I've seen the MTW AI use double-envelopment by sending cavalry out to both flanks, and I remember LongJohn talking about making this change to cavalry in one of the MTW patches to make cavalry try to flank more often. In STW, I've seen the AI conduct a double-envelopment ambush, but this is caused by the presence of two forests on both the left and right sides of the map, the tendency of the AI to hide its troops in trees and the tendency of the AI to try to set up amushes. I've never seen the AI make this double ambush in MTW, but it might be due to the topology of the maps.Originally Posted by R'as al Ghul
You see the AI use the "stop and shoot" tactic all the time in MTW and STW. That's when the AI stops it's advance to shoot at you instead of just continuing to move forward and charge. The use of this tactic may be more pronounced in MTW than it was in STW, and doesn't really work to the AI's advantage unless it outnumbers you by a lot of shooters since it doesn't use shooters as well as a human player can. On a side note, you'll notice that AI archers don't always release their arrows on an animation cycle. This mechanic is no doubt there to conserve ammo for the possibility of shooting enemy melee units after the human player's archers had run out of ammo. This was a more effective tactic in STW because the men in the unit retain all of the unused ammo regardless of the number of men left in the unit. In MTW, dead men take their ammo with them, so the tactic of skipping volleys works to the detriment of the AI shooters because the unit looses killing potential as it sustains casualties in a skirmish with the player's shooters.
I'm not sure what the appear weak plan is other than a delayed attack. In other words, the AI knows it has the stronger army, but doesn't attack right away hoping that the human play will attack it instead.
The AI definitely uses loose formation, but it puts units into loose formation only after they have sustained significant casualties, casualty rate or casualty proportion (I'm not sure which). As soon as the casualty rate drops as a result of going into loose the AI will return the unit to close formation only to go back to loose again when the casualty rate increases. What would be smarter is for the AI to go into loose sooner and stay in loose as long as the unit is under fire.
I've never seen the AI sustain casualties from collapsing walls when defending a castle. On the other hand, I have sustained such casualties by placing my units too close to the inside of a collapsing wall when I'm defending a castle.
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