DarkHorse2
Posts: 77
Joined: 2/4/2022 Status: offline
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quote:
I have a bunch of those in a pool, but don't think I have ever had any on map or in reserves You will have to explicitly change out your current transport AC to make use of them. You don't have the quantities of Me323s to change out anything larger than your stab-sized formations for some time. But, I find it is worth the trouble. I make extensive use of German transports. Where they are the most valuable are airbases that can accumulate a lot of excess freight. So, think! Where are these? * Minsk? - no, rarely has any excess freight. * Riga? - yes, often has excess freight. In fact, you want to expand it to size 3 airbase to allow more transports there. * Parnu? - yes * Tallinn? - yes * Smolensk? - no * Velikye Luki? - yes, surprisingly it does tend to draw a lot of freight * Odessa? - yes * Kiev? - eventually yes * various bases in Romania tend to accumulate a lot of excess freight In general, AGC has very difficult time accumulating excess freight. As a result, not a good place to base Air Transports - unless you like carrying air. AGN has easy time accumulating excess freight due to those Baltic ports. Those make good Air Transport hubs. AGS is mixed with the Black Sea ports having an easier time. From Odessa and Kherson, you can heavily augment Crimea supply. From Botsani (Romania), you can reach Kiev for air drops. From Kherson, you can reach Dnepropetrovsk for air drops. Any airbase you decide to use as a major Air Transport supply hub needs to be expanded to Level 3 as soon as you can. I start working on some of those in Romania beginning turn 1. (tip: if you want to expand an airbase, they need to have a construction engineer assigned. you can risk it and hope the AI assigns for you (which many times it doesn't) or you can explicitly assign one yourself at the cost of an AP. For me, I have tight schedule and need those airbases ASAP, so I spend 3 or 4 AP on turn 1 to insure they are not sitting idle and expand.) (tip2: start moving the bulk of your excess construction engineers to OKH to make it easier for both you and the AI to use. additionally, those construction engineers eat a bunch of supply each turn, better to have them supplied via OKH than having the additional supply burden down at the Corp-level. I do limit Corps to just 1 construction engineer (not be to confused with pioneers) for local fort-building purposes.) (tip3: key an eye on enemy interception of your transports or they will eat through them pretty fast. unfortunately, assignment of transport-escorts is extremely flakey. grrr.... so you will have to experiment.) (tip4: do NOT use the multiple mission drops until you know it is safe from enemy interception!!!) ----- The air base suggestions pertains mainly through 1941. Beginning 1942, you may find your depot logistics have changed to allow others to be alternatively used.
< Message edited by DarkHorse2 -- 2/19/2022 6:54:18 PM >
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