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Kriegsspieler

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One of the things you will discover is that the a.i. in Semper Fi has become much, much better. Because I was one of those players who never used the a.i. to control anything in HOI3, I thought it might be interesting and useful for players in situations similar to mine to see an AAR that describes some of the basics of handling the a.i. The example I have chosen is a simple one -- the German attack on Poland in 1939. This example is not especially suited to illustrate the defensive capabilities of the a.i., but I hope it will give you some idea of how the a.i. can be used to direct your forces. In a subsequent AAR, I'll try to show how the a.i. can be used in a defensive situation.

First, let's see how the a.i. can be used to plan an assault. In the case I am describing, I placed a.i. control over all of my army HQ's. You can set the a.i. at any level you want (i.e., theatre, army group, etc). I find that army group control is just as effective as a.i. control over armie, using the same principles that I present here.

So, let's talk about planning. My pre-war positioning left something to be desired, with a hole in my front right in the middle, at Sensburg. Hoping to salvage the situation, I sent the previous commander of the 1. Armee on his way and replaced him with Guderian. Unsure of how the a.i. would handle the front, I assigned modest objectives to Guderian: Sensburg in the middle, Danzig in the west, and Suwalki in the east. I especially like the front indicator here, because it permits a rapid visual inspection of different units' responsibilities.

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In the west, the 4. Armee was given two specific objectives, Danzig and Poznan. This means that Danzig was named as an objective by two armies operating under two different army groups, Heeresgruppe Nord for the 1. Armee, and Heeresgruppe Zentrum for the 4. Armee. We'll see how well they can coordinate their operations to produce a successful result.


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To the south, the 5. Armee and the 3. Armee were assigned objectives aimed eventually at capturing the key VP city of Krakow. Note how objectives already assigned to other formations appear on the map to help orient the assignment of objectives using the current HQ.


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At the outset of the war, my air assets were fairly modest, consisting of formations of tac bombers and interceptors in Königsberg (which were assigned directly to the 1. Armee), and similar formations of tac bombers and interceptors in Breslau, which were placed under the command of the 5. Armee. Using the new OOB tab, here's an overview of the assets assigned to the 5. Armee. To be honest, I haven't used this tab much, but for really big operations (think Barbarossa!) this should be useful for finding and reassigning assets conveniently. To move a unit or command from one higher-level HQ to another, all you need do is drag and drop. It's that simple.


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Kriegsspieler

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So now let's see how things play out. In the Polish corridor, the 52. Division has been assigned to participate in the assault on Danzig.


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Although technically under the command of the 4. Armee in the west, for the purposes of this battle the a.i. has placed the 52. Division under the command of Leeb, the commander of the 12. Division in the 1. Armee.


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As you can see, however, the a.i. had no trouble handling the idea of units from two different commands participating in the same attack.

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At the moment, this battle for Danzig is not exactly a walkover, however, as the Germans have only a small numerical advantage and they are fighting on some difficult urban terrain. As you will soon discover, SF has added a good number of urban provinces to the map, and those will prove suitably difficult to subdue! In any case, for the time being we'll see if the a.i. can cope with the situation on its own.
 

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Kriegsspieler

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As anyone who has played the game well knows, the Polish army is not exactly ready to stand up to the Wehrmacht in the first couple of days of the war. So early on the Germans make steady progress toward their goals. In the south, the 5. Armee is progressing toward its objectives,

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while in the north Guderian's 1. Armee has had no trouble in pushing the Poles back, thus preventing them from exploiting the gap in the German lines. Note here that although Sensburg was specified as an objective to get the a.i. to make sure the hole in the lines was closed, the stance I chose for the 1. Armee was an aggressive one, which led to various attacks along the lines, the results of which we see here. As you can also see in this picture, the battle for Danzig appears to be progressing adequately.

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It is now a day later, and the 4. Armee has succeeded in capturing Poznan. Although the battle for Danzig continues, it now seems appropriate to assign a couple of new objectives to the 4. Armee, Slupca and Bydgoszcz (I wish I knew Polish! :D). I will leave Poznan among the list of the 4. Armee's objectives for the time being, to make sure the front stays coherent, but I usually remove objectives that have passed behind the front as a way of simplifying the a.i.'s task.

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One of the features -- or quirks -- of the a.i. in SF is that it likes to exploit openings that are presented to it. This can be seen in the north, where a division can be seen heading into Bialystok on the eastern portion of the image below. This is not where I want it to go; there's nothing out there that the Soviets won't get after the peace, and I need my units to maintain coherence for the eventual attack on Warsaw. So to try to inhibit this dubious adventurism, I assigned a revised set of objective to the a.i. that I hope will help maintain a reasonably compact front. I have also changed the overall stance to "defensive". We'll see how that works. Note that Danzig continues to be one of the 1. Armee's objectives. I hope the less aggressive stance does not disrupt the battle, which appears close to being won.

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Kriegsspieler

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It is now Sept. 7, and the 1. Armee, once it was done with the attack delay, has shown little sign of slowing down, despite the more defensive stance assigned to it. So far, however, I see no particular cause for alarm, for the Polish units on that front appear fairly disorganized. Note, by the way, that Danzig has now fallen and has been removed as an objective from both armies' lists.


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The 4. Armee and the 5. Armee are proceeding rapidly to push the Poles back toward Warsaw. As you can see, the 5. Armee has a new set of objectives, intended to maintain as much pressure as possible. You might also want to note that although the Polish army is falling back everywhere, it is not just doing so in a random way, but instead trying to re-form a line of defense. This is just one small example of the a.i.'s new capabilities.

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Kriegsspieler

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It is now Sept. 11, and as you can see, the a.i. continues to try to exploit the openings in the north, despite the fact that I have assigned no objectives in that part of the front and the 1. Armee's stance continues to be defensive. I am trying to marshal my units to begin the attack on Warsaw.


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A week later, things have continued to move along well. Despite my concerns about the 1. Armee, there appear to be no major holes opening in the front, and units appear to be concentrating in the area of Warsaw. If you keep a formation's objectives up to date, the a.i. does a nice job of paying attention to them. The 4. Armee has now been assigned Warsaw as an objective, to be taken in cooperation with the 1. Armee to its east.


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Here is one last image. The Germans are closing in on Warsaw, but as you can see, on the eastern edge the front continues to be somewhat fragmented.

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So there you have it. As I hope this AAR has shown, the a.i. in SF has become a flexible and useful tool. The interface for setting objectives remains as easy to use as it was in HOI3, only here you can have some confidence that the a.i. will behave in a satisfactory way. The new system for setting the a.i.'s stance is something that I have still to explore to learn its full value, but what I have seen so far looks great.
 

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XHR

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That looks very much like what I hoped for SF though I usually try to set objectives to the AI on army group level.

Especially how the AI keeps it's forces (corps, armies) close together is nice - hope it does this also on the higher hierarchy levels ;)
 

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I like this.. I think I'll give it a shot! :)
 

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Nice defensive AI you got there.
I wonder if destroying the Red Army will finally be a challange in Semper Fi with the new defensive mechanic. I'm looking forward to it.
 

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Great little preview aar!

I hate asking for more candy especially just when I just got some but the hunger grows as you eat! I really liked to see how the Soviets defend.
 

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Is that a division hanging out to dry under a HQ with the defensive stance? Or did it come from some other army with more aggressive orders?
 

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I would like to see another version of the AAR, where there would be all armies under "Eastern" theatre and with objectives set on all needed VP provinces from first day, and unchanged to last day. Would it take longer for the AI to knock Poland down?
 

CaptRobau

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Normally I'd say in the case of Heeresgruppe Nord's units heading east, that they'd be trying to encircle as many enemy units as possible because the AI is set to Blitzkrieg stance. But it's set to defensive, which is weird. Maybe it will still exploit when it faces a super-weakened enemy.

Also, is this the 1939 scenario? Because if it is, then there shouldn't be a Heeresgruppe Zentrum. Only Nord and Süd. Besides, Heeresgruppe Zentrum is the wrong name anyway. It should be Heeresgruppe Mitte. If the name's assigned automatically by the game, this should be fixed. If it was done by Kriegsspieler, learn your history :D

Great work, btw. The AI looks like it can handle itself much better now. And all the new features that help clarify how the hierarchy works (OOB, lines, etc.) is great. Can't wait to get Semper Fi!
 

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Looking good!

The OP notes the AI will exploit opportunities beyond its set objectives. This has IMO been very useful in HOI3. OTOH it'd be neat to tell the AI "Don't go here" (as the OP would like to have done east of Suwalki). I have had a few situations where such a feature would have been useful. Thus, for the next iteration, perhaps augment the AI with "inverse objectives"?
 

Kriegsspieler

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That looks very much like what I hoped for SF though I usually try to set objectives to the AI on army group level.

Especially how the AI keeps it's forces (corps, armies) close together is nice - hope it does this also on the higher hierarchy levels ;)

I also tried playing this through at the army group level, and the campaign went as efficiently as with army-level control. One of the advantages of using army groups is that you don't have to change objectives as often. So I set "Heeresgruppe Zentrum" to take Krakow, Warsaw, and Danzig, sat back and popped open a beer, and watched what happened. It worked great.

Also, is this the 1939 scenario? Because if it is, then there shouldn't be a Heeresgruppe Zentrum. Only Nord and Süd. Besides, Heeresgruppe Zentrum is the wrong name anyway. It should be Heeresgruppe Mitte. If the name's assigned automatically by the game, this should be fixed. If it was done by Kriegsspieler, learn your history :D

Great work, btw. The AI looks like it can handle itself much better now. And all the new features that help clarify how the hierarchy works (OOB, lines, etc.) is great. Can't wait to get Semper Fi!

No, "Heeresgruppe Zentrum" was definitely my own creation, playing forward from 1936.

Looking good!

The OP notes the AI will exploit opportunities beyond its set objectives. This has IMO been very useful in HOI3. OTOH it'd be neat to tell the AI "Don't go here" (as the OP would like to have done east of Suwalki). I have had a few situations where such a feature would have been useful. Thus, for the next iteration, perhaps augment the AI with "inverse objectives"?

I have no idea what Doomdark and Johan are thinking, but in my opinion there are a couple of possible tweaks to make this work a little better. I had not thought of allowing the player to set "no go" objectives, but that's a great idea.
 
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