HMSWarspite
Posts: 1401
Joined: 4/13/2002 From: Bristol, UK Status: offline
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quote:
ORIGINAL: Pelton Ground support should be tied more to ground combat and allot less to unit bombing as per historical, most loses were from tactical bombing which was in close support of ground units - not dropping a million bombs inside a 10x10 mile box. my 2 cents I am not disagreeing with your point, but your terms/analysis may be open to question. The difference between (RL) CAS and interdiction/strike is nowhere near as pronounced as in game (the delayed action effect of interdiction isn't there for one). However most people (obviously not the grogs here) think CAS is the 'attack purple smoke' school of film action, where the FAC points his fist and retribution cascades from the sky. Most CAS is actually a few hundred meters+ back - hitting the unit moving up, the battalion mortars, the supply truck. In other words rather similar to interdiction, but just in direct support of a fight somewhere rather than roaming a bit further back. Thus I would argue that bombing a unit in a front line hex and doing a GA AD and hitting the artillery, or doing interdiction on a hex further back and then getting an effect on the reserve unit attempting to support the combat just declared are all 'tactical bombing in close support of ground units'. In fact, add bombing that same reserve unit to this list! The game isn't very good at differentiating the difference between CAS and 'dropping a million bombs in a 10x10 box' (quite rightly, due to scale and abstractions and why would it need to?). Do a really big CAS (GA - or GS for that matter) and you have both at once in game. Your difference seems to pivot on the number or bombs (hence aircraft) and whether the hex is then attacked... Lets see what the HQ air attack change brings. In fact I suggest using a save that has lots of air attacks defined and running the air phase it several times under today's verison and the new one when out. Then we can resume...
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I have a cunning plan, My Lord
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