crsutton -> RE: Long Range Cap (11/26/2011 1:58:27 PM)
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There are a number of variables. Range being only one of them. Leadership and experience would probably be another. Weather would be another. Then the game engine itself does a number of "checks" before any event can happen. Consider these the same as die rolls (but not actually). You could have done everything right but just had a number of crappy die rolls. It happens. Long range cap is useful but does tire a squadron out. I would have put the at least one squadron (or more) on 100% CAP to ensure more CAP over the target. Then just rest the squadron the next turn. If the squadron is flying from a base that can be attacked, and has radar, you can set it at a low CAP rate for the next turn (20%) and the squadron will get enough rest in the next turn or two to be just fine,and still be ready to fight if the base is attacked. I suppose it is a matter of personal preference, but I never set planes in a front line squadron to "rest" as I don't think resting aircraft will ever fly under any circumstance, and are always very vulnerable to attack.
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