urtel -> RE: Interception of Interdiction (2/21/2018 2:56:03 PM)
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1. check group morale everything below 30 put back to national reserve, they will not fly anyway so they are just targets 2. change order of unit moving - first move a little troops which u actual not even want to move but just to soak some attack, so dance with them 2 hex back 2 hex up - then move units who u calculate to have more MPs than it is needed to get to hex u want, so they soak some more attacks and still maybe left with enough MPs to get where u want them - last move units which have exact number of MPs you need to get to target hex 3. make CAP traps, if u know that on front X u need to move alot units but you do not need to do that on front Y an Z put all fighters from Z & Y to X front bases and fill Y & Z from National reserve. It is also good to have some fighters groups in reserves in bases far from front (defending cities) us them too 4. I-Type fighters range is very short ~10 hex, for this task you should count like 70% of max range so 7 hexes max to hope they get to interdict anything, aloso check cruise speed on example Yak-1 have very low cruise speed which will probably prevent them to intercept at probably half of max range.. 5. know ur air frames Mig-3 is best u have in 41 use them wise.. About bombing i think soviets have hard coded penalty for 41 in max number of bombers they can get in one ground attack. Air war is game for it self invest more time into it, you need to do many things on turn start because transfer between bases and to NR is allow only if unit not fly any miles, so 1st thing at turn stat is plan ur air war for whole turn. On turn end if some units are left unused look you maybe need them in some other place next turn.. Your units are probably low on exp but some Axis allies have very low plane pool maybe can overrun them with numbers (check Finland numbers) As already is said do not ever move bases with planes in them, you start war with many extra bases u can have one empty base per every front which is enough to move all air groups using air group transfers.. If u find admin points some leaders have criminal air skill like 3 or something, replace them..
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