PaladinSix -> Air Interdiction (7/6/2006 10:32:35 PM)
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After experimenting with some air units (ASA set to off), I have a question regarding the effects of changing missions, esp. from combat support to interdiction (and back). Previously, my tactic was to try and determine which air units were best suited or placed for certain missions, set those missions and leave the air units pretty much alone. This seemed to work pretty well. Recently however, I have started putting most of my capable air-units on combat support, since I desperately need the firepower. However, before the end of the turn, I switch some or all of them back to interdiction. My thinking was that interdiction is near-useless during my own turn, but real handy during the PO's moves, even more useful than combat support. What I noticed was that, during the POs turn, after switching back to interdiction, my air force seemed to run fewer interdiction attacks than when I had simply put them on interdiction on turn 1 and left them there. This may be my imagination or a temporary statistical anomoly, since I haven't tested it. So, is there a penalty or a loss of effectiveness suffered by air units when constantly switching missions, either during a turn or at the end of a turn? PaladinSix
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