Wargame red dragon gameplay pc
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Interestingly, since the AI only ever uses artillery or mortars when it can see one of your units, it's always using corrected shots - so the AI always seems to be very accurate with its indirect fire. The AI would be mighty annoying if it used blind counter-battery fire, like most humans use (if it's part of their plan). In all the campaigns, I've never had the AI fire indirectly on a unit that hasn't been exposed at some point. The AI will also hunt for units that it sees, pretty annoying if you've got a lone unit someplace and it gets exposed.Īs Kevin mentioned, though, you can exploit the AI tendancy to hunt by exposing some unit and hoping the AI takes the bait. Since it has so many extra deployment points, it can spam out whatever counter it needs for whatever unit it spots (for the most part, sometimes it takes a little longer for it to get what it needs).
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It will deploy towards a command zone you control and it remembers any unit it spots. In the campaigns againt the AI in Red Dragon, I reckon the AI doesn't know where your units sit without recon. I've found that deploying only a few light vehicles and maybe a helicopter or two to start with, then calling everything in once the battle starts, will put the AI in this weird position where it can't call in all of its hard counters, and it makes battles a little bit easier in the long run, even if it means jockeying for position at the get-go. Or, in naval battles, where CIWS is basically the only way to succeed, the computer will start with their 500 point destroyer and a support fleet, and you're struggling to get your shambly defenses shored up, eliminating the last vestiges of tactical play.įurthermore, another carryover from ALB seems to be that, when it can, not only will the enemy know where you deployed, but what you deployed, and it will tailor its unit composition to hard counter everything you deploy, rather than play to the strengths of its deck. And these are T-80s.while you're running around with Chinese reserves. Dragon, I think?), I've seen the AI deploy several hundred points more worth of tanks at the start than the computer had access to. In the "Medium" difficulty campaign (Bear vs. Of course, this can be exploited to rack up lots of air kills on your part, but it's still kind of frustrating at times.Īs others have pointed out, and I must reiterate, the computer gets an enormous bonus on starting command points, regardless of whatever the pre-battle rundown tells you.
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The AI loves calling in air superiority fighters to attack helicopters, sometimes even if they're way behind your AAA net. The weird exception to this is helicopters. To my knowledge, it doesn't use Fire on Position commands, so it must "see" your unit to attack it, even with arty/airstrikes, but it will not hesitate to do so upon "seeing" it, and once it knows it has a chance to do so (because, again, it knows where all your units are) it will attempt to accomplish this in the most expedient way possible. The enemy guns cannot attack what they cannot see, but the enemy knows where your units are even if it cannot see them, if that makes sense. More generally, does the AI actually need to scout and establish LoS and only then calls in / re-routes forces as appropriate like the player does? Or does it again do the ALB thing and just know everything? Originally posted by Radioactive:So, does the AI play with a revealed map? Or does it now just react superhumanly quickly in sending out fighters upon spotting potential targets?