Anyone use a dice rolling system to play against AI?
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Close Combat Series -> Close Combat 5: Invasion Normandy

#1: Anyone use a dice rolling system to play against AI? Author: CoolThaw PostPosted: Wed Jan 17, 2007 11:59 am
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I know H2H against a real human solves many issues.
But still I do enjoy a battle against the AI using my little system that I will explain below. Anyway, I did search CC3-CC5 forum for "dice" and "random" and didn't strike paydirt for anyone else who does this.

But maybe others do this or did this?
I ask for your ideas and comments to improve my system and make it more fun for me. Maybe someone else can better enjoy play against the AI using this type system. I tip my hat to Rob Olesen who set-up a much more advanced excel file system to playing Combat Mission against the AI.

So lately I am playing CC5 the Stalingrad mod....usually as the Soviets...
A few months ago I suddenly said "hey, do I have some dice around the house in the kids' game boxes? I want to spice this up for fun."

Now I have a sheet with rolls and results tables. Just hand-written still...

Type of force for my side.
1-4 infantry, 5 is armored cars, 6 is tanks.
If I roll 5 or 6 then I roll again to see who I will fight against, 1-3 enemy is just infantry, 5 is mechanized, 6 means I will see some enemy tanks.
You can adjust this as you want of course.

leader roll
1-4 is just a platoon commander.
5 is 2 platoon commanders.
6 means I get a compnay commander.

Type of teams.
1-3 just rifles only, not even SMG's
4 is rifle squads that have leadewr with SMG.
5 is rifle teams plus one LMG (DP).
6 is rifle squads plus a HMG (maxim)

Number of teams
roll plus 2. So roll a 1 and I only get 3 teams.
Includes the commander...

I also had a special rule system for what I allowed my troops to do depending on team quality.
Fragile, just move and defend, nothing else.
Weak move, move fast and defend.
Average move, move fast, sneak and defend.
Good move, move fast, sneak, defend and ambush
Strong m,mf,s, def, amb and finally directed fire with the mouse.

Get it?

Oh, for initial set-up using the team quality they had to be really close to the CO if lower quality, using the diameter of the CO leadership circle.
Fragile, right next to CO.
Weak, 1/2 of radius away max.
Average, at radius max.
Good, outside the radius by 1/2 radius. or almost diameter away.
Strong, anywhere.

This system brought me a lot of fun for continuing battle after battle with the same CO. So I had a roll for replacements.
1-3 none.
4 1 lost team.
5, 1 lost team plus 1 extra half-squad.
6, 2 half-squads.

And my super special roll that I still haven't been able to use.
IF all teams get to strong, then roll for a special team to be added by higher authority since you're such hot shots.
1 sniper
2 LMG
3 SMG recon team
4 mortar
5 LMG
6 HMG
**********************************
So, I did this for a while and then thought to add mission type.
1-3 is defense of a strong point (one of my favorites!)
4 is a recon, 5 is a probe. 6 is an assault.

If I roll 4 or 5 then I do another roll for more detail on how far to go for the recond patrol, down a house, 2 houses, 3 houses, to the map edge and back. etc.

If I roll a 6 then I roll to see how many VL's I should.
1-3 capture 1 VL. 4- capture 2 VL, 5-capture 3 VL. 6 capture 4 VL.

On the 5 or 6 dice roll I get another roll or 2 for special support.
1 sniper
2 LMG
3 SMG recon team
4 mortar
5 LMG
6 HMG

For the strong point defense mission I roll for a few issues
kinda silly but it makes me smile.
1- one team has to go back to map edge for rations.
2- one team has to go back to map edge for ammo
3 one team starts battle at OP.
4 CO team has to make rounds of the positions.


1 flexible defense
2-6 no retreat!

Using the above rough system, I get some fun battles of just a few Soviet teams against the AI. One time, just a platoon commander and 2 small rifle half-squads to defend a building. I personally love to see the excitement of watching ammo run low, try to get your teams in position over dead troops to allow "scavenging".


Again, I posted to ask for your ideas and comments to improve my above system and make it more fun for me. Maybe someone else can better enjoy play against the AI using this type system.

#2:  Author: ronsonLocation: England PostPosted: Wed Jan 17, 2007 4:59 pm
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Ineresting system there, well thought out too.

I wonder if it might be possible to use a pack of cards to do the same thing?

for instance you will have 52 different ones and can 'deal' yourself a BG Smile


Cheers
Ronson

#3:  Author: Pzt_KanovLocation: México PostPosted: Fri Jan 19, 2007 12:26 am
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Sounds like fun. Do you roll the dice for choosing units everytime you battle or only the first time a BG is engaged or suffer loses??

A suggestion I can make is changing the enemy SAI to '8' (vehicle) or '2' (recon), what this would do is:

-SAI 8: It will make the infantry unit run instead of move or sneak to a location, they will not take cover if fired upon. Basically to simulate a charge without consideration for ones' life. They will not move on heavy building areas though, they will just stay there not moving at all like for example in the map 'STZ settlements' because they will be thinking as vehicles, and vehicles cant enter buildings, where most VL are,in the case of Stalingrad.

-SAI 2: This setting will make the infantry go for more VL than just the central ones. They will also be more prone to fight back, will stop and fire at an enemy unit. They are also more inclined to run instead of move of crawl, but if discovered or fired upon they may do the 'crawl of death' or in rare cases run to cover if there's anything near or charge the unit that is firing on them if they are very close to them.

Additional:
-SAI 14: will make the unit stay put and not moving at all under any circumstance (open or urban maps, doesn't matter).

All this changes are made using the Qclone tool and the SAI column is on the **Teams.adb

#4:  Author: CoolThaw PostPosted: Mon Jan 22, 2007 9:52 am
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Ronson,

Thanks for your comments. Yes, I guess some type of card system could be used to draw a mission or team combos. Now you got me thinking....


Kanovskiy,
Well, I usually have been just rolling initially for the commander and set-up. Then for each battle after that I just roll for replacements if any and the mission. If the commander is wiped out then I start over at the beginning.

Thanks for the tips on changing SAI. I doubt I will do that but I might go in and make up some new type teams. Back in 2000 I did mess with QClone tool and make up some teams with just a guy or 2. Rifleman team of just 1 guy with an M1. BAR Fire team, just BAR guy and his #2. A 30 cal LMG gunner who just lugged the machinegun. My enjoyment is to see the events of what happens with each of the soldiers and with 15 teams of 9 men each it is too much for me to see the small details. Like the scavenging and guys going berzerk of fanatical.

Ciao!



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