|Sent on:||Thursday, April 30, 2009 10:02 PM|
About the AA50 online version���
I���ve seen a few people ask about the AI. I have a lot of experience with computer games and have played this new online AA50 against the AI at least twice with each country now so I thought I would write a little review for the group.
If you are unfamiliar with AA50, or only slightly experienced with it like I am, playing against the AI from all sides will familiarize you with AA50. That is the only really useful function of the AI at this point (this is version 1.0 which means it could, possibly, improve vastly over the next year or so). This should be awesome for playing against other people online, but the current AI makes actually playing against the AI pretty pointless. It really doesn���t have much of an ���AI��� to speak of, so it is only really good for playing online against other people or to familiarize yourself with AA50���s new map, opening setups, National Objectives, etc.
The ���AI��� builds Infantry, Artillery, and Tanks. The US, England, and Japan also build transports. The allies mindlessly pursue a ���KGF strategy��� attempting to hurl transports at Germany, each has a specific ���objective territory��� that it wants to capture. They are France for England (alternate Northwest Europe), Morocco for the US (alternate Gibraltar), Moscow for Germany (alternate Karelia), Italy (alternate France), and Japan (no alternate), and Berlin for Russia (no alternate). The US will never land in Europe, they land in Africa once and then never again as long as you put enough ground units in Morocco to defend against 4 transports. Once you block Africa, the US will spend the rest of the game landing units in Gibraltar. They will build up in Gibraltar endlessly, if you let them, and never use those units for anything. This is particularly funny considering that Germany always leaves France completely empty��� and England takes it every turn. Germany defends the west coast by having a force that constantly attacks back and forth between France and Northwest Europe. So I guess you could say that they defend France every other turn. Japan immediately puts its entire navy in Japan���s Sea Zone and then builds up to 30+ transports while shuffling all of its money that it doesn���t waste on transports across the northern route to Moscow. Japan ignores everything else, including the Philippines and all the other southern islands. All nations, in fact, have a single goal they mindlessly pursue while completely ignoring everything else. So it is always simple to counter each nation. This is made worse by the ���build schedules���, if you can call them that.
Like I said in the beginning, nobody ever builds anything other than Infantry, Artillery, and Tanks (US, UK, and Japan also build transports, way too many of them). Nobody other than the player will ever build a single ship, plane, IC, Tech, or anything else. And they will mindlessly stream this stuff toward their objective province as it is built. This makes Italy the best nation to play against the AI and their example will illustrate the ���AI��� well. As Italy against the AI your first objective is to clear Africa of the allies and destroy the allied navy. Once Africa is clear build up too 2 subs and 2 fighters and 2 bomber starting on turn 3 and use your navy (the subs are vital for the big fight with the US carrier so the subs die instead of planes or cruisers if you need to take casualties) and fighters to take out all US and UK warships in the Atlantic. It only takes a turn or two to get the big allied fleet elements that you couldn���t get until you have 2 subs and 2 fighters��� but letting the US fleet go once only means a dozen or so units in Gibraltar that won���t ever do anything anyway. Once the warships are gone from the Atlantic a single sub each will take both the US and UK out of the game because they will never build another warship to protect the transports. It is important that you not forget to destroy the transports they build each turn because they build up massive ground forces and forgetting means a lot of guys land in Africa (US, if they have a large force then land in Africa instead of Gibraltar, but the second landing is always in Gibraltar) or Europe (UK), but as long as you never forget once the warships are gone a single sub each essentially takes both the US and UK out of the game. Now that you have saved Germany, it���s time to win the game. By taking control of the Atlantic within the first 4 turns you save Germany because they don���t have to keep sending everything they build to re-take France every turn they send everything East and crush Russia easily.
Now build 2 bombers and bomb England, they won���t ever repair so they are done building for the game. Also send a lone transport towards Borneo, it is safe and won���t encounter any navy. The British send everything in Indian Ocean/Pacific to UK starting on turn 1 and you���ve already killed those destroyers. Use this lone transport to take Borneo and the other 4 point island. While your lone transport heads for the islands, spend two turns building all transports at Italy, then head for your 2 pacific islands. As your fleet leaves Italy, build ICs on both islands so you can build 8 units per turn in the pacific. Build the units for the transports on the island as the fleet is en route. There is no hostile navy anywhere, you killed it all in the Atlantic already. You only bring your ships along for bombardment. You need all of the victory point islands in the Pacific��� and one of England, West US, or East US. Once you have the islands go take West US, it is the least defended of the 3 and you are sitting in Hawaii 8-12 full transports.
Italy is the ���most challenging��� country to win with against the AI, and it isn���t actually challenging at all. There is a ���balance��� to the AI. If you were to just let all countries play as AI and just watch, what you would see is a race against the clock for Japan to take Moscow before Germany falls. Without interference this is a race the Axis would win every time, even if it meant Germany briefly falling and Japan liberating them��� because Japan will take out Moscow every time. Throwing off this ���balance��� in either direction causes one side or the other to win, and throwing off that balance in either direction is a simple thing to do no matter which country you are playing. Obviously, it is easiest to make your side win against the AI playing as Russia.
I haven���t actually had the time to play against people yet, but I���m guessing it is awesome as long as people are controlling all of the countries. I wouldn���t leave any nation to computer control in a game with multiple people playing. That would just ruin the game.
This message was sent by Marc Michalik ([address removed]) from The Rocky Mountain Axis and Allies Meetup Group.
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