AI Move Orders for Ground Units

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Horst
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1927
Joined: Mon Feb 18, 2013 1:22 pm

Re: AI Move Orders for Ground Units

Post by Horst »

A test with an AI SPG with AT- and ART-mode.

Move to Hex:
- in arty-mode, it keeps firing until 7 eff then rests a turn, sometimes moving one hex even away from target-hex before firing as long as still within firing range. Never changes to AT-mode even when enemies are adjacent, but rather moves away one hex again.
- in at-mode, rests on the target-hex but moves to attack anything worthy in move-range then returns to hex again. No switches

Local Defense 0:
- it switches to arty-mode if no enemy unit (yes, every class!) is within 4 hexes with no spotting needed (camo? who cares?!)
- if a hostile unit comes into arty-mode and (allied) spotting range, it does arty-attacks until 7 eff, and after a turn break it switches to AT-mode infinitely until enemy units go out of the 4-hex range (sorry for the tiny gif size of < 1MB what this forum accepts)
- on Local Defense >0, it will switch to AT-mode and move to attack if within LDx and move-range
AT-Arty.gif
AT-Arty.gif (991.68 KiB) Viewed 356 times
Static Defense:
- acts a bit smarter by arty-firing on anything spotted in range
- when enemy is adjacent, it still fires in arty-mode until 7 eff again, but then switches to AT-mode and attacks in this one. If enemy goes out "melee" range, it switches back to arty-mode to fire.

Defend Hex:
- basically the same behavior like Local Defense

Seek & Destroy:
- never switches, and the eternal hunt is on if one enemy ground unit is spotted
- if a boat is gently rowing by and is spotted, the unit won't switch to arty-mode either
- in range party-mode, basically the same like Move to Hex behavior, moving away one hex from adjacent enemies

Exit to Hex:
- attacks or fires while moving to the next exit zone, but no switches
- still rests and repairs sometimes, typically at 7 eff again, until moving on

As we can see here, switching is supported in the same AI task behaviors like with the AA-units.
There doesn't really seem to be a best of among the choices, as the switch option isn't helpful sometimes.
When creating AI groups, it's never a wrong idea to add arty units without switch or set these units in the desired mode and use the typical Move/Seek order.
I've never been a fan of the Static Defense mode, but here it's more useful than I thought; at least for defense.
StuccoFresco
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 653
Joined: Sun Feb 10, 2019 11:10 am

Re: AI Move Orders for Ground Units

Post by StuccoFresco »

Horst wrote: Sun Dec 18, 2022 3:26 pm I was just going to add this info above.
Yeah, sadly strictly sticking to the hostile-plane-within-10-hex rule, as it seems.
AA4.jpg
AA5.jpg
AA6.jpg
I verified this in my mod: having a double AA/AT profile would make the AI use the AA profile too much. I "solved" the issue by creating a single profile that had defensive AT fire but could offensively only attack air targets. In my opinion AT guns shouldn't be able to be used offensively anyway, so those mixed AT/AA guns' units served as a "support battalion" that should be placed right behind frontline units. I am very satisfied with the results.
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