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Skirmish too hard

  1. #1
    tsli_1
    Guest

    Skirmish too hard

    When i play on normal or above the enemy will send in waves and waves of tanks b4 i even manage to built 1(even if i do my armor will be out numbered:rage: . Plus u cannot built a lot of troops so when u attack u have to bring ur defenders also and by that time ur troops probably wont have so much health.

  2. #2
    Grimmtooth
    Guest
    The normal ai isn't bad. Its really about playing enough to know what your units are good at and what points are important. For example, on semois, there are two oil caps , one on each side in the middle. If you grab both of these, you hare pulling in 3 times the oil as the opponenets.

    Secondly, try to keep a squad or two free. The ai likes to harrass your back lines with pioneers and volks. If you kill them, that eating resources. Finally, be sure to have anti-tank available to your troops. You can have AT guns, stickies, etc early for the allies, or shreks and such for the axis fairly early. This way, if the ai puts out a armoured car or tank early, you have counter.

  3. #3
    Kosh
    Guest
    Stickies are good vs early Axis armour, just remember to retreat your squads to reinforce them to build up veterancy!

    Also tank traps (built by engineers) are helpful if placed correctly.

    The AT guns are also pretty effective at killing tanks and will get Vet status pretty quick as long as you keep them protected by other troops.

    Watching some replays of yours (and others, gamereplays.org) may also help a lot!

  4. #4
    Banned Brinkman's Avatar
    Join Date
    Sep 2005
    Location
    Columbus, OH
    i keep two main forces bound to group 1 and 2.. each consists of 1 eng 2 rifles a jeep and any armor i can muster up

    in the rear i have an apc to resupply.. that combo + defences while (sandbags, anti tank) while action isn't going on = a win against the computer.. i dunno..

    oh yeah and at least one sniper browsing the map and upgrade your rifles with stickies and nades.. they are cheap and make the rifle men even more deadly

  5. #5
    partyboy
    Guest
    watch a replay and take note of what the ai does (or more importantly, what it doesn't do.)

  6. #6
    The key (as it was with DoW especially) is moving forward and capturing points, and therefore gaining much more resouces than your opponent. Then its simply a matter of making sure no opponents slip behind your lines, build the correct forces, and attack.

    Of course, its NEVER that simple, but...whatever.
    If you've noticed their accuracy (scoutcars), it's almost as if the gunner has a death wish or has made a bet with Klaus over who can shoot more bullets into the ground than the enemy.

  7. #7
    Zilor
    Guest
    Actually I think the Skirmish is just right, it's difficult but it's surmountable and that's exactly what you want. When you win you should always feel like maybe you might not have and that you've accomplished something, otherwise it's hollow.

  8. #8
    Skirmish isnt hard at all. Infact the skirmish A.I. is pretty stupid. At first I was like 'WTF this isnt fair? WTF!?! How the fuck? Oh come on!', but now it's pretty boring because I win every time.

    Personally I always play as Allies, I havent play axis much yet in the demo. But my strategy is simple. I, personally, like to keep a mobile force that is adaptable. So I tend to favor infantry and light vehicles over armor units. IMO the allied armour units kinda sucks against the axis armour (which is historicly correct IIRC).

    The computer love to ninja capture points, which is why I always have a jeep or M8 as a rapid responce unit to prevent that. Instead of having 1 base 9 miles away from the action, I try to have a secondary base right in the middle of the map, that ways I can reinforce my units in much less time, or call in additional forces without having to wait for them to run half way across the country.

    The AT gun is a freaking god send. This unit can rounds after rounds from a tank, turn around, and make the tank its bitch. Unfortunately this unit is pretty stupid and it wont turn around to fire back without you telling it to do so, and even after that the tank can easily backup and flank the AT crew. Because of that it's essential to have a rifle/ranger/paratrooper squad with AT ability. close to your AT.

    And upgrade your riflemen! The riflemen is a tier 1,2 and 3 unit. They can mow down other infantry units, pin em down, take out a tank, and they only cost 270 manpower.

    And use weapon support! Heavy machine gunners and snipers will muderate any soft target stupid enough to get close, and motar men is useful in taking out AT crew and machine gunners, while providing close range artilery support.

    As for the 3 doctrines.....it's tough. The infantry doctrine provides a fairly powerful infantry unit with good anti AT capabilites, and its howitzer is damn powerful. Airborne provides paratroopers and para AT, providing instant reinforment against infantry AND armor. Armor gives you the ability to capture points with light vehicles, allows you get a powerful rocket tank and big big tank.

    They're all good, it just a matter of using whats goes with your strategy the best.

    This sig is within guidelines.

  9. #9
    Skirmish isnt hard at all. Infact the skirmish A.I. is pretty stupid. At first I was like 'WTF this isnt fair? WTF!?! How the fuck? Oh come on!', but now it's pretty boring because I win every time.

    Personally I always play as Allies, I havent play axis much yet in the demo. But my strategy is simple. I, personally, like to keep a mobile force that is adaptable. So I tend to favor infantry and light vehicles over armor units. IMO the allied armour units kinda sucks against the axis armour (which is historicly correct IIRC).

    The computer love to ninja capture points, which is why I always have a jeep or M8 as a rapid responce unit to prevent that. Instead of having 1 base 9 miles away from the action, I try to have a secondary base right in the middle of the map, that ways I can reinforce my units in much less time, or call in additional forces without having to wait for them to run half way across the country.

    The AT gun is a freaking god send. This unit can rounds after rounds from a tank, turn around, and make the tank its bitch. Unfortunately this unit is pretty stupid and it wont turn around to fire back without you telling it to do so, and even after that the tank can easily backup and flank the AT crew. Because of that it's essential to have a rifle/ranger/paratrooper squad with AT ability. close to your AT.

    And upgrade your riflemen! The riflemen is a tier 1,2 and 3 unit. They can mow down other infantry units, pin em down, take out a tank, and they only cost 270 manpower.

    And use weapon support! Heavy machine gunners and snipers will muderate any soft target stupid enough to get close, and motar men is useful in taking out AT crew and machine gunners, while providing close range artilery support.

    As for the 3 doctrines.....it's tough. The infantry doctrine provides a fairly powerful infantry unit with good anti AT capabilites, and its howitzer is damn powerful. Airborne provides paratroopers and para AT, providing instant reinforment against infantry AND armor. Armor gives you the ability to capture points with light vehicles, allows you get a powerful rocket tank and big big tank.

    They're all good, it just a matter of using whats goes with your strategy the best.
    QFT....pay attention to this ^^^

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