Axis AI may need some tweaking

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

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Commanderski
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Axis AI may need some tweaking

Post by Commanderski »

I'm playing as the Soviets for a little while just to see what it's like and it definitely tests your organizational skills. The Axis took Riga on turn 1 and kept on going. It left 2 small divisions and a regiment West of Riga although isolated, are still able to move about. I was able to retake Riga without a fight. The AI didn’t garrison Riga at all. I would think that as the Axis the AI should be able to leave some security forces in some of the major cities.

Is the AI capable of using the security forces to garrison cities?

I should also note I am playing in Challenging difficulty.
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heliodorus04
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RE: Axis AI may need some tweaking

Post by heliodorus04 »

On a related topic, does the Soviet AI 'know' that it has to create FZs now?
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wosung
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RE: Axis AI may need some tweaking

Post by wosung »

In the defensive Axis AI, normal setting, sometimes tends to be too passive: It should be more aggressive against the typical Russian tank Bde. pincers when those just have occupied an Axis hex and can't be reinforced by infantry units due to lack of movement points. OTH, Panzer divisions in reserve setting are nicely modelled. In mid-war they are truely devastating against attacking Tank armies.

Also, in some cases German AI tends to be smarter than IRL Hitler/OKH. In the defensive it tends to give up the big Russian cities so to save the frontline. No Feste Plätze, fortress cities.

Plus, Axis AI bomber losses in 1943 arguably may indicate that escort routines could be better. It looses some 100 to 200 bombers a week, mostly in one or two 80 casuality slices.

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JAMiAM
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RE: Axis AI may need some tweaking

Post by JAMiAM »

ORIGINAL: Commanderski

I'm playing as the Soviets for a little while just to see what it's like and it definitely tests your organizational skills. The Axis took Riga on turn 1 and kept on going. It left 2 small divisions and a regiment West of Riga although isolated, are still able to move about. I was able to retake Riga without a fight. The AI didn’t garrison Riga at all. I would think that as the Axis the AI should be able to leave some security forces in some of the major cities.

Is the AI capable of using the security forces to garrison cities?
Part of the problem here is that the AI doesn't have to garrison cities to prevent partisan recruitment from them. It is programmed to throw all the Sec forces into the front lines as extra troops. It doesn't really have a good grasp of rear area operations and cleanup.
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Joel Billings
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RE: Axis AI may need some tweaking

Post by Joel Billings »

If you have a save before the AI walked off leaving the Soviet units in the rear (start of German turn), please post it or send to 2by3@2by3games.com. I will send it to Gary so he can take a look. Getting the AI to deal with units in the rear was one of the hardest things for Gary so there's no guarantee he can improve this. For the best game, I suggest you don't take advantage of this and restrict your movement of units left behind the AI lines.
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Joel Billings
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RE: Axis AI may need some tweaking

Post by Joel Billings »

No, I don't think the AI knows it has to build forts, so don't expect to run into very high fort levels outside of the ports that already start high.
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RE: Axis AI may need some tweaking

Post by saintsup »

ORIGINAL: Joel Billings

No, I don't think the AI knows it has to build forts, so don't expect to run into very high fort levels outside of the ports that already start high.

Please when you define new rules for the game (and I'm all for it) please factor in your plan the cost and delay to 'teach' the AI how to use the new feature. If not, the solo game capacity will slowly decrease.
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RE: Axis AI may need some tweaking

Post by chasman »

ORIGINAL: Commanderski
I should also note I am playing in Challenging difficulty.

Challenging isn't. This is a shot from one of my games on GT 121, 10/7/43.



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Wild
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RE: Axis AI may need some tweaking

Post by Wild »

It has long been advised that if your playing against the Soviets to play on challenging, but if you are playing against the Germans it is advised to play on hard.
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Flaviusx
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RE: Axis AI may need some tweaking

Post by Flaviusx »

Hard in 1.05 for the Soviets is much much harder than before, just fyi. I think it is now comparable to the Germans on challenging.

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heliodorus04
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RE: Axis AI may need some tweaking

Post by heliodorus04 »

I'm very concerned with current 1.05 play balance for people who play versus AI.

If the AIs do not know to create Forts in order to assist with level 3/level 4 forts, then the 1.05 AI can't hope to match the 1.04 AI.
If the German AI isn't using Level 3 Forts to buffer himself against the winter, I'm not sure why one would play against it (unless these kinds of mechanics don't affect the AI in digging in - which maybe they should not).
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EisenHammer
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RE: Axis AI may need some tweaking

Post by EisenHammer »

That why I saved a copy of 1.04.
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Wild
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RE: Axis AI may need some tweaking

Post by Wild »

ORIGINAL: heliodorus04

I'm very concerned with current 1.05 play balance for people who play versus AI.

If the AIs do not know to create Forts in order to assist with level 3/level 4 forts, then the 1.05 AI can't hope to match the 1.04 AI.
If the German AI isn't using Level 3 Forts to buffer himself against the winter, I'm not sure why one would play against it (unless these kinds of mechanics don't affect the AI in digging in - which maybe they should not).


I agree that this will need monitoring. I think the Dev's know that the silent majority of players play against the Ai and will make adjustments as needed.
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RE: Axis AI may need some tweaking

Post by Valgua »

ORIGINAL: heliodorus04

I'm very concerned with current 1.05 play balance for people who play versus AI.

If the AIs do not know to create Forts in order to assist with level 3/level 4 forts, then the 1.05 AI can't hope to match the 1.04 AI.
If the German AI isn't using Level 3 Forts to buffer himself against the winter, I'm not sure why one would play against it (unless these kinds of mechanics don't affect the AI in digging in - which maybe they should not).

Good point! [:(]
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