From: Genoa, Italy
Just for the sake of change, some additional whining about the AI .
At the start of the Rout Segment, the AI had a leader and three squads in the Russian-controlled VP hex and three other squads in the adjacent hex NW of it. All the units were broken.
The first group routed in the hex NE of its starting hex (move D), as it was its only option.
The second group routed away (move A) in the only available hex and suffered interdiction, then routed again (move B) following the only available route path and suffered interdiction again, and finally (move C) moved in a wooden building.
So far, so good, but... the three squads that routed first moved in the hex initially occupied by the other group, exhausted their movement allowance and finished the Rout segment adjacent to a German stack. Score three kills for the Germans. I wonder why they moved there (and the leader that was stacked with them didn't).
Does the AI evaluate the status of possible rout hexes every time it is about to move? If this is the case, I can (barely) understand the reasons for its move: considering the German units that are known just before the second routing move (move E) in the hex where they were they could be fired by three squads behind the AFVs, a StuG, an Elite squad and a sIG 33. In the adjacent hex, the last two units cannot fire, so it could appear a desirable move, but... doesn't the AI "remember" there were enemy units adjacent to that hex?
Some other times, I have noticed the AI loses units remaining adjacent to enemy units because it does not rout when its only option would imply being subject to interdiction, which can be dangerous but in my opinion beats certain death
P.S. Of course, I have no saved game: I'll try to provide one, even though it's hard to tell when a similar situation will occur again.
< Message edited by UP844 -- 3/12/2018 1:34:46 AM >
Chasing Germans in the moonlight is no mean sport