Air Corps HQ (Full Version)

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beender -> Air Corps HQ (3/6/2018 4:00:21 AM)

Why use them? Of course I mean for Germans. Is there anything that counsels against putting all airbases directly under air army HQs? Just like Soviet does. This way it also solves the staging airbase issue.

I know corps leaders provides additional layer of leader check, but that advantage seems small because one can all put good leaders in air army HQs.

A related question, do the flaks attached to air army HQ help airbases through the air corps HQ? Or do I have to put flaks in the air corps HQ to have them commit in a air raid against the subordinate airbases?




Dinglir -> RE: Air Corps HQ (3/6/2018 4:44:01 AM)

All leader checks go up the chain of command. So if you leader of the Fliegerkorps fail a leader Check, the leader of the Luftflotte may then attempt to pass it instead (although with just half the chance of success).




postfux -> RE: Air Corps HQ (3/6/2018 6:45:32 AM)

I also think they have support squads. Not sure what they are doing but they should help the bases.

Getting planes ready? Reducing fatigue?




Telemecus -> RE: Air Corps HQ (3/6/2018 12:23:40 PM)

quote:

ORIGINAL: beender
This way it also solves the staging airbase issue.


I have often seen this stated as a problem but in fact it is not. All airbases in a Luftlotte, even if in a different FliegerKorps from the home base, can act as staging airbase for all airgroups in that Luftflotte. It can be seen as a problem if you leave it to the AI. But selecting the staging base manually, and switching airgroups not wanted for a mission to nights, would mean you can always get any airgroup anywhere in that Luftflotte to fly from any airbase used for staging in that Luftflotte.

As there are no real disadvantages to having FliegerKorps I would then ask why get rid of them?

quote:


I know corps leaders provides additional layer of leader check, but that advantage seems small because one can all put good leaders in air army HQs.

But even a good leader can have their chances added to by another level of leadership.

quote:


A related question, do the flaks attached to air army HQ help airbases through the air corps HQ? Or do I have to put flaks in the air corps HQ to have them commit in a air raid against the subordinate airbases?


As I understand flak in HQs they simply react to any air missions within two hexes of the HQ (but I could be corrected). So they can help airbases further down the chain of command, airbases not in the chain of command, or indeed any other unit nearby.

As Fliegerkorps have no range penalty for their ratings checks and, according to one reading of version changes, they have no part in the supply of their airbases either, you could actually place Fliegerkorps anywhere and they will still do their job. You could for instance just leave them in Berlin. Or move them around to where you need flak cover for any other units.

quote:

ORIGINAL: postfux
I also think they have support squads...
Getting planes ready?


If you are losing a lot of aircraft in your logistics phase, that is a good sign your airbases do not have enough supply or support.




beender -> RE: Air Corps HQ (3/6/2018 8:24:41 PM)

Thanks for the explanation. I asked it because I experienced problems in manually selecting a staging base from a different air corps. Maybe there is some other reason(there could be so many!), I’ll check again.

As for flaks.

quote:

During the resolution of an air attack, anti-aircraft support units attached to headquarters units can in some cases provide anti-aircraft support for the headquarters unit as well as any on-map unit that is attached directly to that headquarters unit. This support will happen if the HQ is within 5 hexes of the on-map unit being supported, and the leader successfully makes an initiative roll.


This is from manual p. 171. So I suppose the current rules have been changed to remove the attachment requirement, but shortened the applicable distance?

Never been able to read through all the patch notes[:'(]

PS: airbase does not need HQ to obtain supply, just like security units, this rule is not changed, right?




Telemecus -> RE: Air Corps HQ (3/6/2018 8:53:24 PM)

quote:

ORIGINAL: beender
Never been able to read through all the patch notes[:'(]


No one really has - so for everyone playing discovering what the rules actually are is part of the game! [:D]

So in the case of flak I can certainly see from results that flak from neighbouring HQs has helped, and the two hex rule or so was mentioned elsewhere. Also flak can attack overflying aircraft from other HQs far away - and I recently had this quoted to me from the manual. Whether or not the rule you also quoted from the manual also still applies or does not I cannot say.

quote:

ORIGINAL: beender
PS: airbase does not need HQ to obtain supply, just like security units, this rule is not changed, right?

My reading of the patch notes is that it was changed to HQs DO NOT help in supply of airbases. I thought before they could still be a part of supply even if they were not necessary. However I am not certain of the meaning of that change and others still feel the Air HQs can help in supply.




beender -> RE: Air Corps HQ (3/6/2018 9:04:46 PM)

On second thoughts I gathered the manual rule I quoted might be referring to HQs in general, hence the attachment requirement and 5-hex. After all, it never specifically mentions air HQ, for which there could be additional rule.







postfux -> RE: Air Corps HQ (3/7/2018 8:23:28 AM)

I think the command range of air HQs is also 5 hexes.

This is only important for support squads, as far as I know.

Leader checks have no distance penality for directly attached units including airbases and airbases dont use their HQ for supply.




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