You can see that only a few of my fighters are fatigued into the mid teens. But most of the others should still be capable of interception but are not doing so. Thus why I am "speculating" zone saturation of intercepts. But the minute I go past a specific number of hexes these fighters will then intercept. Again, all speculation on my part and probably totally wrong. But I will eventually figure it out.
I have made some very nice progress on my fighter Morale and experience. Fighters need your tender loving care, if you take care of them they will take care of you :)
Even my Slovakian Fighters got in on the action with 34 kills :) Too bad this Disbands on turn 28 :( The other Slovakian fighter group got 30 kills that does not disband :)
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The only thing I can think of is if your percent required to fly and or escort AC percent have been exceeded?
I think the defaults are 20, 100 and 100. I have tweaked them down to 10, 100 and both 100, 50 and 25 in the past and saw interceptions. Not sure if that is the issue, or if they are out of range or if there fuel is spent or if the miles flown are exceed?
Just guesses...
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The only thing I can think of is if your percent required to fly and or escort AC percent have been exceeded?
I think the defaults are 20, 100 and 100. I have tweaked them down to 10, 100 and both 100, 50 and 25 in the past and saw interceptions. Not sure if that is the issue, or if they are out of range or if there fuel is spent or if the miles flown are exceed?
Just guesses...
Ya, I thought the same and changed the % before posting. I will sleep on it and see what comes to mind after a nights sleep
The only thing I can think of is if your percent required to fly and or escort AC percent have been exceeded?
I think the defaults are 20, 100 and 100. I have tweaked them down to 10, 100 and both 100, 50 and 25 in the past and saw interceptions. Not sure if that is the issue, or if they are out of range or if there fuel is spent or if the miles flown are exceed?
Just guesses...
Ya, I thought the same and changed the % before posting. I will sleep on it and see what comes to mind after a nights sleep
Still does not explain why the same fighters, before I changed the setting lower, intercepted further out than the area they were intercepting in up close. Anyway, going to bed. Good night all and thanks for listening to my rumblings
I will be updating this AAR with some more info later tonight. But first I want to take a moment and send Zovs well wishes and prayers during this time of a suffering family member. Please take a moment and send Zovs a message. I am sure he would appreciate the support during these times.
Thanks @Erik and @Speedysteve. Really do appreciate it.
Its hard and sad to watch a loved one struggle to breathe and there is nothing you can do but be with and love on them.
Thanks to any future well wishes but lets respect HLYA's AAR and not clutter it up too much.
I look forward to playing him and playing as the Russkies, never done that yet with WITE2.
My AAR is everyones AAR & please continue to send well wishes & Prayers to Zovs family in this AAR. This is about the people that enjoy the game sharing both the game and life experiences. In this case we all need to support you Zovs during your time of need.
I have been meticulous in using my armor. What to attack, in what terrain to attack Soviets in, and how far I move them. I am almost done the turn and so far this is my armor losses from attacks, ONE (1). Yes, only one. I should be able to finish the rest of the turn with that number.
I am also over over 4,200 Soviet aircraft destroyed with only 32 German aircraft lost. Which has made my pilots morale skyrocket & skill rise. I will do my bombing like this for now to get German fighters stats higher. Started this in my last AAR and I am happy with this for now on until I muse another thought into action.
(Please note this is NOT end results for the turn in the picture, that is soon to follow once I complete the turn)
Here are the air losses so far in the turn (not end turn losses yet but think it will be). Says 29 German for 4,209 Soviet. I am going to go with 32 German for 4,209 since that is the turn total
Zovs informed me that he was ready to continue to the game today. I refrained from posting in the thread until today to give Zovs the needed time to mourn the loss of a loved one. Our hearts go out to Zovs & his family.
I used a total of 4 AP. I DID NOT build a single depot the first turn. I mentioned this earlier in another post talking about motorization and not building depots or just one(It was a conversation with Joel Billings if I remember correctly in that post). I spent 4 AP to motorized 1 regiment (2/291) to take Ventspils, and motorized another infantry Division to take Riga (1st Inf Division). I have 15 AP saved for the next turn & if I am correct the front depots should fill up nicely but at a cost of a bit longer truck path which is ok with me.
Zovs has the turn, and just like all my AAR's they are real time and my opponent can read them if they like, even comment.
I moved OKH to Berlin, I then went through and moved all the SU's to OKH by hand, LOL. I will have all my SU's in OKH next to a NSS :). What more can you ask for?
Please note that I really don't use SU's much if any until turn 7. So why leave them with the units or HQ's when instead they can be on the fountain of life (NSS) :-)
Also note that I set supply 2 for everyone, even OKH in the last snapshot. Supply 2 is the sweet spot and playing with supply 1 you are asking for trouble if you know not what you do.
Guess what? I also moved my bombers to within 3 hexes of the NSS. I don't care if it takes double horse freight since I have infinite from the "fountain of life"(known as NSS) :-). Again, I really don't used my bombers until around turn 7 so I am totally happy with this.
Not only does Germany have one "Fountain of Life"(NSS) there are others and I put the bombers from Luft 4 around a 2nd "Fountain of Life"(NSS). Again, I won't use many bombers until I run into tough opposition. (I did put some fighters over there too)
I learned in my last two AAR's that I want only 1 export and one import port. This is my experience and am going to run with it here. As such I have made Danzig (30 rail hexes from Berlin) my export port and every other port is set to ZERO (0) on the coast. I have one import port and that is it. Last AAR games I saw freight going between ports and kind of narrowing it down this time since there should not be any ambiguity what should happen. Now what does happen is another story :-).
Well, I messed up :(. This unit was supposed to be on refit but forgot to do so :(. At least it will still get replacements since I have 5 units over 50 TOE and only 1 PZ, although this was supposed to be the 2nd, to get refitted replacements. The last hex and this hex have HQ's and depot. Just suxs I forgot to set to refit. But at least it will get replacements.
4th and 9th Army jumped off too late and had to AD Hoc the moves. Normally I get all Soviets out of level 2 forts on the front line. But in my haste I cut off this area rushing to Minsk with 2nd & 3rd Panzer. Once units are surrounded the route points become areas "outside" of the pocket even if it was made that turn. I normally leave a one hex corridor to take care of this but as normal I had my Head up my arse so far in this game :(. So 4th and 9th army improvised and broke down into many regiments to compensate this area. It isn't all bad but will take more deliberate attacks next turn & slow their movement. Oh well.
I secure the Northern end of the Minsk pocket and should be leak proof. Should be but never know. Traversing two German lines should prove fail-proof. 99.9999999999999999% of the time ;-P
The two black lines here are my current Rail lines. I am converting the dual track line and the single track line running Parallel to each other. Remember I did not build any depots yet at all.