It seems to me that "cutting" islands may work. At least for air ops. Not to attrit ground troops (??). I had a feeling during play that the AI can use his Betties from very small bases also (seems Ai does not need torp supply.). But..... experience shows that airfields and plane ops can be stopped like vs. human players also vs. AI. You just need more assets and constantly bomb the base. Example would be Lunga. Also cut off for long time, for a while Jap was still sending Betties around also CAP was flying. However I managed to interceot most supply ships which the AI did send there.....even THAT the AI does send ships to supply the base should be prove that they need supply there (?). For weeks the Jap air activity stopped at this place. However after some AKs slipped through and deliverd what I believe should be supplies to Lunga the Jap was promptly back in the air. It took some bombing runs as well ship bombardement to shut them down again. However troops numbers seem not to go down if I can trust the recon.
No idea if my conclusions are right however...
Hmmh, interesting. The things I noticed recently (peeking over the fence during my AI games to fix its chaos and retreat some sacrificially placed TFs) were that AI doesn't seem to need any V-support at base, and still can render huge numbers of planes ready for action. Also AI seems to rarely fill up it's pilot pools on time, leaving empty planes sitting as easy targets? (Does anyhow know how AI handles pilot training?)
Alpha77, didn't by chance bomb Lunga and a build-up of runway and service damage caused the Japanese air activity to cease until enough supply for repair of the airfield was available? Else, I found that AI only ceases operating on an airfield if squadrons are so low on planes that they get auto-disbanded, and reformed at a different (rear area) base. The AI scripts will move them forward again by transport, or transfer, though. That kind of often leads to easy means of attrition of the AI's trained pilot pools, since AI never coordinates such transfer in a single schwerpunkt movement, yet always send squadrons one by one piecemeal back to the fight.
Much like it also sends many small convoys rather than large, well-covered ones. Or loves many small amphib TF's, coming piecemeal one after the other, day after day... For example in my last game I took Fidji, and in July 42 a AI script pushed NZ and OZ units to counterinvade -- besides that AI should have seen my 6 KB carriers loiter there for weeks, in full sight, and either should never have launched this script at this point, or at least send the five USN CV (sitting at Auckland's port) in first, the AI would only have stood a chance if it had combined the LCU forces.
I still think that AI could need a boost, and the especially scripting possibilities/functions extended (like a bigger variety of logic triggers, and funcs to check for enemy presence before launching/continuing a script, to reinforce/release unit lists etc). Perhaps also the selection of the bonuses to AI could be done in similar fashion to WiTE, i.e. individually using sliders and check boxes. Else, this game is so close to perfect, that it would really add immensely to the longevity of this title. I don't think I can move on from this anytime soon...
< Message edited by janh -- 8/10/2011 10:23:02 AM >