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Old May 29th, 2019, 10:15 AM
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Default Re: Transport selection

Once more, see the answer given in post No. 4 above.

The AI will be setting up to defend the beach, and not to defend against an airborne invasion. The scenario is a beach defence, not a defence against paras (there is no such mission type).

In fact, the only time the AI will ever be properly set up against an air assault is if it is a scenario designed by a human with the AI defenders placed manually. Using an air assault against the computer other than in a pre-designed scenario is outside its limitations - vs a human in a human v human campaign, fine. A human defender has the capability to think of paras being used, the AI does not unless it is guided by a scenario designer's hand.

Same goes for any extra water transports - the setup code knows its a beach assault so it provides the requisite floaty objects. There is no way it can decide to not buy a few just because the human bought (or will buy in future purchases) some transport planes since it buys the transports per bought formation as part of the formation purchase mechanics. It tots up the transport cost for grunts and vehicles and buys using a formula (sometimes using LVT instead of barges for grunts).

Again, if it was a human-designed scenario then the designer could flip a few unused floaty things into say transport planes or whatever. But in a random campaign battle or a battle generator one, you get the code for that sort of battle - which in this case is a beach assault. The premise therefore is that one is arriving by sea, not air.

The AI does not know about para landings. Therefore, paras/gliders really only should be used in human-designed scenarios or against a human opponent who is OK with the idea in PBEM.
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