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  #31  
Old February 5th, 2017, 10:37 PM
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Default Re: Anyone ever played Right-hand vs. Left-hand?

OK I'm processing all these tips and see what works best.
From reading all these, I think it's brilliant idea to set up "pre-turn" disposition & orders (for each turn), based on "what that side actually sees & experiences". And that order will be carried out to the utmost. Also assigning some units to AI control seems a very good idea.

Thank you everyone! I'll report back and see what I've got.

Cheers!
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  #32  
Old February 6th, 2017, 02:34 AM
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Default Re: Anyone ever played Right-hand vs. Left-hand?

Quote:
Originally Posted by RightDeve View Post
OK I'm processing all these tips and see what works best.
From reading all these, I think it's brilliant idea to set up "pre-turn" disposition & orders (for each turn), based on "what that side actually sees & experiences". And that order will be carried out to the utmost. Also assigning some units to AI control seems a very good idea.

Thank you everyone! I'll report back and see what I've got.

Cheers!
Can confirm playing with part of your force controled by the AI is certainly diffrent, you do end up coming to the rescue or sometimes think stop advancing I need to find that weapon. Sometimes however your AI can pull off a few localised good actions especially after the recon by death phase is over.
Played as the reserve but going to try leading the way & doing the scouting next time it might be more beneficial, I can fall back if needs be. Also next time I get a decent air role going to buy some & hand them all over to the AI airforce.
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  #33  
Old February 6th, 2017, 06:59 AM
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Default Re: Anyone ever played Right-hand vs. Left-hand?

Certainly taking over the Recce as well as the armour would be a good choice while letting the AI handle the infantry with you doing your best to support the infantry wherever armoured support is needed most would be a good use of this variation.
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  #34  
Old May 13th, 2017, 06:20 AM
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Default Re: Anyone ever played Right-hand vs. Left-hand?

Brainstorm:

-There's a master plan (pre-game), and there are ad-hoc plans (mid-game). Ad-hoc plans can only be created if enemy dispositions are known, i.e own units get fired upon, enemy units spotted, smoke pops up, artillery fires, z fires, etc, in essence anything that is tangible, visible, and has already happened, NOT based on intuitions, whims, taking-sides, etc. Preferably plans are quite simple.

-Dice roll to define which plan gets taken for each formation. This will detach even more from the player's God-ability.

-Multiple battles (i.e multiple formations), with each battle's result defining the course of action for the other battles.

-Use scen/battle editor to simulate prolonged battles (fatigue, low ammo, low fuel, replacements, time of day, weather, etc). Units are still taken raw from the previous battle. If one side gets exterminated, create a fresh one for it so the battle may continue (new mission, new enemy).

-Etc.
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  #35  
Old August 23rd, 2017, 07:27 PM
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Default Re: Anyone ever played Right-hand vs. Left-hand?

Brainstorm:

-Assign formations to computer (waypoints) until contact is made. Possibly do a dice roll every turn, which formations are automated. Once contact is made, manual control.

-Each side has some locations (e.g hex coordinates) that define supply routes. Preferably at rear and/or rear-flanks. If those locations are taken by opposing side, and the battle continues for the next round (prolonged, e.g night battle), units get lower morale, lower ammo, and less movement for vehicles to simulate failure to resupply.
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