air superiority (Full Version)

All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> The War Room



Message


wolflars -> air superiority (3/30/2007 11:17:45 PM)

What is the most effective way to gain air superiority? Airfield attacks? Or just attack the enemy fighters with my fighters outright?


Plus, let’s say I have a quiet sector. Take EA for example, if the action was primarily going on in Russia and the Med. and I had some bombers and fighters in England during some down time, I set the bombers to I and fighters to A. Lets say the German has one or two fighters set to A also. The only way these two groups of fighters are going to “meet and fight” is if a mission takes place within both their ranges and they intercept. Is this correct? Or will they attempt to intercept each other on their own?

What then, is the best way to gain offensive air superiority without having coinciding missions of interdiction and combat support?




JAMiAM -> RE: air superiority (3/31/2007 12:07:37 AM)

The best way to do it is to draw enemy fighters on AS missions into hotspots of your choosing, where you have local air superiority. You can do this by various methods, and it is somewhat dependent upon how your land campaign is going. Start by massing your fighters in the zone(s) where you can best achieve local superiority, as well as to support your efforts on the ground.

Make sure that your fighters effective combat radii overlap as much as possible, so that during the various bridge attacks, ground combats, interdiction attacks, etc, your fighters will outnumber your opponent's. Keep an eye on the air briefing to spot how much you drive down his AS rating, how many planes are lost (divide his losses by 2 or 3 to get the realistic figure) and reset your AS units from rest back to A so that you can continue to drive the attrition curve in your favor over the course of the turn.

In EA there are still several air units that have a mix of air frames within them, where the longest ranged equipment is non-existent through much of the game, leaving the units liable to operate at ranges where they actually have no air frames that can fight. This region between effective range, and air unit max range is what on several occasions I've called the "Donut of Death" as the units will fight, but at zero effectiveness, usually resulting in the evaporation of the unit. Early war German fighter units have the DoD at ranges from 12-14 hexes, while the Stuka units have a DoD at ranges from 14-25 hexes! Try to not let your air units get drawn into battles within their respective DoD's.

When attacking airfields, your best results are achieved using bombers to attack the fields, but backed indirectly by fighters within range, and on AS missions. Again, local air superiority is the key to success.

Finally, the ultimate weapon against air units is artillery. If your opponent ever leaves his air units on fields within range of your artillery, then pummel him mercilessly, with artillery based airfield attacks. In EA, that is generally not possible due to the hex scale unless the air units are on the coast and exposed to shore bombardment. In fact, this is so effective, that in my EA games, I insist on house rules for naval units having to remain in the hex that they shore bombard, or airfield attack from, through the balance of the turn, so that the bombarded player has a chance to strike back...if they have anything left, that is...[;)]




Veers -> RE: air superiority (3/31/2007 12:47:08 AM)

quote:

how many planes are lost (divide his losses by 2 or 3 to get the realistic figure)

James, do you guys (Yourself and Ralph) reailze that in T3 the enemy losses is recalculated every time you hit the button, meaing you can ascertain his exact-ish losses just by hitting the button a few times? Are you guys going to put it back to the old CoW way, or is there a reason that you changed it to what it is now?




JAMiAM -> RE: air superiority (3/31/2007 12:50:17 AM)


quote:

ORIGINAL: Veers

quote:

how many planes are lost (divide his losses by 2 or 3 to get the realistic figure)

James, do you guys (Yourself and Ralph) reailze that in T3 the enemy losses is recalculated every time you hit the button, meaing you can ascertain his exact-ish losses just by hitting the button a few times? Are you guys going to put it back to the old CoW way, or is there a reason that you changed it to what it is now?

The same thing happens in CoW. You just need to save, exit and reload the game.




Veers -> RE: air superiority (3/31/2007 12:55:58 AM)

Yeah, but that takes so much more effort. [:D]
And, good point.




wolflars -> RE: air superiority (3/31/2007 1:13:06 AM)

i guess a problem might be units that are set to interdict but hit enemy units that are beyond the range of their 'escorts.' Too bad interdiction can't be more specific, like interdict this road or railroad from point A to B.




wolflars -> RE: air superiority (3/31/2007 1:20:07 AM)

quote:

ORIGINAL: JAMiAM



Make sure that your fighters effective combat radii overlap as much as possible




This is much easier now with the uber cool crop circles[:D]

quote:

the ultimate weapon against air units is artillery


very effective. We use a similar house rule for the naval/airfield bombardment issue

I guess the problem I'm having is gaining crushing air superiority as the allies by late 1944. there just seem to be a lot of German planes still in the sky. I'm just bitter because one of my airborne units got unexpectedly turned back[X(]




Veers -> RE: air superiority (3/31/2007 1:21:37 AM)


quote:

ORIGINAL: wolflars

i guess a problem might be units that are set to interdict but hit enemy units that are beyond the range of their 'escorts.' Too bad interdiction can't be more specific, like interdict this road or railroad from point A to B.

This would be very nice.




a white rabbit -> RE: air superiority (4/3/2007 1:28:58 PM)

...wot JAMiaM said..

..move yr A-S close to your areas of action, and even closer to targets of value, then wave your pretty airborne tails around a bit, airfield to airfield within the maxed-out A-S zone, leaders'll do at a pinch, watch the enemy fall from the sky..




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.672852