Lately I have been playing against the Machine, and the HardAI that redrum is developing. It has been forcing me to think a lot about the sorts of things that we do as players in order to beat each other. The kind of higher level strategic or conceptual stuff that we use to win. It occurs to me that it might be helpful to start with just a big list of concepts, as if you were teaching a 101 introduction to Axis and Allies global course. I feel like the people playing Global and frequenting these boards are top drawer generals, and the most likely to understand what I’m talking about here, and to provide feedback for priorities.
What sorts of subjects would you highlight?
Here some ideas I was ruminating on. Beyond just the basic rules and unit values, thinking more about key concepts starting out of Classic and some of the more nuanced stuff since AA50 and Global…
Infantry Push: Understanding the primacy of the infantry unit, how to maximize their placement, how to stack them, trade them at advantage, and push them to the front. Stack advance, using the defensive power of infantry relative to its cost, to prevent the enemy from trading territory. Currently the AI does this quite well.
Transports: how to move ground units with transports, launching and shucking, from the main production centers and “safe zones” to the front. How to mass transports for largescale amphibious assaults. Also how to defend transports, eg the relationship of warships (as largely subordinate) to transports, with the warships in the escort role.
Fodder: the concept of using weaker units to absorb hits on defense or attack, to protect more potent heavy hitting units.
Trading territory and Deadzoning: know how/when to risk weaker units to destroy enemy units or take territory. Also knowing how to threaten prevent the enemy from moving “too close” by threatening larger counter attacks. How to use Aircraft in this capacity, and exploit their unique advantage of “not landing” in a newly conquered territory.
Strafing: how to destroy enemy units and then withdraw from combat so as not to leave your own units at risk. Knowing when its better to withdraw from a battle and preserve units from counter attack, rather than taking the territory for the money. Also, how to use strafes to exploit the movement advantage on retreat (when attacking from multiple territories.)
Blocking: sacrificing units to prevent enemy movement, either with blitz units or ships.
Turtling: when to withdraw from a territory or several territories, in order to mass your forces in a “more important” territory. When to stack rather than attack, and how to play like Fabius Maximus vs Hannibal, winning by preserving the army rather than engaging the enemy.
Can Openers: how to exploit the turn order to open up opportunities for your teammate on attack.
Tank Drives: using the movement advantage of armor to pressure key enemy territories/factories. JTDTM (Japanese Tank Drive to Moscow) being the prime example.
Production: where and when to purchase new production (when not to) and how to exploit the existing production to the greatest effect when buying and placing new units. Also how to disrupt production, either by direct attack or via SBR.
Fighter Transits and air defense: how to exploit the turn order and position aircraft to help your teammate on defense. Especially using aircraft to support your teammate in a newly conquered territory/factory.
Double team, Triple team: exploiting the turn order to gang up on a single opponent over the course of a round, or a multiple rounds.
Artillery: how artillery can be used to counter the infantry push mechanic in games since the unit was introduced.
Managing the Center: appreciating the importance of “the middle” of the map to the endgame for both the Axis and the Allies, but especially the Axis.
Managing the Periphery: how to take peripheral territories gain the most ipcs for minimum investment in units. The prime example being a region like Africa on most boards.
Carrier logic: how to use Carriers and Aircraft in conjunction to maximize their effect on either attack or defense, but especially on defense.
Destroyer logic: how to use this unit against submarines, for blocking, and as fodder defense.
Massing Air, and Air attacks vs Ships: using large numbers of aircraft in conjunction to destroy units especially navies. Exploiting the fact that air hits can only be assigned to surface vessels if no destroyer is present.
Air Blitz: Sacrificing Air units to achieve Objectives, Victory conditions, or Capital capture: Basically knowing when it is advantageous to destroy more valuable units in order for a ground unit to take the territory.
Sacrificing naval units to preserve fleet defense: against counter attack the following turn, or how to retain a movement advantage. Like understanding when its better to kill a fighter on attack than a carrier deck, or when its better on defense to kill a carrier deck before a fighter. Things like that.
Scrambling: When to risk fighters on scramble defense, and how to position fighters or airbases to exploit the move on defense.
Repair for harbors and factories: where to buy naval bases, and when to retreat from attacks in order exploit the repair. Or when to how to minimize the repair costs at factories from SBR, relative to the units you need to maintain your ability to “fight on.”
Capital capture, and post Capital capture games: understanding the primacy of the capital for income collection, and knowing how much to invest in defending a capital before the cost outweighs the advantage. Basically knowing when to bounce! But also how to trade Capitals, or when its better to avoid liberating a capital but instead to let your teammate take your land.
What else?
I know there are a hundred different things, but just for the sake of a list. I feel like once we have enough stuff down, it will be easier to parse and see what sorts of behavior makes for good gameplay in A&A. Then provide input to the machine in those areas, using the broadstrokes at least. The end hope would be an AI that can beat humans consistently, or at least be entertaining. Right now it’s understanding of the infantry push is very adept. It also has the benefit of calculating on the fly, which, if you’re a human like me who doesn’t consult a calculator, the AI will always have the edge in this area. Any feedback you guys have would be great. I know the forums are replete with discussions of these concepts. Let me know what things should get a highlight from your perspective.
Also, along these lines, it would be nice to create a mini lexicon of common A&A terms, acronyms and abbreviations. Has that been done before? If so it should be stickied. If not we should start compiling one, so new people can know what the hell we’re talking about when we start speaking in all these technical A&A krytopograms :-D
Thanks!
Elk