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1942 Back Hand Blow for AGN and AGC

 
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1942 Back Hand Blow for AGN and AGC - 1/4/2013 8:03:28 AM   
matrixben

 

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This is turn 60 (8/6/1942), one turn after I cut off just about every Soviet unit in the North. It takes a few more turns after this to destroy all the units in the pocket.

From the far right upper corner, the single red unit is the 60th Motorized Division of the 4th Panzer Army that I used to capture the northern most rail hex and effectively cut the Soviets off from supply.






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RE: 1942 Back Hand Blow for AGN and AGC - 1/4/2013 2:00:00 PM   
Gunnulf

 

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Unfortunately you seem to have fallen into a soviet trap and they have you right where they want you. Now they can fire in every direction...

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RE: 1942 Back Hand Blow for AGN and AGC - 1/4/2013 7:19:52 PM   
matrixben

 

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Turn 63, pocket liquidated. Except for Volkhov Front headquarters which I left there out of supply, out of action.






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RE: 1942 Back Hand Blow for AGN and AGC - 1/4/2013 7:37:25 PM   
hfarrish


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Against AI or human?

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RE: 1942 Back Hand Blow for AGN and AGC - 1/5/2013 4:09:49 AM   
Marquo


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quote:

ORIGINAL: hfarrish


Against AI or human?



A trick question????

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RE: 1942 Back Hand Blow for AGN and AGC - 1/5/2013 2:03:01 PM   
Seminole


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quote:

Except for Volkhov Front headquarters which I left there out of supply, out of action.


Great pocket, but that last move is gamey.

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RE: 1942 Back Hand Blow for AGN and AGC - 1/5/2013 6:41:14 PM   
Marquo


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quote:

ORIGINAL: Seminole

quote:

Except for Volkhov Front headquarters which I left there out of supply, out of action.


Great pocket, but that last move is gamey.



The AI won't complain; it 's role in life is to get F@$#ed.

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RE: 1942 Back Hand Blow for AGN and AGC - 1/5/2013 6:57:13 PM   
hfarrish


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I figured AI but having never played against it, not sure really how smart or dumb it really can be. I know there are both types of humans...

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RE: 1942 Back Hand Blow for AGN and AGC - 1/6/2013 5:24:58 AM   
Seminole


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quote:

I figured AI but having never played against it, not sure really how smart or dumb it really can be.


It has a hard time in my experience seeing very large pockets in the making.
It tries to make up for this apparently by being able to spawn units at no AP cost.
Can still be victimized with manpower crunch.
Taking a Front out of play by manipulating the game rules doesn't make any sense in real terms.

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RE: 1942 Back Hand Blow for AGN and AGC - 1/6/2013 9:54:50 AM   
Pelton

 

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Taking Moscow on turn 12 is still very easy, even when you don;t use any kind of fuel exploit.

_____________________________

GHC
22 - 4 - 8

15 games ended in 41 (15-0-0)
7 games ended in 42 (5-0-2)
8 games ended in 43 (2-3-3)
4 games ended in 44 (0-1-3)


General Cheesefinder of WitW

http://www.youtube.com/watch?v=afmyypGyfng&list=PLrY4H4gWWBircAjo

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RE: 1942 Back Hand Blow for AGN and AGC - 1/6/2013 1:13:37 PM   
Arstavidios

 

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The AI has trouble with organisation. I've had a look a few times and it was rather messy. taking out a front HQ won't make much of a difference actually. Probably an area to look into for improvement . I suppose it can be partly compensated through bonus, but the AI has a hard time getting some sort of organisation and that should cause a lot of failed die rolls due to the mess.

< Message edited by Arstavidios -- 1/6/2013 1:14:32 PM >

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RE: 1942 Back Hand Blow for AGN and AGC - 1/6/2013 1:35:30 PM   
carlkay58

 

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Besides the AI DOES occasionally use the Relocate command to recover HQs and Airbases that are cut off like this.

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