Movement of German Airbases (Full Version)

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rjmaclea -> Movement of German Airbases (5/26/2013 2:17:19 AM)

Although I am sure this has been posted somewhere in the forum before, I am have difficulty finding it. I am looking for the strategy that should be used to move German airbases forward, particularly during the early days of the Barbarossa campaign. What is the best approach and what are the drawbacks? Thanks for any input you can provide.




terje439 -> RE: Movement of German Airbases (5/26/2013 7:41:05 AM)

One important thing to keep in mind is that if you intend to use them to drop supply to your units, you will need to keep them within 5 hexes of a rail, so for me it is often the speed of the rail repairs that decides when to move the airbases.



Terje




Mehring -> RE: Movement of German Airbases (5/26/2013 10:14:10 AM)

That should be within 5 MP of a friendly repaired rail hex conected to your rail net. Remember the MPs are traced from the rail hex to the air base, not the other way round, it can make a big difference.




OddBall2 -> RE: Movement of German Airbases (5/26/2013 5:18:44 PM)

Regarding rjmaclea's question. Is there an AAR giving advice on air force play. I noticed in the Hitman versus the THE PRO's AAR, one person was just playing the Soviet air force. Suggestions like how to move the various fighter and bomber and utility planes to best effect. I think their are little tricks to the trade but they never get discussed in one place. Something like Wollach's factory evacuation AAR or Pelton's basic how to play for beginners AAR? Is there an old Air force for beginners AAR?




swkuh -> RE: Movement of German Airbases (5/27/2013 1:32:00 PM)

Well, make this thread (thanks rjmaclea) the place to nail down Airbase play. So far, one good tip: keep ABs at active rail lines.

Obviously, keep them within effective range for your purposes (GS, supply, bombardments,...)

Not sure that managing units assigned to ABs matters that much. I keep all those for each "area" clustered as densely as possible and distribute evenly by area.

Air doctrine now is to minimize % required to fly and keep the units per mission @ 60. Many missions, small fleets.

So far AI hasn't messed with opposing ABs but seems to do a good job intercepting & GS





Balou -> RE: Movement of German Airbases (6/29/2013 9:54:17 AM)


quote:

ORIGINAL: Mehring

Remember the MPs are traced from the rail hex to the air base, not the other way round, it can make a big difference.


1.?? (care to give an example ?) Either I am still an MP-Noob or just blind.

2. BTW: what's the purpose of an Air-Corps (Fliegercorps) build up ?




Peltonx -> RE: Movement of German Airbases (6/30/2013 12:42:47 PM)


quote:

ORIGINAL: rjmaclea

Although I am sure this has been posted somewhere in the forum before, I am have difficulty finding it. I am looking for the strategy that should be used to move German airbases forward, particularly during the early days of the Barbarossa campaign. What is the best approach and what are the drawbacks? Thanks for any input you can provide.


AGN: move bombers and transports under 1 LW HQ and the fighters/87's under the other.
The fuel cans stay withen 5 MP of railheads. Fuel drops turn 1+2, then move them up to where RH will by come turn 6. The front should be to far away so they will not be effective until then.

AGC fuel drops turns 1 and 2 then I move them to the front as do ground support, again front is simply to far from RH's to use bombers as fuel cans.

AGS fuel drops turn 1 and 2 then turn 3 move them down to rail heads coming out of Romania. Turns 4+ all transports should be in AGS LW.

I do fuel drops first and then GS.




swkuh -> RE: Movement of German Airbases (6/30/2013 5:25:38 PM)

Appreciate Pelton's tactics and strategy. Hmm.. think I'll use it next game.




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