RE: Points for Assault battle ?
One thing I'm finding out in my testing, something I and everyone else on here already knew, is the AI isn't the brightest bulb in the box. On the assault, the AI loves to find mine fields with it's armor assets. A human player is just a touch more careful. On the defense, AI forces move out of their holes and revetments to try to recover captured flags. It gives up the one advantage it has being on defense, turning it into effectively an under strength attacker. Maybe those stupid tendencies offset each other.
Things I am looking for with this testing is aspects, other than point ratios, that can affect the outcome of a battle. Here are things I'm looking at:
1. Objective distribution. Are they scattered or are they grouped? Grouped objectives are easy to defend, but they are also easier to attack. Who benefits from it more?
2. Defender point/front hex ratio. Does the defending force have enough points to cover the front? Generally speaking, it is very difficult for a defending force to set up a 360 degree defense. If the attacking force can get through the defending line easily and hit from the rear, it seems to favor the attacker. Tests trends are confirming this.
3. Visibility. Who benefits from high visibility or low visibility?
4. Assault/defend point ratio. There are different opinions on this, but there are so many other variables that can impact a battle, the others need to be pinned down before this can be tested.
Anyone else have any suggestions on aspects that can be controlled and tested?
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