Posted: Tue Jan 23, 2007 2:13 pm Post subject: Anyone use a dice system to aid set-up against AI
I tried this on CC5 forum with little results, figured I would try here as well...
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.
Posted: Sat Nov 10, 2012 11:15 pm Post subject: Re: Anyone use a dice system to aid set-up against AI
coolthaw
i like the sound of this, i only ever play against AI so looking for anything to make it more difficult. Do you have a link to the Rob Oleson excel file you refer to as well please mate?
Posted: Thu Nov 15, 2012 5:39 am Post subject: Re: Anyone use a dice system to aid set-up against AI
I dont but you could always come up with your own like i did. I would like to know what units make up a mechanized tho..
How to decide req points also. Any ideas?
Posted: Fri Nov 16, 2012 9:40 pm Post subject: Re: Anyone use a dice system to aid set-up against AI
Pretty basic. Stil needs sum work. Creating a new scenario i roll to decide the commander lvl for each side.
Same for ammo count.
then the type of scenario. Amount of vls and th placement of them on the map.
(Axis-neutral-allies)
Wether there is a barrage and the size.
Amount of territory each side has.
So far ive left the req points per day empty but roll for the map starting points.
(1=10, 6=60)
The difficult part is unit selection. I had it 1 or 2 is just infantry.
3 is mech/inf. 4 is mech/inf/armor. 5 is mech/armor. 6 is armor.
I need to charge my phn so im submitting :p
Posted: Fri Nov 16, 2012 11:27 pm Post subject: Re: Anyone use a dice system to aid set-up against AI
Roll to decide officer count and level. Roll for type of squad and level then again for support infantry
(Militia.rifle team.scouts.sniper.engineers) then again for extra support (at team.mg team.mortar.flamer)
This is just a wee idea. Cant remember the full jist.
I add an extra one of each per officer. I do the same for mech or armor if theyre in play. Any additional ideas u have would b awesome
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