loki100
Posts: 10920
Joined: 10/20/2012 From: Utlima Thule Status: offline
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Air War Seriously suggest start by using the air directive creation routine (again Red Lancer's one page guides are your best friend). Imagine you are Churchill after that 15th brandy and you are dictating priorities to your air commanders. So you tell the commander of 2 Tactical Air that you want 60% of his planes flying ground attack - interdiction, 20% doing ground attack - unit and 20% on ground support. You tell Harris that you want Bomber Command hitting German manpower and HI (you might as well tell him this as he'll do it anyway). The system will then turn these priorities into actual Air Directives and it does a pretty sensible job of picking the right planes with the right load outs for these missions. Since its what the AI is doing, its more than good enough. After a while, start looking at the created ADs. You can modify them manually. Perhaps you want the bombing area to be reduced, or the primary target changed, or perhaps to cancel a particular mission. This starts to give you a feel for what works etc. You can leave it there for AI games. Going deeper is interesting, you can choose which planes with which bomb loads do which mission. But approach this by steps, it does get intuitive after a while. If the whole thing fills you with horror, you can fully automate, just tell the AI to handle the entire air war. Interdiction While bits of the air war show WiTE as the root, mostly its very new. There are three clusters of land bombing missions: Ground Support Ground Attack Strategic Bombing Ground Support you know from WiTE, you assign planes to a land HQ and they will support any relevant combat (in both turns). You can assign to say SHAEF (and they will help out in any combat in N Europe) or to a single corps (where they will only support that corps). Going to high level command can be efficient ... not least in most turns you only see 3-5 actual attacks but linking to a lower level means your planes are fresh and ready for a particular offensive. Ground Attack is a cluster of missions that you would give to tactical aircraft. In the game these are mostly Fighter Bombers and 2 Engined Level Bombers. Some are to hit infrastructure (port and railyards), some directly impact the battlefield. Here you have two - unit and interdiction. A 'unit' mission is to go and bomb the units in a hex, it aims to cause immediate losses to the target formation, it can be devastating as a strong unit can be ripped to pieces before the combat phase (and as you know the combat model means that disrupted elements do not fight). An 'interdiction' mission is to go and bomb anything that moves in a given hex(es). A lot of things move, supply, reinforcements, units moving, reserves reacting to combat, units retreating from combat. For damage/plane this is the better mission but the effect is indirect (you also take less flak losses as your pilots have a bit more choice where they go). Strategic Bombing in turn has a variety of specific targets. Some overlap with the Ground attack list (ports and railyards), some are unique. Strat bombing can only be done by 4 engined bombers (the best choice) and 2 engined level bombers (an ok choice). Its a very different aspect to the game and I'd strongly suggest playing both the intro air scenario and something like Point Blank. Use the approach above - give it to the AI, set your mission priorities, do it yourself - till you start to see how it works out.
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