loki100
Posts: 10920
Joined: 10/20/2012 From: Utlima Thule Status: offline
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quote:
ORIGINAL: rocketman71 1. I haven't studied it closely, but know that I often lose a lot of planes in GA withouth air superiority in areas with low flak concentration. However, units might provide AA cover so that might cause some. 2. Most of the time I use the AI to set up ADs and then tweak them, for example avoid flying over high flak concentration areas by changing the route taken. I tend to do this most for strategic bombing missions as they are usually those who pass most flak concentration. Maybe I should do this more for other directives as well. 3. I don't do this much, but should. Sometimes pay notice to the more exact number in the pop up window of the hex, but having a symbol overlay is a good reminder. 4. This is a part I struggle with. I feel that I need to know a lot about different plane types and models to get the most out of them. But that is a daunting undertaking. Other that that, one part I have a hard time doing well and that is using AGs in the best way for the ADs I want. It is confusing that the AI plans directives with no AG attached to, so if I want to use that directive I don't exactly know how to best alter other directives to get the first one to get underway. It is easy to know how many directives each AirHQ can plan, but getting the most out of the available AGs is so much harder. Add to that having to put AGs on rest and then "un-rest" them in coming turns causes more micromanaging than I want - and I have a pretty high tolerance for that to start with ;) Maybe I'm missing things and not used to how to best work with the available tools. Only one way to eat an elephant - one piece at a time. I'm nibbling for sure. just a few bits, its not that I disagree with Cary, more that there are a range of playstyles and solutions - its a bit like how you manipulate the tools around the logistics system So I tend to use only a few AD per Air Command. So for the tactical air commands I tend to no more than 4, recon, GS and maybe a couple of GA. That makes it easier to manage the auto system. I might leave one GA and GS to auto and specify for the other GA (it may be something where I think there is an ideal match of plane - mission or I may want to make sure those planes don't go into the GS). That makes it a bit easier as I uncheck if I don't want to use that mission but I often make that choice after setting low morale/high fatigue formations to rest. ie I cancel the whole AD if I think its going to under-supported. I think that AS is a very specialist choice, if you just want fighters to intervene around the front lines then auto-intercept can be good. The AI goes a lot of GS, so vs the AI in particular always escort. If you want to fight the enemy rather than deter them, AS or auto-intercept is better than escorts. Escorts don't go looking for trouble, their job is to get the bombers to target interdiction is indirect, the logistics hit is near invisible, the hit on movement opaque. The best test of the latter is to use the Breakout scenario, left hand-right hand. Set up a #9 interdiction hex and then move a Pzr division into and out of it. It will recover some time in the early 1950s. Now do it via a #3 hex, accepting a random element it should have fatigue and some damage. Its still combat worthy but is weaker. And for the Allies in clear terrain in 1944 #3 is almost a given. interdiction and combat intersect in 2 ways. If you interdict a reserve formation (this of course is guess work but an SS Pzr div 2 hexes behind the front is mostly likely on reserve to react), it gets shredded if it responds. In a retreat, the unit has taken damage/losses, the disruptions recoded to fatigue now it gets hit again. And already damaged units are very liable to get destroyed and heavily fatigued elements can get destroyed (more likely damaged). So its akin to another air attack after the unit has been battered in combat. Now in the summer of 1944 the Allies can do this sort of set up. GA-unit to get it nice and weak, GS to really constrain its combat power and GA-interdiction to finish it off as it falls back. The relative ground combat strengths are almost irrelevant. Roger
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