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I think there is some sort adjustment happening after the fact, based on the facing of the trenches. It may be a good feature? Do I really want to run my tanks over defenders who have their backs to me the entire time?
Judging from frequent complaints about "AI's" clueless placement of defenses, a lot of folks here would prefer that behavior during the operations too :)
In the turn-based part (which is the deployment phase), the sequence of actions is not defined - actions happen simultaneously.
Perhaps it is you who are cheating, setup your forces perfectly opposite to the AI forces?
yeah if u turn off the FOW and observe, after leaving the deployment phase the AI will then setup their troops to usually counter your troops.
AI looks real funny when it's off.
Had a time when I was watching them trying to populate a village they were defending, they pretty much deployed completely outside of the village lol.
Ahhh I knew it was true. I don't mind too much but I'm glad to know what I am seeing is true. Great idea. I didn't even think about turning on the "see all troops" setting.
Realistic "battles" would need also trenchlines when both sides know perfectly that the enemy is there but no one shoots, because the CO did not give such an order. Indeed we need many "battles" when all you do is waiting for 3 hours and all that happens are some artillery shells exploding somewhere, all the while the opposing forces basically stare at each other because they are not completely ready yet and no one gave an advance or fire order to waste ammunition before the time.
Add then restrictions for certain operations that they only may have five battles total during a 15 turn operation, because real fighting was rare and we need to cut losses further.
We can think of more fun things I am sure :).
One thing I'm wondering about is if the AI should really be throwing all its forces at me in those battles where it's supposed to be defending. As in the player won the "attack defend lottery" and got one of those battles where the player has 6 squares and the computer gets 3 squares.
But still, the player can just wait, and the AI will rush forward to attack and get destroyed because the player has way more forces.
You can also avoid this by making a battle plan in the deployment phase. Give attack orders and let the units execute it. If the AI makes an active defense you will get a meeting engagement instead of duck shooting. Do not play the game in ways that resemble an RTS. Make a plan at battle start in the initial phase and let the units strictly follow these orders. Live with what happens. Seriously this is by far the best way to play the game for me.
But... : https://steamcommunity.com/app/312980/discussions/0/4139439021822013776/
In my current Kalach playthrough (historic approach) I have a lot of problems getting at the AI decisively. Part of that is certainly that the AI has sufficient tools. But the other part is that it does rarely move anything in defensive battles at all. It lets me come even if I do nothing for 30 minutes. And my guys suffer horribly for it. Placement was also good, in part even great.
All I am saying is that people tend to pick at the rarer negative impressions and just tend to ignore the good or great things. Some operations will have inherent "bad balancing" and sometimes the AI gets even the job to make "bad attacks" on purpose because it was so in reality.
The human player also makes mistakes and honestly such mistakes should not be corrected if the units in place have no way to know that something goes wrong. The AI does not do it for good reason.