1. AI Combat Management / Decision Making.
The AI tends to "reinforce failure". If there is a gap in friendly lines (which itself is usually due to how the game manages and extends front lines), and there is a gap in ENEMY lines....the AI will move divisions to shore up the friendly line, instead of exploiting the breakthrough. When pockets are created, it will pull divisions from the front and assign them to the encirclement....but then it is never aggressive about reducing these pockets (even though the HOI3 AI was, eventually), so it just saps your offensive combat power by tying up your units. If you DO set your Army commander's stance to aggressive (whatever the row of three arrow buttons at the top are called), you end up with the AI just making stupidly reckless attacks for no reason. Things like repeatedly throwing an armor division against a stack of 6 infantry divisions in a mountain province, even though I keep cancelling the attack each time as if to say "WTF are you doing? Stop that!"
2. Battle Planner Functionality.
The current commands/orders possible in the Battle Planner, and how they are implemented, is part of the problem. The "Front Line" mixes the functionality of two rather distinct Operational Terms & Graphics: the
Forward Line of Troops (FLOT), and the
Line of Departure. The "Offensive Line" button creates a
Limit of Advance and an
Axis of Advance, but does not define an
Area of Operations. The combat AI tends to attack adjacent provinces without orders, often pulling your armor divisions *AWAY* from the Axis of Advance to do so. This wouldn't happen if we had appropriate adjacent unit boundaries. The Battle Planner forces all attacks to be launched from the FLOT, rather than, say, an
Assembly Area in a province behind the front. When you combine these limitations with the AI's overwhelming emphasis on cleaning up and plugging its Front Line to the exclusion of all other tactical sense.....well, you end up spending more time fighting
the Battle Plan instead of fighting
the battle.
References for the highlighted terms and other amplifying information:
[1] MCRP 5-12A w/Ch. 1 Operational Terms and Graphics
http://www.marines.mil/News/Publica...rary-Display/Article/900624/mcrp-5-12a-wch-1/
[2] MIL-STD-2525D Joint Military Symbology
http://www.dtic.mil/doctrine/doctrine/other/ms_2525d.pdf
[3] MCWP 3-1 Ground Combat Operations
http://www.marines.mil/Portals/59/Publications/MCWP 3-1 Ground Combat Operations.pdf <-- especially Chapter 5 Offensive Operations
3. AI Production Management. I consider the equipment production system to be one of the game's core and innovative systems. It really is pretty slick and decently thought-out overall. The problem is the AI is *terrible* at managing the production of equipment and the deployment of operationally-useful division templates. I think the AI has no means of establishing long-term strategic goals, partly due to the national focus system dragging the AI into diverse conflicts in a very short timeframe. So it never builds up any production efficiency necessary to equip and sustain good divisions. It it further handicapped by its habit of enacting severe conscription laws, which nerf its economy.