Bombing airfields can only be done with the first 33% of an air group's air miles. This allows strikes against those more remote enemy airbases. Send airbases forward into newly-captured territory and then transfer air groups to them. So bombing at full range is not the best option. Usually air force missions are more effective with the use of a staging airbase as near the target as possible. Manually selecting which air units for various missions can make them much more effective. To avoid air groups from flying ground support if you want to save them for other missions, you can set their aircraft ranges to one hex. So do not do so much ground bombing that they are too fatigued to give ground support. Ground support (which happens automatically with your ground unit battles) is three times more effective than ground bombing. Bomb units with highest detection levels, lowest fortification levels, the better enemy units first (guards/elite/motorized) and best of all bomb units before they retreat due to one of your ground attacks - the enemy your air disrupted can become loses if they then have to retreat. Always consider how to use your air forces and what air units to assign for a specific mission. Many players have a tendency to get caught up in a separate air war, where they squander their resources trying to shoot down one more enemy fighter instead of using those resources to kill off a few more enemy ground units. The strategic purpose of any air force is solely to impact ground operations, either directly (bombing, recon etc) or indirectly (by preventing the other side's primary efforts). Air doctrine and national reserve (Telemecus): fb.asp?m=4702001 Managing air swaps, upgrades, and replacements (Telemecus): fb.asp?m=4515266 Kabuki dance example (Crackaces): fb.asp?m=4389394 ![]() Training game air overview and kabuki dance explanation (thedoctorking): Kabuki dance diagram (Telemecus): fb.asp?m=4493996 ![]() 8MP air war review (Telemecus): fb.asp?m=4610152 Axis turn 1 air example (eskuche): fb.asp?m=4774148 Axis turn 1 air example (Telemecus): fb.asp?m=4640414 I admit that I'm really just gathering information from other experts and will try to give credit to those especially for long detailed references (if I miss crediting anyone please just PM me). Hopefully this can help consolidate the information for the next person who struggles through the air system learning curve. So I tried to collect up a few of the tips/references folks have provided me and what I could find on the forum. So after reading the updated manual a few times, I think I have a sense of "what" you can do but its very dense and doesn't really give any direction on "how" or "why" to do things. ![]() So I'm trying to better understand how to use the air system beyond just clicking to bomb a somewhat random bunch of units/airbases and having it automatically select which air groups then moving my air bases and HQs forward like regular units with the air groups still in them (yes I'm sure all the experts gasp and cringe now).
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