Seminole
Posts: 2105
Joined: 7/28/2011 Status: offline
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I now do the real fun part of gathering data on my existing airbases (only those that currently have Air Support present, or needed). For each airbase I gather TOE, TOE Max setting, HHQ, Air Support, Air Support Need, and supply status. I also calculate each airbases % of Air Support need met, as well as the surplus/deficit of Air Support squads. Additionally I gather and break down the production pool info for American and British Manpower and Air Support squads. Here are the aggregates, and their change from turn 7 to turn 8: Some explanation of the above: The American deficit overall in the the theater at 'active' airbases (by which I mean the airbase currently has aircraft assigned) was -1933 Air Support squads after the re-organization. Because I had abandoned many airfields in Africa and Sicily I had 1701 'surplus' Air Support squads, leading to a net negative of -232 American Air Support on map in the Med. I had mistakenly left Trapani (American airbase in Sicily) at TOE Max 99, and supply priority 0 (I had zeroed every airbase in the CR and failed to put this base at 2 when I checked the Air Support numbers). All of the 'abandoned' airfields (British and American) emptied their Air Support in a single turn (I think the manual suggests it does this in steps, but if memory serves a patch changed it to all at once, probably to assist with the problem I'm experiencing). Problem is, it appears most of those Air Support squads went back to the pools instead of to the new airbases. Look at the American manpower numbers. This means the Americans see their 'on map' Air Support squad deficit actually has GROWN by over 1000 to -1382 from turn 7 to turn 8. For the Brits, because they control so few airbases at this point, and because they enjoyed some consolidation, they've seen their 'active' airbase Air Support deficit turned into a surplus. Only Hani, Protville, Victoria, and Valletta are British. Needs are met everywhere but Protville, which closed a -189 deficit to just -5, which is negligible. I intend to use the Brits and the night fighter squadrons currently at Trapani to begin fleshing out Corsican bases (if the 1st Airborne can help the Italians finish liberating the island this week). I will set these bases to priority 4, with Max TOE at Auto. Maybe the devil is in the order of operations, but it is just wrong that thousands of trained ground crews are getting sent back to the manpower pools instead of to existing air bases desperate for their services. Even worse, if those manpower get absorbed elsewhere then you're screwed re-staffing your airbases. The 'all or nothing' air support replacement engine rule seems busted on its face. I had all of my airbases in The Heel set on Auto, but only two of them got any Air Support squads. I think this mechanic should work similar to the replacement mechanic where everyone on that priority tier gets a 'bite at the apple' to fill some of their need from what is available. I'll get to playing the turn itself later today and send the turn to my opponent ASAP. If someone wants to grab a save off the server, offer advice or something else to keep an eye on, any input is appreciated. Edited to add the .xls if someone feels like looking further into my numbers, or just wants to crib the tool I made to watch this stuff. P.S. Digging into all this stuff isn't really fun, my main goal is to get the Air Support issue where it belongs in the background, but I can't when it is constantly getting in my face and grounding my aircraft.
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< Message edited by Seminole -- 4/2/2015 7:33:34 PM >
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