Wargame Constructor -Tips for
Play
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