M60A3TTS
Posts: 4014
Joined: 5/13/2011 Status: offline
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quote:
ORIGINAL: Beethoven1 quote:
ORIGINAL: M60A3TTS Unlike previous weeks, it was time for Timofei Khryukin's Long Range Air Command to step up the intensity of their attacks. Two sorties requiring 200 aircraft minimums were established. A total of eight targets were selected and the five long range divisions completed fifteen of the sixteen missions ordered. Air interdiction levels of ten and eleven were established at three targeted locations. Are you sure that air interdiction actually does what you think it does? I ran a test (with both Soviets and Axis as human so I could see on both sides), and air interdiction had 0 detectable effect that I could see. Here there were a large # of sorties of interdiction flown, resulting in 18 air interdiction. But still it only takes a single MP for a Panzer division to move there (likewise it is only a single MP to move out of that hex, and the hex where it is currently is also similarly interdicted). Are you doing anything different from just setting up an air interdiction mission in the default way that makes it actually work, or are you just assuming that it works? Or maybe I am doing something wrong somehow? Yes, in a sense you are correct that in some cases interdiction has no noticeable effect and you are also doing something wrong. The good news is that the latter is easily fixed. What you are showing here is the effect interdiction has on clear, non-river hexes and these are exactly the places you do not want to use interdiction. Restrictive terrain such as forests, swamps, rough or clear hexes where the enemy unit must cross a river (far bank) are your targets. The loss of administrative movement at these interdiction levels will change nothing in clear terrain. Interdiction for motorized units in restrictive terrain will add +1 to movement of motorized units where interdiction is > 0.1. Here is an example. Again, as your test showed you, even above 1.0 there can be no penalty to motorized units in clear terrain. So chose the right hexes to interdict, flip adjacent hexes where you can (cavalry can be very useful for this) and you can slow down an opponent. It will not happen all at once, but add it up over enough turns, and it has an impact.
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