Zaratoughda
Posts: 714
Joined: 11/15/2008 From: NE Pa, USA Status: offline
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Hmmmm... I've only had ATG a bit over a week now and have just gotten to the point where I am fighting major air. One problem... I tend to send in dive bombers with fighter escort and, there isn't any ways to set the fighters to not bomb but just act as escorts. So, I guess what I could do is send in fighters to bomb first by themselves and hopefully suck out any interceptors and then I can attack with my dive bombers with impunity. Also, I have units having 10 or 20 dive bombers in them, and send in a number of these units to bomb all at the same time, maybe 50 dive bombers total at a time, and just realized I am at a disadvantage if I do this. In other words, sounds like, the way things are now with ATG, the best approach would be to individually bomb with waves of fighters, hoping to suck out any interceptors, and then bomb individually with any dive bombers. Unfortunately, this would not work if the enemy has considerable air forces. You could send in all your fighters in hope of sucking out the enemy interceptors but they might now show which would mean it would be unwise to send in your dive bombers. The way things SHOULD work in air combat, IMO, would be both attacking and defending forces are split up into waves (fighters first then any bombers), based on the stacking limit. In other words, with the stacking limit at 100, all the fighters in the attacking force would be divided up into waves of 10 each, and the same would then be done for each of the different types of bombers. The intercepting force would also be divided up into waves, though in this case it would just be fighters. Then, these waves would be 'lined up' so to speak, and the first intercepting wave would fight the first attacking wave (just for a round or two), and if they got through that with enough force that they continue, then they move on to the second wave, etc. After the first wave of interceptors was done (usually reach the point where they retire due to losses including damage), then the second wave 'runs the gauntlet', and so forth. Waves from the attacker could, and usually would, also retire due to losses and damage. Then, assuming there are still bombers left after any interception, they would go in on their bombing run in waves also, with no negative modifiers. But, any flak would get to fire at each wave in succession. Uh, I think this could all be done on one combat screen. Not sure I am explaining this all that well but, having played Grigsby's WitP and WitE, this is pretty much the way things are done, though in these cases the 'waves' are predetermiend by the aircraft in each squadron. In WitP, there are limits as to how many of a given type of aircraft that you can put in each air squadron. In WitE, the number of each in a given squadron is set and you cannot change that. But, given this, air combat is fought in a series of 'wave vs wave' combats and, IMO this is pretty realistic. Yeah, it is conceivable that in ATG that there would be limits of how many aircraft could be in a given unit.... but that would be something ATG does not do right now so, better if the units were broken up into 'waves' at the point of air to air combat resolution. I think an approach like this would resolve both the 'big stack' problem and also the 'picking off stragglers' problem. Zaratoughda
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