Wargame Constructor  -Tips for Play

Table of Contents



The Enemy AI: operates under the same rules and restrictions as you do. Generally speaking,  it knows only as much as a human player would if playing against you.    It is only aware of units that are visible according to the rules of the scenario.   The same calculations governing unit movement and battles  are used by both sides.  There are no built in factors giving advantages or disadvantages to the AI other than what the scenario builder sets up.

Although scenarios vary and units can be constructed in a wide variety of ways, the following are some general tips for successful game play: 

#1.  A unit’s firepower in battle is ‘generally’ determined by following formula:  ((Attacking Unit Firepower)  X  Supply%  X  (1-Damage%)  X  (1-Fatigue%))  / (Defending Unit Firepower)  X Supply% X  (1-Damage%) X  (1-Fatigue%) X (1 + Fortification%).  

There are also some built in factors for terrain and also a small degree of  randomness when calculating battle damage to a unit .  Defending units will also inflict battle damage on the attacking unit with a similar formula.

#2   The game engine executes unit orders by dividing the turn into 20 steps.   After each step, the game engine evaluates the unit’s situation and any enemy units within visible range.  The unit’s commander ( a version of the AI) may re-evaluate your orders to react to nearby enemies.  Depending on the local circumstances, it may decide to dig in and defend, attack or retreat.

 

#3.  If the scenario is set up to use Supply,  try to cut enemy units off from their sources of supply.  Use the tool to view map ownership to see areas of the map controlled by both forces.  Units that cannot trace a line of supply back to a supply unit, will not be resupplied that turn.  Units with low levels of supply are penalized in battle and movement.   Destroying enemy supply units can cripple them, especially if there is a limited number of them.

The green routes displayed in the first few seconds after the start of a turn denotes units getting resupplied.  Units  that are cut off from supply will not see a supply route generated and an entry put into their log book that they have no supply line.

#4.  You can get the status of friendly and visible enemy units by touching their icon.  Use the enemy units information in deciding the orders  for your units.

#5.   Use the terrain to your advantage.   Your units will move faster ( and further) if travelling over roads and bridges. Likewise they will move slower moving through forests.  Land units cannot move through water ( or areas marked as impassable) and naval units cannot move on land.  Certain terrains give bonuses in battles.  For example defending elevated ground will give your units an advantage in battle. Stationing a unit in a ‘Fortress’ terrain, gives your units a 2X boost in defensive firepower.

#6.  Attacking and defending an attack uses more supply and inflicts more fatigue on units than movement or sitting still.  Your units will generally follow your orders,  however, if within battle range of an enemy unit,  the unit’s commander might override your orders and attack or defend depending on the situation.

#7.  Units with movement orders will automatically change to  defend and fortify’ orders when their location is reached.  Any remaining movement allowance will be used towards building fortifications.

#8.  Attacking a single enemy unit with two or more units attacking from different directions is advantageous as it adds the combined level of firepower into the fray.   Defending unit will also receive support from any other units within range.

#10.  There are built in advantages and disadvantages for all unit types.  See the Units and Terrain Features  page for more information.

#11.  Instead of selecting to play one side or the other… you can choose ‘spectator mode’ to have the AI play both sides

Creating/Editing Scenarios