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Wiking Whiteout Question
Posted: Sun Oct 19, 2003 6:57 am
by bostonrpgmania
I am enjoying learning the game using Wiking Whiteout scenario
It is short, intense
I am playing German
I have played 4 times at my maximum advantage (dumb computer, more supply and replacement for axis)
I have been defeated 3 times with one draw
Even considering the fact that I am new not only to the game but also operational level war game, I am disappointed
I tried to run by doing simulation
Com vs computer with german at maximum advantage
However for two simulations
german's are defeated...decisively
So here is my question
1. Is this scenario slightly unbalanced (especially computersimulation results...)
2. please give me some advice as a axis player
Thank you
Posted: Sun Oct 19, 2003 7:12 am
by Ozie
Make a front and keep it. This must be done both in offence and defence.
What kind of problems you run into?
hmm... maybe you should try the tutorial first?
Then you can try these artciles for more info.
Posted: Sun Oct 19, 2003 11:40 am
by Wallenstein
Hmm, as the Germans, I usually win against the Soviet normal AI.
My superb strategy:
I form two corps with the 1st SSPz and the 2nd FJ in the north, all other divisions concentrate on the middle/lower part of the map.
I quickly advance to the first major river, but don´t cross it yet. I just eliminate the strongpoints at the bridges.
The Soviets always drive through my lines from the northwest and west, which is very foolish, because my Panzer divisions then turn around, pocket them and crush them quickly.
Just be sure to protect your artillery and supply trucks, and read the part of how to win in the manual.
If you wish, I´m always ready for a PBEM.
Btw, I noticed that the Soviet 27 supply B truck tends to lead the way to the west for his comrades...very brave, but unhealthy. In every game it runs straight into my defense line(hex 15,15 to 15,20).
Posted: Sun Oct 19, 2003 12:12 pm
by Rob Gjessing
Maybe Chris or someone needs to make an alternate AI for this game to keep you on your toes. Thats one of the very handy and powerful options of the KP engine, is that anyone can make an alternate AI for a scenario/battle and then circulate it for others to download.
I dont know if many people realise, but the AI routines mean that there can be (say) 3 different AI's written for a scenario and when you start the game the computer randomly selects one of them to base the game on.
Looking at this scenario it looks like Chris has written 1 AI operation for it.
Posted: Sun Oct 19, 2003 12:51 pm
by e_barkmann
I have scripted up to 4 turns for each AI side in this scenario which is good and bad. Good in that it will really keep you on your toes for the first few plays, but as others above have posted, bad in that once you know what the script is doing you can then plan the AI's demise as you have cracked it's "Enigma" code.
If you play the with the AI on "Computer -" this negates all scripting for a less aggressive AI. If you select your forces as Hidden and the AI's forces as Exposed this should make it harder for the AI to make useful decisions.
For those who have found the scen relatively easy, finding a PBEM opponent will really heighten the excitement level (this is true for all scens!).
I will probably revisit the AI of this little scenario later this year/early next year when we have updated AI tools available.
Cheers Chris
Posted: Sun Oct 19, 2003 5:24 pm
by BrubakerII
I agree with Wallenstein's approach; this works for me playing either side.
The key to the scenario is that there are too few units and too much clear terrain to form a fixed elongated front. What you need to do is form your units into two clear groups.
The AI is good but will inevitably beign to concentrate on one area. At this point you use one of your 'BGs' to slow the Russian and the other to begin to destroy his units. Eventually you will be 4 or 5 units stronger from which he cannot recover.
I also like to keep my 3 recon units togetherish and force them forward to capture one of his spwan points as well. This tends to keep his total unit number lesser for long enough to do the damage.
Hope this helps.
Posted: Sun Oct 19, 2003 8:12 pm
by bostonrpgmania
Thank you for all the help!
Thank you for the offer for PBEM
(but my skill for this game is so poor at the moment

)
One silly newb question.
The game that I have just finished (allied win marginally over me) was interesting. But I have a question
I thought as my supply truck moves, green area are also moving as well
(supply net)
When I captured enemy town (with point of 20--far north west one) with truck, I noticed that even with truck, my troops are out of supply.
(even in next turn, not only in the current turn)
I thought that supply truck radius applies to the next turn and I hoped
my units to be supplied in the next turn. But it didnt.
could you explain what is wrong with my logic?
(maybe supply truck also needs to be in some sort of 'supply net'?)
PS) For me beating computer - is still a difficult job
For some, it seems they need more challege
I envy your skill

Posted: Sun Oct 19, 2003 10:06 pm
by Wallenstein
bostonrpgmania wrote:
(maybe supply truck also needs to be in some sort of 'supply net'?)
That´s exactly the point!
I don´t want to give a long answer, because my English is not good enough and there are real experts around, but the best way to learn the supply mechanics is to study page 34 and 35 of the manual and an according article over at
http://run5.wargamer.com/. You will find it in the article section.
I didn´t understand the supply miracle before reading it, too.
Posted: Mon Oct 20, 2003 12:13 am
by bostonrpgmania
Thank you very much
I will read that part again