For A Fair Fight vs. the AI

Close Combat – Last Stand Arnhem is a highly enhanced new release of Close Combat, using the latest Close Combat engine with many additional improvements. Its design is based on the critically acclaimed Close Combat – A Bridge Too Far, originally developed by Atomic Games, as well as the more recent Close Combat: The Longest Day. This is the most ambitious and most improved of the new Close Combat releases, but along with all the enhancements it retains the same addicting tactical action found in the original titles! Close Combat – Last Stand Arnhem comes with expanded force pools, reserve & static battlegroups, a troop point buying system, ferry and assault crossings, destructible bridges, static forces and much more! Also included in this rebuild are 60+ battles, operations and campaigns including a new enhanced Grand Campaign!
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xe5
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For A Fair Fight vs. the AI

Post by xe5 »

Accept the default deployment. Do not reposition or issue orders to your teams before battle.
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Southernland
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RE: For A Fair Fight vs. the AI

Post by Southernland »

What about sort through AI teams to give them the best possible mix to fight the human player?  ie replace Pzsrk teams with infantry or MGs if playing vs a human intantry BG?
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Bamilus
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RE: For A Fair Fight vs. the AI

Post by Bamilus »

tm.asp?m=2111693

This is a good thread from awhile back with some ideas for making a better playing experience versus the AI (using your own house rules).
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TheReal_Pak40
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RE: For A Fair Fight vs. the AI

Post by TheReal_Pak40 »

ORIGINAL: Bamilus

tm.asp?m=2111693

This is a good thread from awhile back with some ideas for making a better playing experience versus the AI (using your own house rules).

LOL, that thread was started by Xe5.
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Bamilus
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RE: For A Fair Fight vs. the AI

Post by Bamilus »

Whatever. Good reference for everyone else [:D]
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Reboot
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RE: For A Fair Fight vs. the AI

Post by Reboot »

After playing CC for quite a while I got bored with beating the AI like a rented mule.......so.... and it isn't fair, but for a real challenge, I set elite versus recruit, bolster the AI unit selection (like SL's suggestion), and reduce my own manpower to 2 platoons (I do however carefully choose/substitute units for my 2 platoons).

Then the game becomes a real test of stealth & ambush, with team co-ordination paramount (every man is of value and every loss a problem). Using terrain to best tactical advantage is critical as are air, mortar & artillery support.

Although it "slows down" the game, I find this approach promotes pulse-pounding small team commando-type action and killing/reducing the enemy forces without incurring losses is the only way to win maps. I get to know, and get invested in the squads, and even individuals. I tend to rename units to promote this. After action reports mean checking leadership, moral and health levels in prep for the next action.

Unfortunately with this setup, banzai-charging bridges is out of the question and winning any battle "quickly" is unlikely, so winning the GC in LSA as the Allies is a real long shot.....but I'm going to try.

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TheReal_Pak40
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RE: For A Fair Fight vs. the AI

Post by TheReal_Pak40 »

reboot,

I tend to do your approach too. At least I did that for CC2 once I learned to master the AI. I like that better than accepting the default deployment.
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Reboot
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RE: For A Fair Fight vs. the AI

Post by Reboot »

the default placement works well for the parachute landing maps in LSA as it helps simulate jumpers being scattered all over Hell's Half Acre as they frequently were
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xe5
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RE: For A Fair Fight vs. the AI

Post by xe5 »

The AI always accepts the default 'scattered all over Hell's Half Acre' deployment
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