AI for MWIF - Denmark

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peskpesk
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AI for MWIF - Denmark

Post by peskpesk »

Denmark setup AI

Denmark Forces
RES 2-2 MIL, 2 Naval units

Denmark have zero basic setups:

Declaration of war
Given a CW declaration of war (with or without FR/US) OR a USSR declaration of war and GE control of Denmark OR a GE declaration of war (with or without IT) and CW control of Denmark suggested reasoning for the AI could be as below.

Threats to guard against:
None

Good hopes:
None

When a setup is used
None

Convoy points and Naval unit setup

* During an Axis declaration of war
Place as many CP as possible in Torshavn (easy to put in supply if not in supply already) and Reykjavik.
The rest in Fredrikshavn and if needed Aarhus.


* During a CW/FR/US declaration of war
Place as many CP as possible in Aarhus
The rest in Copenhagen


* During an USSR declaration of war
Place as many CP as possible in Fredikshavn and Aarhus
The rest in Copenhagen
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RE: AI for MWIF - Denmark

Post by peskpesk »

Denmark


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RE: AI for MWIF - Denmark

Post by peskpesk »

Iceland


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RE: AI for MWIF - Denmark

Post by peskpesk »

Greenland


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RE: AI for MWIF - Denmark

Post by Shannon V. OKeets »

ORIGINAL: peskpesk

Denmark setup AI

Denmark Forces
RES 2-2 MIL, 2 Naval units

Denmark have zero basic setups:

Declaration of war
Given a CW declaration of war (with or without FR/US) OR a USSR declaration of war and GE control of Denmark OR a GE declaration of war (with or without IT) and CW control of Denmark suggested reasoning for the AI could be as below.

Threats to guard against:
None

Good hopes:
None

When a setup is used
None

Convoy points and Naval unit setup

* During an Axis declaration of war
Place as many CP as possible in Torshavn (easy to put in supply if not in supply already) and Reykjavik.
The rest in Fredrikshavn and if needed Aarhus.


* During a CW/FR/US declaration of war
Place as many CP as possible in Aarhus
The rest in Copenhagen


* During an USSR declaration of war
Place as many CP as possible in Fredikshavn and Aarhus
The rest in Copenhagen
ORIGINAL: peskpesk

Denmark setup AI

Denmark Forces
RES 2-2 MIL, 2 Naval units

Denmark have zero basic setups:

Declaration of war
Given a CW declaration of war (with or without FR/US) OR a USSR declaration of war and GE control of Denmark OR a GE declaration of war (with or without IT) and CW control of Denmark suggested reasoning for the AI could be as below.

Threats to guard against:
None

Good hopes:
None

When a setup is used
None

Convoy points and Naval unit setup

* During an Axis declaration of war
Place as many CP as possible in Torshavn (easy to put in supply if not in supply already) and Reykjavik.
The rest in Fredrikshavn and if needed Aarhus.


* During a CW/FR/US declaration of war
Place as many CP as possible in Aarhus
The rest in Copenhagen


* During an USSR declaration of war
Place as many CP as possible in Fredikshavn and Aarhus
The rest in Copenhagen
The 2 naval units can be placed in a single minor port if that is what you want to occur.

Where is Torshavn?

The reserve MIL will have to arrive (next turn) in Copenhagen since that is the only city in Denmark.
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RE: AI for MWIF - Denmark

Post by peskpesk »

Torshavn is in Faeroes island (Denmark) see Iceland map, right corner.

Correct the reserve MIL will appear in Copenhagen next turn, but since it's not setup directly
I have so far always left RES unit out of the setup.

The goal of the setup is to save as many CPs a possible by placing them out of harms way.
The two naval units are of little use and placed with "the rest" in the setup.
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RE: AI for MWIF - Denmark

Post by michaelbaldur »

denmark start with the 2 ships[:(] and 6 cp .. (5 ships)

I would setup 4 cp ...in island or greenland ... (2 ship)


19.4               Minor country units Setting up[/i] 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



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RE: AI for MWIF - Denmark

Post by Orm »

ORIGINAL: michaelbaldur

denmark start with the 2 ships[:(] and 6 cp .. (5 ships)

I would setup 4 cp ...in island or greenland ... (2 ship)


19.4               Minor country units Setting up[/i] 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






You can set up 2 scs and 1 cp in Denmark and 5 cp outside Denmark.

If playing with ships in flames 5 cp equeals 3 units and so does 2 scs and 1 cp.

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RE: AI for MWIF - Denmark

Post by Shannon V. OKeets »

ORIGINAL: peskpesk

Torshavn is in Faeroes island (Denmark) see Iceland map, right corner.

Correct the reserve MIL will appear in Copenhagen next turn, but since it's not setup directly
I have so far always left RES unit out of the setup.

The goal of the setup is to save as many CPs a possible by placing them out of harms way.
The two naval units are of little use and placed with "the rest" in the setup.
As for the MIL, Ok. We'll handle that with AIO rules about where a major power places reinforcements.
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RE: AI for MWIF - Denmark

Post by brian brian »

As the Germans I like to break down the initial MTN corps and then use the MTN division to invade Iceland if the dice give me some good weather in the Arctic. This doesn't accomplish much as you will never be able to put Iceland in supply (I always play with Limited Overseas Supply), but it does mess with the British player's head, and maybe take out a few more CP. It also takes away the CW option to use a longer northern convoy route that can be protected by land-based air the whole way without having to declare war on Portugal. This can become a bit more worthwhile if Murmansk convoys start up. The price is an excellent winterized division you will miss in front of Leningrad though. And in many games the whole little operation isn't possible due to bad weather or possible Presence of the Enemy issues. If the CW player has ever seen it done before you probably won't be able to pull it off.

I think with the new map I would perhaps settle for a landing in the Faeroes, which would be easier as it looks like it is in the North Temperate. It would probably be easier to withdraw from there if you wanted to as well.

So if the Germans have a leg infantry division in Kiel, I'd set up the other 5 Danish CP in Godthaab out of any possible harm's way.

Note that if the Russians set up with their Infantry division on the Black Sea coast, threatening a go at the Bulgarian Gambit, I'd probably set up the German MTN corps in southern Austria in hopes of getting it into Sofia via an ATR mission and forget about nearly useless adventures in the North Atlantic.
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RE: AI for MWIF - Denmark

Post by peskpesk »

ORIGINAL: brian brian
As the Germans I like to break down the initial MTN corps and then use the MTN division to invade Iceland if the dice give me some good weather in the Arctic. This doesn't accomplish much as you will never be able to put Iceland in supply (I always play with Limited Overseas Supply), but it does mess with the British player's head, and maybe take out a few more CP. It also takes away the CW option to use a longer northern convoy route that can be protected by land-based air the whole way without having to declare war on Portugal. This can become a bit more worthwhile if Murmansk convoys start up. The price is an excellent winterized division you will miss in front of Leningrad though. And in many games the whole little operation isn't possible due to bad weather or possible Presence of the Enemy issues. If the CW player has ever seen it done before you probably won't be able to pull it off.

I think with the new map I would perhaps settle for a landing in the Faeroes, which would be easier as it looks like it is in the North Temperate. It would probably be easier to withdraw from there if you wanted to as well.

So if the Germans have a leg infantry division in Kiel, I'd set up the other 5 Danish CP in Godthaab out of any possible harm's way.

Good point, a check if the Germans can make as SCS invasion is needed before choosing the ports in Iceland/Faeroes as base for CP. Else Godthaab and Sydproven is their new home.
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RE: AI for MWIF - Denmark

Post by Extraneous »

2.4.1 When to check supply
You need to check the supply status of a unit before it moves, flies, sails or reorganises units.

You also need to check the supply status of land units immediately before you resolve an overrun (both sides), during combat declaration (attacking units) and at the moment of combat (both sides).

Units at sea are always in supply.

9.7 Controlling new minors
You now allocate control of minor countries declared war on this step, to a major power on the other side (see 19.2 Entering the war), in order of declaration.

The minor country is at war with everyone its controlling major power is at war with, as well as the major powers that declared war on it.

Whoever takes control of the minor sets up its forces immediately (see 19.4 Minor country units).


11.4.2 Moving naval units
You can move your naval units through a series of adjacent sea areas and ports.

Each naval unit has a range and a movement allowance. The range determines how far the unit can move; the movement allowance determines how effective it will be when it patrols a sea area.


Into and out of port
When you move a unit out of a port, you must spend its first point to move it into a surrounding sea area (e.g. naval units in Amsterdam must move directly into the North Sea).

There are three special cases:
• although Kiel is a coastal hex on the Baltic Sea, you can move naval units directly to Kiel from the North Sea and vice versa.
• although Suez is a coastal hex on the Red Sea, you can move naval units directly to Suez from the Eastern Mediterranean and vice versa.
• although Panama City is a coastal hex on the Gulf of Mexico, you can move naval units directly to Panama from the Caribbean, and vice versa provided the Panama canal is not closed to you.

Similarly, a naval unit can only move into a port from the surrounding sea area. It could continue moving but, if it ends the naval move in port, turn it face-down (for convoy points, use a “CP used” marker instead).

Sea areas
When a moving unit or task force enters a sea area, it can either stop there and patrol or, if it has enough movement points and range, it can continue moving into an adjacent port or an adjacent sea area.

How far can units move?
A unit must stop moving when you have spent its entire movement allowance or it has reached the limit of its range, whichever happens first.

You spend 1 point of a unit’s range:
• for each sea area and port it moves into. You spend 1 point of a unit’s movement allowance:
• for each sea area and port it moves into;
• if it starts the movement out of supply;
• if it starts the impulse in a port with naval units controlled by another major power; and
• for each point of the (unmodified) search number of the section you put the unit into.


Naval unit limits
Up to 2 naval units can stack together in a friendly controlled minor port. Every 5 convoy points is 1 naval unit. Note: this is an oversight in editing the RAW and doesn’t mention when playing with SiF 2 convoy points is 1 naval unit or ship.


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.

Set up each of the minor’s land and aircraft units that has an earlier year on its back. If it has the current year or ‘Res’, put it on the production circle to arrive as a reinforcement in the next turn (PiF Option 28: along with its pilot).


The Danish fleet (SiF ship count = 6 ships)

Peder Skram (CA) Movement 3 Range 1
Niels Iuel (CA) Movement 3 Range 2
SiF 6 CP
CoiF 2 Tankers



Turn 1 Impulse 2: The German player DOW’s Denmark the CW takes control of Denmark. Note: Denmark cannot be aligned.

Danish Set up:

In the minor port of Frederikshavn: Peder Skram (CA) and Niels Iuel (CA) (SiF 2 ships).

In the minor port of Aarhus: 2 CP (SiF 1 ship).

In major port of Sydproven, Greenland: 2 CP (SiF 1 ship). Out of supply these ships can still go to Canada and then start helping with the CW convoy lines.

In minor port of Torshavn, the Faeroes islands: 2 Tankers and 2 CP (SiF 2 ships). Out of supply these ships can still go to England and then start helping with the CW convoy lines.


While one German group moves to capture Copenhagen another group captures Aarhus then moves on and captures Frederikshavn.


The Danish fleet in Frederikshavn and Aarhus are in supply before they are overrun (in a city in its home country) and ships that are not captured need to rebase.

Overrunning naval units
If a land unit from the other side moves into a port containing any of your naval units, they must rebase. Before they do, roll for each facedown or surprised naval unit there.

If you roll a ‘5’ or higher, you keep control of the unit. If you roll a ‘1’, the enemy major power takes control of it until destroyed (Option 46: partisans destroy naval units instead of taking control). Place it in the Repair pool. On a roll of ‘2’ ~ ‘4’, it is destroyed. (Options 9 & 28: Any carrier plane (and its pilot) suffer the same fate as a CV it is on.).

With the units from the overrun hex that you keep control of, you must immediately make a return to base move (see 13.4.1 Naval unit rebasing) and then turn them face-down. They may not embark units during this move. They can be intercepted as they rebase and must attempt to fight through from the ‘0’ box if intercepted. If they can’t reach such a base within double their range (ignoring their movement allowance), destroy them instead.


13.4.1 Naval unit rebasing
A neutral naval unit can only return to a port controlled by its country or by its controlling major power. In the case of a neutral major power unit, you may also return it to base to a minor country port controlled by that major power.

Subject to foreign troop commitments (see 18.2), a naval unit of an active major power (or a minor aligned to an active major power) can return to any port controlled by an active major power (or by a minor aligned to an active major power) on its side.

Turn naval units (but not their cargoes) face-down when they return to base during this step.


Since naval units rebase at double range and do not count movement points when naval units are overrun.

The Danish fleet in the minor port of Aarhus would rebase to the “Baltic Sea” (1 range), the “North Sea” (1 range), and then on to Hull, England (1 range).

The Danish fleet in the minor port of Frederikshavn would rebase to the “North Sea” (1 range) and then on to Hull, England (1 range).

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RE: AI for MWIF - Denmark

Post by michaelbaldur »

ORIGINAL: brian brian

As the Germans I like to break down the initial MTN corps and then use the MTN division to invade Iceland if the dice give me some good weather in the Arctic. This doesn't accomplish much as you will never be able to put Iceland in supply (I always play with Limited Overseas Supply), but it does mess with the British player's head, and maybe take out a few more CP. It also takes away the CW option to use a longer northern convoy route that can be protected by land-based air the whole way without having to declare war on Portugal. This can become a bit more worthwhile if Murmansk convoys start up. The price is an excellent winterized division you will miss in front of Leningrad though. And in many games the whole little operation isn't possible due to bad weather or possible Presence of the Enemy issues. If the CW player has ever seen it done before you probably won't be able to pull it off.

I think with the new map I would perhaps settle for a landing in the Faeroes, which would be easier as it looks like it is in the North Temperate. It would probably be easier to withdraw from there if you wanted to as well.

So if the Germans have a leg infantry division in Kiel, I'd set up the other 5 Danish CP in Godthaab out of any possible harm's way.

Note that if the Russians set up with their Infantry division on the Black Sea coast, threatening a go at the Bulgarian Gambit, I'd probably set up the German MTN corps in southern Austria in hopes of getting it into Sofia via an ATR mission and forget about nearly useless adventures in the North Atlantic.

with what air transporter ... the Germans air transpoers simply don´t have range

there is only 1 hex in Hungary where there are 5 hexes to Sofia.
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RE: AI for MWIF - Denmark

Post by Extraneous »

Maybe he meant Southern Hungary instead of Southern Austria.

Otherwise he would be talking about waiting until 1944 and using a Ju-352 Herkules if he is going to paradrop from Southern Austria.

Advance build woud get the Ju-352 Herkules in 1943.

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RE: AI for MWIF - Denmark

Post by michaelbaldur »

ORIGINAL: Extraneous

Maybe he meant Southern Hungary instead of Southern Austria.

Otherwise he would be talking about waiting until 1944 and using a Ju-352 Herkules if he is going to paradrop from Southern Austria.

Advance build woud get the Ju-352 Herkules in 1943.


here is a good wif rule ... Germany should never build air transporter

instead all of the Italian air transporters should be on the map
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RE: AI for MWIF - Denmark

Post by Shannon V. OKeets »

ORIGINAL: michaelbaldur
ORIGINAL: Extraneous

Maybe he meant Southern Hungary instead of Southern Austria.

Otherwise he would be talking about waiting until 1944 and using a Ju-352 Herkules if he is going to paradrop from Southern Austria.

Advance build woud get the Ju-352 Herkules in 1943.


here is a good wif rule ... Germany should never build air transporter

instead all of the Italian air transporters should be on the map
I do not agree.

Yes, the Italians should be built first, but if you are invading England, then all the air lift you can get is going to be heavily used.

Steve
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RE: AI for MWIF - Denmark

Post by michaelbaldur »

ORIGINAL: Shannon V. OKeets

ORIGINAL: michaelbaldur
ORIGINAL: Extraneous

Maybe he meant Southern Hungary instead of Southern Austria.

Otherwise he would be talking about waiting until 1944 and using a Ju-352 Herkules if he is going to paradrop from Southern Austria.

Advance build woud get the Ju-352 Herkules in 1943.


here is a good wif rule ... Germany should never build air transporter

instead all of the Italian air transporters should be on the map
I do not agree.

Yes, the Italians should be built first, but if you are invading England, then all the air lift you can get is going to be heavily used.

Steve

I will the edit the advice .. never build German flying boat transporters. simply because they can only fly mission to and from coastal hexes .. which means that they can only be used a limited number of places.
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RE: AI for MWIF - Denmark

Post by paulderynck »

They are quite good for re-org and that target hex can be anywhere.
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RE: AI for MWIF - Denmark

Post by HansHafen »

The all important re-org!!!!
 
My Kingdom for a Re-org!!!
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RE: AI for MWIF - Denmark

Post by Orm »

ORIGINAL: paulderynck

They are quite good for re-org and that target hex can be anywhere.
ATR flying boats can only air supply units in coastal hexes.
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