extraneous »

17x Aircraft
7x FTR2 ~ 1x Bf-109B Berta (3-x-x-x-3), 1x Bf-109C Clara (3-x-x-x-3), 1x Bf-109E1 Emil (4-x-1-x-3), 1x He-112 (3-x-x-x-5), 1x Bf-109E2 Emil (5-x-x-x-3), 1x Bf-109E2 Emil (5-x-2-x-3), 1x Bf-109E4 Emil (5-x-2-x-3)
1x FTR3 ~ 1x Bf-110C Zerstörer (3-1-3-0-5)
3x LND2 ~ 1x Hs-123 Panzerknacker (3-x-2-x-4), 1x Ju-87B Stuka (1-x-5-1-3), 1x Ju-87B Stuka (1-1-5-1-3)
4x LND3 ~ 1x Do-17E Flying Pencil 1-x-2-1-4, 1x Do-17Z Flying Pencil 2-1-2-2-5, 1x Ju-86G 1-x-2-2-3, 1x He-111H Pedro 1-1-3-4-5
1x NAV3 ~ 1x He-115C NAV (1-2-1-2-9)
1x ATR3 ~ 1x Ju-52 Eisen Annie ATR ((0)-x-x-x-5)

12x Pilots

From ~ 7x FTR2, 1x FTR3, 3x LND2, 4x LND3, 1x NAV3, and 1x ATR3

Set up
4x FTR2 ~ 1x Bf-109E1 Emil (4-x-1-x-3), 1x Bf-109E2 Emil (5-x-x-x-3), 1x Bf-109E2 Emil (5-x-2-x-3), and 1x Bf-109E4 Emil (5-x-2-x-3)
1x FTR3 ~ 1x Bf-110C Zerstörer (3-1-3-0-5)
2x LND2 ~ 1x Ju-87B Stuka (1-x-5-1-3) and 1x Ju-87B Stuka (1-1-5-1-3)
3x LND3 ~ 1x Do-17Z Flying Pencil 2-1-2-2-5, 1x Ju-86G 1-x-2-2-3, and 1x He-111H Pedro 1-1-3-4-5
1x NAV3 ~ 1x He-115C NAV (1-2-1-2-9)
1x ATR3 ~ 1x Ju-52 Eisen Annie ATR ((0)-x-x-x-5)



Place in the Aircraft Reserve pool
3x FTR2 ~ 1x Bf-109B Berta (3-x-x-x-3), 1x Bf-109C Clara (3-x-x-x-3), and 1x He-112 (3-x-x-x-5)
1x LND2 ~ 1x Hs-123 Panzerknacker (3-x-2-x-4)
1x LND3 ~ 1x Do-17E Flying Pencil 1-x-2-1-4
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RE: AI for MWiF - Germany - French Conquest

Post by Extraneous »

Since Centuur wants to DoW Denmark on the 3rd Axis impulse Sept/Oct 1939.

Denmark OOB
Copenhagen MIL (2-2)

Heavy cruiser Peder Skram (1,7,1,0,3-1)
Heavy cruiser Niels Iuel (1,7,0,0,3-2)
6x CP
2x Tankers

I would place the Copenhagen MIL (2-2) in the hex just west of Copenhagen.
German land units attacking across a strait are halved.
Die roll modifications
+1 Surprise Impulse


If Germany chooses to use a combined action and amphibiously invades:
1 for the notational
+1 if it is not stacked with a land unit, but is in the ZOC of a friendly corps or army
This gives the notational in Copenhagen a value of 2

Die roll modifications
+1 Face-down defending unit
-1 City hex
+1 Surprise Impulse

(It takes 5 movement points to get from the German border and enter Fredrikshavn)
Fredrikshavn to the North Sea
Heavy cruiser Peder Skram (1,7,1,0,3-1)
Heavy cruiser Niels Iuel (1,7,0,0,3-2)
1x CP
2x Tankers

Copenhagen to the North Sea
5x CP


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RE: AI for MWiF - Germany - French Conquest

Post by paulderynck »

Copenhagen Mil is placed for you - on the production track to arrive in ND39. From there, it normally goes back in the box. That's why it always looks so fresh and clean and unused. It's a walkover for Germany as long as the weather is not Rain or Storm.

Put as many CPs as possible in Greenland or Iceland. Put all other ships in a port bordering the North Sea because they won't be overrun until after the Germans control Copenhagen and then if not bordering the North Sea, they can't get out of the Baltic and will surely die if not already captured.
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RE: AI for MWiF - Germany - French Conquest

Post by Centuur »

Denmark needs to be conquered, to close the Baltic for allied raids on the German convoys transporting the Swedisch iron to Germany.

Therefore, it is very important to conquer Copenhagen as soon as possible. In my opinion (and I'm not alone in this) Denmark is a must do for Germany in the third impulse of the game...
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RE: AI for MWiF - Germany - French Conquest

Post by Froonp »

ORIGINAL: Centuur

Denmark needs to be conquered, to close the Baltic for allied raids on the German convoys transporting the Swedisch iron to Germany.

Therefore, it is very important to conquer Copenhagen as soon as possible. In my opinion (and I'm not alone in this) Denmark is a must do for Germany in the third impulse of the game...
If it rains, it gets harder, so Germany should setup units able to take Denmark even if it rains.
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RE: AI for MWiF - Germany - French Conquest

Post by brian brian »

I set up fast moving units on the Danish border to take all the coastal hexes on the North Sea as the Germans. Perhaps via breaking down a unit to get a motorised division or two. Perhaps even some panzers.

Sending the tank-destroyer by itself to Frederikshavn without taking the adjacent coastal hexes will just whet the appetite of a smart, aggressive CW player.

If France is not seriously threatened in the fall of 1939, and the Germans are slack about taking the Danish coast, I send in the BEF. The Defensive Shore Bombardment optional is a great help for that idea. I hope the CW AI will do the same.



The Danes can also set up some of their Convoy points in Iceland or Greenland.
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RE: AI for MWiF - Germany - French Conquest

Post by Centuur »

But what is seriously threatened? It is only the third impulse of the game. That's too early to see how that turn will develop. Are the Poles lucky, or have they been destroyed already? Where are the German reserves and did Germany take out the Netherlands too in the third impulse of the game, thus theathening Belgium?

Those choices are very difficult to make. Personally, I tend to put the BEF into France to strengthen its defenses if the Netherlands have been taken by Germany (even if the Rotterdam hex is still Dutch controlled at that moment...).
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RE: AI for MWiF - Germany - French Conquest

Post by Shannon V. OKeets »

ORIGINAL: Centuur

But what is seriously threatened? It is only the third impulse of the game. That's too early to see how that turn will develop. Are the Poles lucky, or have they been destroyed already? Where are the German reserves and did Germany take out the Netherlands too in the third impulse of the game, thus theathening Belgium?

Those choices are very difficult to make. Personally, I tend to put the BEF into France to strengthen its defenses if the Netherlands have been taken by Germany (even if the Rotterdam hex is still Dutch controlled at that moment...).
I agree.

The BEF by itself as an attacking force in Denmark is impotent. Put two weak German corps in their way and the BEF just sits there drinking tea and talking about their great exploits in the last war.

Holding France for as long as possible is crucial. What about Gibraltar, Malta, and Suez? Is anyone at home in England? The Commonwealth doesn't have dozens of land units to spread around the world. But the German do - they go where they want to go, do what they want to do.

Occupying the Danish coast accomplishes nothing. The Germans would use two corps to protect Kiel and Hamburg if the Brits weren't in Denmark.
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RE: AI for MWiF - Germany - French Conquest

Post by brian brian »

no, the BEF can't attack anything. they merely hold Frederikshavn while the Royal Navy converts the Baltic into a British lake for a while. bye, bye Swedish Iron Ore. not to mention some good beginnings of attrition on the Kriegsmarine, and German action limits are used up dealing with this.

some German players will use the tank destroyer piece, with 6 movement, to take Frederikshavn but not the adjacent coastal hex. an expensive piece for Gort to land next to and take out pretty easily.

like I said, I do this as the Brits IF the Germans don't attack on the western front in 1939. not all German players do that. the Germans can bottle this up easily....but they can't retake Frederikshavn all that easily, especially with Defensive Shore Bombardment in play. if the Brits draw the Anti-Tank gun in the UK, they can stay for quite a while if they want.

if you've never seen it done, just leave the tip of Denmark open to the British every time until you play a smart Churchill. and the BEF isn't forced to stay there until the Panzers arrive (wrecking their marching orders to the Low Countries) to blitz them back off the Continent. the Royal Navy commands the seas, not the Axis.
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RE: AI for MWiF - Germany - French Conquest

Post by brian brian »

oh and one last CW comment. the CW doesn't start with a lot of troops....but they sure have a lot of cheap infantry they can build. keep building it and throwing it in front of the Axis, wherever they go. only the Axis can pick where to go, but the CW holding Frederikshavn is the first place they can force the Germans to deal with their decisions. and yes, the old BBs might take some hits in the process. but if the CW has more than 5 BBs left in 1945, they played it wrong.


but this is the German AI thread. send fast divisions to northern Denmark and keep Lord Gort out for 100% sure. it doesn't use up much of your forces to do this and you can continue on with any strategy you want on the first two turns. Royal Navy battlewagons in the Baltic tend to disrupt what you might want to be doing.

there is a lot to be said for getting into France via the brute force method - leaving the Netherlands neutral until Japan enters the war. This keeps the CW Convoys stretched tight all the way through the first year of Barbarossa. you will need to exploit everything on the 2d10 table to do it, risking the combat engineers repeatedly and using HQ support a lot too. if you roll low, you might have to use an Offensive Chit to stay on schedule for your post-France strategy, whatever it may be. but a DOW on the Netherlands is a large BP swing to the Allies via all the Convoy Points they get.
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RE: AI for MWiF - Germany - French Conquest

Post by brian brian »

keep forgetting a tiny point - you'll want some extra motorised divisions in the summer of 1940 to take losses in blitz combat. so generating a couple at set-up to send to north Denmark will get you a few units you will need later anyway.
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RE: AI for MWiF - Germany - French Conquest

Post by Extraneous »

Lets discuss German Grand Strategy as peskpesk Post# 331 brought up on the Italian thread.

Specifically: German Grand Strategy vs. France while invading Poland.

There are four important areas to defend near or on the border with France.

And has 3 MIL to be placed in their respective cities along with 7 land units to place in any German controlled cities when calling up the reserves.


1) The Hamburg/Kiel area ~ this area contains (approximately 6% of Germanys production) 1 red factory and 1 blue factory.
Germany gets the Kiel MIL (5-2) when calling up the reserves.
Germany needs 1 land unit in Hamburg.

The Axis needs to DOW Denmark to close the Baltic Sea to Allied warships and assure the trade agreement resources from Norway reach Germany.
20. The Axis declares war on: (if Japan declares war place USA entry chit in the USA (Ja) entry pool else place it in the USA (Ge/It) entry pool)
Poland, Spain, Turkey or any American country (1 USA entry chit and a 20% chance of another will be added to the USA entry pool)
Belgium, Finland, Rumania, Sweden or Switzerland (There is a 80% chance of a USA entry chit will be added to the USA entry pool)
Other minor (There is a 30% chance of a USA entry chit will be added to the USA entry pool)

The Allies do not need to DOW Denmark. Why let the Axis align more minor countries? Why take the chance of removing USA entry chits?

Let the Axis DOW Denmark and take the chance of adding to the USA entry chits. Align Denmark with the CW and add their ships to the CW convoy lines. I suggest the Danish government in exile should be established in Ottawa, Canada or London, England.
13.7.1 Conquest
Incomplete conquest
Conquered minor countries can pick either any home country of their controlling major power or any home country that the minor country itself controls.

32. One of the Allies other than the USSR declares war on:
Poland, Spain, Turkey, or any American country (1 USA entry chit and a 70% chance of another will be removed from the USA (Ge/It) entry pool)
Belgium, Finland, Rumania, Sweden or Switzerland (1 USA entry chit and a 20% chance of another being removed from the USA (Ge/It) entry pool)
Other minor or Vichy France (There is a 50% chance of a USA entry chit being removed from the USA (Ge/It) entry pool)

Notes on Denmark set up:

Denmark can place 2 naval units outside of Denmark in:
Rejkavik, Iceland (minor port ~ capacity 4 naval units).
Godthab, Greenland (minor port ~ capacity 4 naval units).
Sydproven, Greenland (minor port ~ capacity 4 naval units).

Denmark has 5 naval units (at least 3 naval units (no fractions) must be set up in Denmark)
Heavy cruiser Peder Skram (1,7,1,0,3-1)
Heavy cruiser Niels Iuel (1,7,0,0,3-2)
6CP (up to 2 may be Tankers CoiF) (counts as 3 naval units)

SiF option 9: Up to 4 naval units can stack together in a minor port. Every 2 convoy points (or any spare point) is a naval unit.

19.4 Minor country units
Setting up
When a minor country aligns with you, set up its initial units immediately. You must set up in hexes controlled by that minor. At least half a minor country’s initial units must set up in its home country.

CoiF option 76: The CoiF column in the above table is the number of tankers these minor countries start with. Reduce that number of SiF convoy points set up. (e.g. Finland sets up with 1 tanker and 2 convoy points).


2) The Bremen, Essen, and Hanover area ~ this area contains (approximately 9% of Germanys production) 1 red factory, 2 blue factories, 3 resources, and 1 oil.
Germany needs 1 land unit in Bremen or Hanover.
Bremen if you want to keep the CW from invading Germany. Hanover if you want to tempt the CW into invading Germany.


3) The Rhineland area ~ this area contains (approximately 12% of Germanys production) 2 red factories, 2 blue factories, and 2 resources. Depending on the land units you assign to Saarbruken you may or may not need a fortification placed in this area.


If you plan on invading the Netherlands the hex to the west of Dusseldorf is the best location to do it from. All you have to do is move 1 hex to the northwest of this hex and you can attack Amsterdam the capitol of the Netherlands.

If Germany plans to invade the Netherlands in 1939 you will need a Headquarters unit to reorganize I would suggest HQ von Leeb (5 (2) 3) and reorganize the VII MOT (8-4) and I INF (9-4) this gives you a base attack factor of 17 (4 to 1), which can be increased with aircraft units.
Option 38: Surprised naval units can’t provide defensive shore bombardment nor can naval units provide defensive shore bombardment to a hex containing only surprised units.

Notes on Netherlands set up:
Netherlands: 1 blue factory (Amsterdam) and 1 resource
Palembang, NEI 2 oil
Balikpapan, NEI 1 oil
Tarakan, NEI 1 oil
Paramaribo, Dutch Guyana 1 resource

Netherlands Land units
I INF (4-3) should be set up in Amsterdam, the Netherlands
NEI TERR (3-2) is set up in the Netherlands East Indies

The Netherlands has 11 naval units (at least 6 naval units (no fractions) must be set up in the Netherlands)
Heavy Cruiser Java (1,7,1,1,5,2)
Heavy Cruiser Sumatra (2,7,0,1,5,2)
Heavy Cruiser De Ruyter (1,8,1,0,6,5)
Light Cruiser Tromp (1,9,0,1,6,3)
Light Cruiser Heemskerck (1,9,0,1,6,3)
Submarine (3,8,0,0,5,2)
10CP (up to 4 may be Tankers CoiF) (counts as 5 naval units)

The 8 naval units to be placed in the Netherlands should be placed in Rotterdam. Because the land unit in Amsterdam exerts a ZOC and the German player cannot move from ZOC to ZOC. I Germany DoW's Belgium at the same time it DoW's the Netherlands then units in Liege would exert a ZOC to the northwest.

This makes it possible to get all the naval units set up in the Netherlands to Great Britain without being overrun until the Germans get Paratroops in Jul/Aug 1940.
11.11.1 How to move land units
A unit must always end its move when it enters an enemy ZOC (exception: it can continue moving if it then overruns a land unit in the next hex ~ see 11.11.6 Overruns). You can move a unit which starts its move in an enemy ZOC directly into another enemy ZOC (even a ZOC of the same unit).


Notes on Belgian set up:
Belgium: 1 red factory (Brussels), 1 blue factory (Liege), and 1 resource
Belgium Congo 1 resource

Belgian Land units
I INF (5-3) should be set up in Liege, Belgium
II INF (4-3) should be set up in Liege, Belgium
CAV (3-5) should be set up in Brussels, Belgium

Belgium has 2 naval units (at least 1 naval unit (no fractions) must be set up in Belgium)
Heavy Cruiser Artevelde (1,8,0,0,5,3) should be set up in Antwerp, Belgium
2CP (counts as 1 naval unit) should be set up in Boma, Belgium Congo

If you want the resources from the Belgium Congo
The Resource rails to Boma, Belgium Congo (minor port) > Gulf of Guinea > Cape Verde Basin > to Spain to rail through Spain and France to Belgium or to CW CP to Great Britain


I suggest the Netherlands and Belgian governments in exile should be established in Ottawa, Canada or London, England.


4) The Karlsruhe/Stuttgart area ~ this area has the broadest border with France. And has 2 locations that the French can get 2 stacks of units to attack a single hex. The two hexes southwest of Stuttgart have no cities so they will need land units places at start up. It is suggested at least 1 fortification (if not more) be placed in this area.

Reserve land units are needed in both Karlsruhe and Stuttgart.



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RE: AI for MWiF - Germany - French Conquest

Post by peskpesk »

The defense of the German western front during 39/40 is very straight forward; the only minor factor is depending on which strategy Germany has chosen: France First or Historical Poland First.

Hamburg/Kiel Area
*An Allied invasion close to Kiel or an attack down from Denmark (uncommon) is one possibly if the tempting targets of German naval units are present. One German unit at Danish border/Kiel/Hamburg is enough defense. This unit is often a fast 4 mp unit in order to help Germany take Denmark quickly. Some also leave this area undefended.

Rhineland/Hanover Area
*An Allied attack through the lowlands is very; very unlikely unless Germany does a 1940 Barbarossa in which case a few units is need in the Rhineland to be able to reinforce the defense of Belgium/Netherlands. Of course if Germany does a France First is the area packed with units.

French Border Area
* Only the French border needs to be defended. The two of most common options are:
- Every hex with one unit.
- A one hex hole at the most southern hex.

During a France First or during a trick to lure the Allies into align Yugoslavia when Axis is ready for; is to leave the two forest hexes against the Maginot line empty, this is a somewhat more risky option.

Note that some of units needed to defend the western front can come from when Germany goes to war with France/Commonwealth. Ex in order to defend against France along the Maginot line: place 2 GAR units in the two forest hexes during setup and later place one disrupted reinforcement unit per hex at the three city hexes.

A bold German strategy western front could be also to try and snitch the Netherlands during a late Sep/Oct impulse (or possibly even during a fine Nov/Dec) if CW has commit its transports. To goal of the strategy to get the Rotterdam hex and hope of fine weather in Nov/Dec to get a crack at Belgium “Who cares that the US-Entry will sky rocket!” a tell sign is often a few more German units near the Netherland border.

To sum it up: normally Germany needs about a minimum of 4-6 units at the western front.

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RE: AI for MWiF - Germany - French Conquest

Post by Agathosdaimon »

i dont know anything about this game but i love the look and complexity of it - i am more interested in this one that the Gary Grigsby games. I have Empires in Arms and love its computer version , though this looks more complex. Great see so much work being done on the AI
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RE: AI for MWiF - Germany - French Conquest

Post by Neilster »

ORIGINAL: Agathosdaimon

i dont know anything about this game but i love the look and complexity of it - i am more interested in this one that the Gary Grigsby games. I have Empires in Arms and love its computer version , though this looks more complex. Great see so much work being done on the AI

Welcome aboard Agathosdaimon [:)]

Whilst World in Flames does contain a lot of complexity, much of it is involved with the rule-checking and bookkeeping that will be handled by the computer, so the player doesn't have to worry about it. Basically, they should play in a historically sensible manner and the computer will disallow illegal moves. Having said that, the global scale and number of different unit types allow for a great variety of potential manoeuvres.

Most of the gameplay consists of moving land, naval and air units around during the multiple "impulses" of the Axis and Allies that occur within each two month turn. Lots of the political and economic stuff only occurs once per turn.

When playing a power or powers, one really is the supreme warlord; deciding how resources are moved, what is produced, political decisions and military matters. One has to decide grand strategy, often in consultation with others on one's side. One has to weigh the political ramifications of decisions like declarations of war, invasions or claiming territory. One has to plan ahead, especially with regard to production. Some units, such as aircraft carriers, take a very long time to construct. Often there aren't enough units or potential moves to do all that is required and hard decisions have to be made.

It should be noted that although a lot of work has been done on the AI opponent, the initial release won't have one. It appears there will be a large pool of potential online opponents of all abilities though.

Cheers, Neilster

Cheers, Neilster
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