From: Dusty town, somewhere inside central valley of CA
Because of this reason, I usually play this game really slow.
Depending on the map, sometimes I purchase infantry (not mech infantry) with tanks in assault/offense game. Infantry in this game is painfully slow but better safe than sorry. Infantry detect hidden enemy vehicle or infantry way better than vehicles. I think vehicles in this game have lower chance of detection than infantry, it gets worse when they are suppressed and buttoned down. Infantry also lose detection ability when being suppressed, but vehicle suffers worse effect.
One thing I wish to check in this game is the thermal sight and detection ability relation. I think units with thermal sights should have bonus to detection ability. It is confirmed fact via many tests (and real operations), that the even poor quality 1st generation thermals provide better chance of early detection and early warning over normal eyesight. But in current AB, I feel like units with thermal & without thermal have same degree of detection. I wish my feeling is wrong.
Anyway, for meeting engagement / assault case:
a) I usually purchase a lot of dismounted recon team + one or two recon vehicles to counter AI recon vehicle.
b) Purchase artillery and spread TRP over VP or any bottleneck or possible major route.
c) Infiltrate and spread out recon teams as much as possible.
d) Try to detect enemy ATGM, tanks, and IFV on enemy defense line. Then call artillery (or airstrike) and mortar to "snipe" tanks and other vehicles or atgm teams, hiding in dug-in position. When assault, I prefer to buy artillery than airstrike or gunship, because that way I have more control for the target. But if friendly artillery have no DPICM then sometimes I bring airstrike.
e) While advancing, if I meet town or forest, dismount mech infantry from the position out of enemy LoS, and sweep the area.
f) If the map is full of forest or middle of big city, then I mix mech infantry and infantry, or just purchase infantry. This makes game really really slow, but I found no better alternatives.
g) Advance tanks or IFVs only after the route is clear, or at least after I have enough knowledge of where enemy infantry or tanks are located.
If pre-designed campaign or mission doesn't offer good enough amount of recon team, then I use infantry like recon team. If scenario doesn't introduce artillery neither mortar, then I try to use tanks or any vehicle to give direct fire support, because that is the only way to suppress enemy in this game under such condition. But I try by best for my bois to detect enemy first, because vehicles have poor detection ability in this game.
This is the one of the reason why this game really needs attack-on-command or 'forced attack', the ability for players to command unit to shoot empty tile. Suppressive fire is kinda 101 of all infantry / combined arms tactic, but prohibiting such important option from players due to balancing is totally not tactical IMO. I wish devs introduce fire against muzzle flash, at least.
Plus, in the future, how about introducing graphical representation of where enemy shot came from? In reality, while it is really hard to find the exact location of enemy, it is possible to locate general direction of where the fire came from, and it became relatively easier if it is machine gun fire, RPG, or ATGM. (Except it is sniper shot) More and more enemy fire, rough guess become more and more accurate.
Introduce 4 (or 8) arcs around the unit, direction of front, left, right, and rear (8 arc should have 4 more direction calls), not visible during normal condition. But when being shot, make those arcs flash from possible hitting direction, just like FPS games do. And allow AI to shoot a suppressive fire (short burst, or only use secondary armament) to treeline or building within effective range at that direction.
For the balance, accuracy of arc direction can be tweaked for this feature. Or, it would be possible to modify the chance to flash the arc & react when being attacked based on weapon type and distance of enemy. Or, it would be possible to activate "flash arc" feature only when the same enemy attacked more than 3 times. Introduce carefully considered RNG to them, then this "counter fire" feature will be more realistic. Those are rough idea, but if this process is nicely designed, then this might be AI's way to give suppressive fire when being attacked.
It would be possible to list such feature in SOP, so that player and AI can turn on or off the counter fire. Also, it would be possible to give bonus to units with higher morale and experience, while estimate the possible fire direction.
And introduction of resupply vehicle or resupply station would help player and AI to manage the ammo.
< Message edited by exsonic01 -- 5/26/2019 10:44:35 PM >