Coding the Move on Suez
Posted: Fri Aug 13, 2004 10:33 am
This post started out as a general examination of MWiF strategy guidelines but then drilled down into one particular task – the seizure of Suez by the Italians. That particular objective is no more deserving of analysis than half a hundred others but it just happened to be where my keyboard took me. I’d be interested in reading other opinions on how you can teach a computer the best method for selecting and seizing a target in WiF.
Victory in WiF is determined by control of Objective Hexes. There are 67 Objectives Hexes in total, but geo-political realities limit each player to subsets of that total. Adolf would not take too kindly to Benito claiming Munich as an Italian hex.
A rough division of territory between the Axis powers might see Italy tasked with securing (or assisting the conquest of) of Aden, Athens, Baghdad, Belgrade, Bucharest, Budapest, Buenos Aires, Calcutta, Cape Town, Colombo, Dakar, Delhi, Diego Suarez, Gibraltar, Istanbul, Jerusalem, Madrid, Marseilles, Milan, Paris, Prague, Riyadh, Rome, Suez, and Teheran. These objectives can be grouped by location and ease of conquest. For example, if Italy has just taken Suez then Jerusalem is the obvious next step. Aden and Calcutta are also in the same general direction but will not be as easy. So how does Italy decide where to go next and whether it will have the manpower to do the job when it gets there?
Rule #1: An objective is not valid unless it belongs to a country with which you are at war. Choosing whether to declare war on other countries is a separate discussion
A first (rather obvious) criteria is to consider which countries are at war with Italy. Let us presume it is early 1940 and Guderian can see the Eiffel Tower from the cupola of his Panzer. Benito reluctantly signs the declaration of war on CW and France and is now in the game. What does the Italian Army do from this point onwards?
Rule #2: An objective is not valid unless you can trace a valid movement path to it. This brings up the concept of secondary objectives – locations which are strategically important in the game but do not rate as Objective Hexes eg factories, resources, oil, Malta, the Ardennes, the unnamed hex in Egypt where the map is only one hex wide. Once again, lets leave that for a later discussion
After the DoW on France and the CW, Aden, Baghdad, Calcutta, Cape Town, Colombo, Dakar, Delhi, Gibraltar, Jerusalem, Marseilles, Paris, Suez and Teheran are now all legal targets for Italy. Unfortunately British control of Suez and Gibraltar cuts the list of immediately achievable targets to Gibraltar, Jerusalem, Marseilles, Paris and Suez.
Rule #3: Gaining new Objective Hexes should not be done at the expense of losing existing Objective Hexes.
It is a fair bet that most of France’s attention will be focussed up north against Guderian and his Panzers, but there will still be a few French Corps guarding the Alpine passes. Since Italy will have to position some troops to guard against those French units it is worth considering whether we should allocate additional resources and turn our Alpine Shield into an Alpine Sword. Remember that Marseilles will (probably) hold the French Mediterranean Fleet which could launch a surprise amphibious assault against Rome or Genoa or some flipped Italian air units.
Let’s presume that we have allocated most of our land and air forces against our Froggy Foes and we still have sufficient military forces left to go adventuring in other places. We will select Suez as our goal and aim to take it during the Sep-Oct 1940 game turn. Italy starts the 1939 campaign with 10 INF, 1 MTN, 2HQ, 2 FTR, 2 TAC and gets 6 build points per turn. Garrisons for the two Alpine passes plus a few other critical hexes (say… Genoa, Rome, Tripoli ) will cut our offensive force down to 4 INF, 1 HQ, 1 FTR ,1 TAC. Presuming that at least one turns production goes to expansion of the Fleet and another turn goes towards making good the losses incurred during the approach to Suez, this leaves an additional 18 build points of production which will be on-map and in-Theatre for the assault on Suez. I’m not counting any units appearing in Jul-Aug 1940 since they will still be on the Italian mainland.
Suppose we use our 18 points to purchase 4 INF, 1 FTR and 1 TAC. In a perfect world we will now be attacking Suez with an HQ plus 8 INF and 2 TAC supported by 2 FTR. For simplicity sake I will use average factors for the counters. I have obtained these numbers from Patrice Forno’s web page at http://perso.wanadoo.fr/froon/WiF/wif.htm, My thanks to him and the others whose work is represented there.
Suez is adjacent to 4 hexes however three of them are protected by river/canals so those attackers are halved. In 1940 the average Italian infantry strength is 3.75 while the average CW infantry strength is 4.67 which would give 30 factors attacking 9.3 factors in defence… well worth the risk especially since there is an Italian HQ who can reorganise the Army for a second strike. Of course the two Italian TAC could be used to ground strike the defenders which may improve the odds but then the CW could throw in their TAC as defensive factors which tips the balance the other way.
If the Italian advance has been eastwards across Egypt then the CW may still be holding the Canal hexes to the NorthEast and East of Suez which limits the Italians to attacking Suez across two hexes - one of them at half strength so the odds would drop to 1:1 which is certainly not a good chance.
So after a very simple analysis I recognise that I will need a significant commitment of Italian effort to take Suez. It is possible, but not an assured victory. Experienced Wiffers may chortle at my plan and point out that a better strategy is to take Jerusalem first via an amphib assault so that the CW must split his small garrison between Alexandria and Suez rather than defending first at Alex and then at Suez. They may well be right.
My thesis is that each Objective Hex in WiF has its own multi-tiered geography which is immediately obvious to any experienced WiF player but would be very challenging to code as a set of abstract principles which can be applied to all Objective Hexes. Therefore it may be necessary to build up a set of specific preconditions for taking each individual Objective
1. Select valid Objective - Suez
2. Allocate sufficient force – 1 HQ, 8 INF, 2 TAC 2 FTR
3. Achieve preconditions
...a) Safe supply line from Italy to attack hexes
...b) Safe airbases within TAC range of Suez
...c) Capture of Alexandria and/or Jerusalem
4. Select optional support move
...a) Add an additional TAC and FTR to the invasion force
...b) Co-ordinate attack with other attacks by coalition partner – Japanese attack on Columbo
...c) Attack any CW land units or Transports in range of Suez
...d) None of the above
5. Go to it!
My question is, do these preconditions and optional support moves have to be individually researched for each of the 67 objective hexes (for each side!) which creates a giant multi-threaded but scripted campaign, or are there certain rules of engagement which apply to all objectives.
What are those rules and how would you code them?
Victory in WiF is determined by control of Objective Hexes. There are 67 Objectives Hexes in total, but geo-political realities limit each player to subsets of that total. Adolf would not take too kindly to Benito claiming Munich as an Italian hex.
A rough division of territory between the Axis powers might see Italy tasked with securing (or assisting the conquest of) of Aden, Athens, Baghdad, Belgrade, Bucharest, Budapest, Buenos Aires, Calcutta, Cape Town, Colombo, Dakar, Delhi, Diego Suarez, Gibraltar, Istanbul, Jerusalem, Madrid, Marseilles, Milan, Paris, Prague, Riyadh, Rome, Suez, and Teheran. These objectives can be grouped by location and ease of conquest. For example, if Italy has just taken Suez then Jerusalem is the obvious next step. Aden and Calcutta are also in the same general direction but will not be as easy. So how does Italy decide where to go next and whether it will have the manpower to do the job when it gets there?
Rule #1: An objective is not valid unless it belongs to a country with which you are at war. Choosing whether to declare war on other countries is a separate discussion
A first (rather obvious) criteria is to consider which countries are at war with Italy. Let us presume it is early 1940 and Guderian can see the Eiffel Tower from the cupola of his Panzer. Benito reluctantly signs the declaration of war on CW and France and is now in the game. What does the Italian Army do from this point onwards?
Rule #2: An objective is not valid unless you can trace a valid movement path to it. This brings up the concept of secondary objectives – locations which are strategically important in the game but do not rate as Objective Hexes eg factories, resources, oil, Malta, the Ardennes, the unnamed hex in Egypt where the map is only one hex wide. Once again, lets leave that for a later discussion
After the DoW on France and the CW, Aden, Baghdad, Calcutta, Cape Town, Colombo, Dakar, Delhi, Gibraltar, Jerusalem, Marseilles, Paris, Suez and Teheran are now all legal targets for Italy. Unfortunately British control of Suez and Gibraltar cuts the list of immediately achievable targets to Gibraltar, Jerusalem, Marseilles, Paris and Suez.
Rule #3: Gaining new Objective Hexes should not be done at the expense of losing existing Objective Hexes.
It is a fair bet that most of France’s attention will be focussed up north against Guderian and his Panzers, but there will still be a few French Corps guarding the Alpine passes. Since Italy will have to position some troops to guard against those French units it is worth considering whether we should allocate additional resources and turn our Alpine Shield into an Alpine Sword. Remember that Marseilles will (probably) hold the French Mediterranean Fleet which could launch a surprise amphibious assault against Rome or Genoa or some flipped Italian air units.
Let’s presume that we have allocated most of our land and air forces against our Froggy Foes and we still have sufficient military forces left to go adventuring in other places. We will select Suez as our goal and aim to take it during the Sep-Oct 1940 game turn. Italy starts the 1939 campaign with 10 INF, 1 MTN, 2HQ, 2 FTR, 2 TAC and gets 6 build points per turn. Garrisons for the two Alpine passes plus a few other critical hexes (say… Genoa, Rome, Tripoli ) will cut our offensive force down to 4 INF, 1 HQ, 1 FTR ,1 TAC. Presuming that at least one turns production goes to expansion of the Fleet and another turn goes towards making good the losses incurred during the approach to Suez, this leaves an additional 18 build points of production which will be on-map and in-Theatre for the assault on Suez. I’m not counting any units appearing in Jul-Aug 1940 since they will still be on the Italian mainland.
Suppose we use our 18 points to purchase 4 INF, 1 FTR and 1 TAC. In a perfect world we will now be attacking Suez with an HQ plus 8 INF and 2 TAC supported by 2 FTR. For simplicity sake I will use average factors for the counters. I have obtained these numbers from Patrice Forno’s web page at http://perso.wanadoo.fr/froon/WiF/wif.htm, My thanks to him and the others whose work is represented there.
Suez is adjacent to 4 hexes however three of them are protected by river/canals so those attackers are halved. In 1940 the average Italian infantry strength is 3.75 while the average CW infantry strength is 4.67 which would give 30 factors attacking 9.3 factors in defence… well worth the risk especially since there is an Italian HQ who can reorganise the Army for a second strike. Of course the two Italian TAC could be used to ground strike the defenders which may improve the odds but then the CW could throw in their TAC as defensive factors which tips the balance the other way.
If the Italian advance has been eastwards across Egypt then the CW may still be holding the Canal hexes to the NorthEast and East of Suez which limits the Italians to attacking Suez across two hexes - one of them at half strength so the odds would drop to 1:1 which is certainly not a good chance.
So after a very simple analysis I recognise that I will need a significant commitment of Italian effort to take Suez. It is possible, but not an assured victory. Experienced Wiffers may chortle at my plan and point out that a better strategy is to take Jerusalem first via an amphib assault so that the CW must split his small garrison between Alexandria and Suez rather than defending first at Alex and then at Suez. They may well be right.
My thesis is that each Objective Hex in WiF has its own multi-tiered geography which is immediately obvious to any experienced WiF player but would be very challenging to code as a set of abstract principles which can be applied to all Objective Hexes. Therefore it may be necessary to build up a set of specific preconditions for taking each individual Objective
1. Select valid Objective - Suez
2. Allocate sufficient force – 1 HQ, 8 INF, 2 TAC 2 FTR
3. Achieve preconditions
...a) Safe supply line from Italy to attack hexes
...b) Safe airbases within TAC range of Suez
...c) Capture of Alexandria and/or Jerusalem
4. Select optional support move
...a) Add an additional TAC and FTR to the invasion force
...b) Co-ordinate attack with other attacks by coalition partner – Japanese attack on Columbo
...c) Attack any CW land units or Transports in range of Suez
...d) None of the above
5. Go to it!
My question is, do these preconditions and optional support moves have to be individually researched for each of the 67 objective hexes (for each side!) which creates a giant multi-threaded but scripted campaign, or are there certain rules of engagement which apply to all objectives.
What are those rules and how would you code them?