Help with Interdiction

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Help with Interdiction

Post by Hofstadter »

Would somebody be able to tell me how to maximise my interdiction levels on the Breakout and Persuit campaign. I have the 2nd RAF tactical airbase putting a interdiction heavy ground attack on the west with RAF transport putting down interdiction recon, but the most I can get is interdiction levels of two or three.

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zakblood
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RE: Help with Interdiction

Post by zakblood »

i'm no expert so more than likely wrong, but change the weather which atm is set to poor to all, this is a manual raid or a auto AD plan one?

change target priorities to interdiction and units only, to test leave the auto AD plan one set, then add in a manual one by selecting another Grd attack and making a target over the same area, bigger or smaller it doesn't matter which, set the same plan, same heights, same weather and confirm it, fly the missions and see which one does better, the auto air one or your manual new one etc, with time it will go up if you do it for long enough, add in some recon and fighter cover over the same box adds to the axis losses to interdiction and try to do also one of the AD off auto with a manual group add, as i see it's on auto atm regarding amount flown, manual one can set heights, amount on missions % etc etc, rest and rotate and repair only comes into play over time, so first mission for me is if you need a instant boost is maximum effort then once damage is done rest after than can rotate and be done on auto if needed[&o]

also if you're testing only, use the same game turn and reload it a few times, so before you run it, save it as let say test, then alter the mission, run the test, see the results, screen shot them, and replay the test save again, alter it and run again and compare, there will be a random element in it as you will never get the same results regarding air interdiction etc fighter cover and replies from axis air, but overall it should compare to a % degree, good luck, and hopefully somebody with more knowledge may give a better or ever correct reply if i'm wrong, as it's 50/50 with my answers tbh
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RE: Help with Interdiction

Post by zakblood »

so to recap, as VP's are all targets, so no points to destroy anything else etc, target units only in AD plan


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zakblood
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RE: Help with Interdiction

Post by zakblood »

then set AD plan


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for me as i'm useless at it,

AI manage air, click

set AD, click,

summary, click and alter
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RE: Help with Interdiction

Post by zakblood »

which gets you here

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where you can manually set up your own with ease, and either fly both your manual ones and the auto ones, or cancel the ones you don't want to fly etc
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Hofstadter
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RE: Help with Interdiction

Post by Hofstadter »

ORIGINAL: zakblood

i'm no expert so more than likely wrong, but change the weather which atm is set to poor to all, this is a manual raid or a auto AD plan one?

change target priorities to interdiction and units only, to test leave the auto AD plan one set, then add in a manual one by selecting another Grd attack and making a target over the same area, bigger or smaller it doesn't matter which, set the same plan, same heights, same weather and confirm it, fly the missions and see which one does better, the auto air one or your manual new one etc, with time it will go up if you do it for long enough, add in some recon and fighter cover over the same box adds to the axis losses to interdiction and try to do also one of the AD off auto with a manual group add, as i see it's on auto atm regarding amount flown, manual one can set heights, amount on missions % etc etc, rest and rotate and repair only comes into play over time, so first mission for me is if you need a instant boost is maximum effort then once damage is done rest after than can rotate and be done on auto if needed[&o]

also if you're testing only, use the same game turn and reload it a few times, so before you run it, save it as let say test, then alter the mission, run the test, see the results, screen shot them, and replay the test save again, alter it and run again and compare, there will be a random element in it as you will never get the same results regarding air interdiction etc fighter cover and replies from axis air, but overall it should compare to a % degree, good luck, and hopefully somebody with more knowledge may give a better or ever correct reply if i'm wrong, as it's 50/50 with my answers tbh

Targets are always only interdiction. I changed and diverted EVERYTHING to the western front for recon and interdiction. Only goes up to 3. No idea why people are getting values of seven. I am copying the AAR by seminole to the letter.
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zakblood
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RE: Help with Interdiction

Post by zakblood »

well i can't compete with him, as he knows far more than me, so better to wait them and see if he replies, as his will be correct where as mine maybe or could be wrong i'm sorry to say, not only has he played and tested it longer and knows far more than me, he's not a beginner like me, where as i try to help, but doesn't always give the best or most correct replies, while i think i know something, i'm more than often proved wrong with this epic and great game / sim[&o][&o][&o]

good luck


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zakblood
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RE: Help with Interdiction

Post by zakblood »

where the boxes overlap, the score on one turn is good, next time will be higher still, and that was a auto one, if i'd altered any to do a manual one as well, with 100% effort flying, yes my losses would have been higher, but also the results


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altering the size of the box so the intersection cross on your front lines will give max interdiction scores of 8 to 9 on the front lines, where as my box and score where behind the front lines, but decreasing the box by one will sort that out as simple and easy to do and re test for imo
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zakblood
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RE: Help with Interdiction

Post by zakblood »

test one loses

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with a auto AD plan, so alter it and reply the same turn and see the results, or wait for a better more correct reply[&o]
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RE: Help with Interdiction

Post by zakblood »

In my opinion there's no game on the market with this level of depth if a player wishes to use it or needs it, i can test on any level of depth and enjoy it, from it's most basic form, a hex based turn based game and really enjoy myself to sit back and turn it up and really go to town with details on every unit fighting stat's etc, the depth is there if anyone wants to alter it, from any level of player skill and ability.

so if a player wants to enjoy themselves from a Panzer Corps type game to above, skill and knowledge matters little, as it can be altered to suit, and as the skill of the player / user grows, so can the depth of the game be altered to match, so imo it's a game for years if not decades and well worth the time and investment into what is a benchmark of gaming history, what is WITW[&o][&o][&o]

love it, play it, enjoy it, as it's fun at any level[;)]
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RE: Help with Interdiction

Post by loki100 »

ORIGINAL: Hofstadter


...

Targets are always only interdiction. I changed and diverted EVERYTHING to the western front for recon and interdiction. Only goes up to 3. No idea why people are getting values of seven. I am copying the AAR by seminole to the letter.

I think that Seminole's AAR is with quite an old patch - may not be relevant but things change.

You don't need interdiction every where for it to be effective. My logic in this scenario (or a campaign at this stage) is to use 2/4 engined bombers to hit the rear - go for obvious rail junctions and use rail interdiction. This will choke off resupply and make strategic movement much harder.

Then think of where your attacks are going to be. Set up small (1 hex if you need to) blocks around this using your FBs. This has two advantages (use interdiction here), any German unit retreating into those hexes pays a penalty and of course any German unit moving into those hexes takes losses.

Then plaster a suspected reserve formation - this will reduce the chance of a reserve reaction and make them pay if they do.

Remember that an interdicted hex where no one moves is a waste of airpower. So getting #3 across the front may be less effective than a few well chosen #5+ on critical hexes.

The idea of interdiction is it is an indirect force multiplier to your land operations. So start from thinking about your intended pattern of attack and set up interdiction around that. The second gain is choking off supplies, but this is often again best targetted at the key sector and then more generally at the rail net.
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zakblood
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RE: Help with Interdiction

Post by zakblood »

must admit i totally agree with above, a few well placed 1 hex boxes with a planned targeted approach does seem to pay off and limits losses so a more sustained attack can be maintained for longer.

my tests are as such,

remove all units from the map, to display the terrain, plan a break out on the best terrain for quicker or easier movement v best chances of success, look at the objectives / VP's and decide if the quickest approach is the best or easiest, s if you think it is, so will the other side and mission maker / planner, so rule that one out and pick / select another, more round about but doable, will take longer but maybe cause less loss so have stronger units to alter later if needed if you see a opening etc...

plan which unit will attack or assault and where, and which will probe of just do defence or feints etc to put off the AI defenders, then plan the AD plan accordingly.

mass enough forces to get a good combat ratio to succeed without using your stronger forces which will be moved into the gaps made in the line to do secondary attacks on already weakened forces, eg don't use tanks / armoured forces on frontal city / town hexes or fortified ones, keep them in reserve for the breakout and knock out blows / follow up attacks etc

the hedgerows atm are hard going for armour, so don't throw them away in needless attack were infantry does a better job, amass some good engineers and artillery units to support and give good HQ support with good close in work, HQ's have good arty values for support etc, so bring them up and use them, while not front line troops so shouldn't be put in harms way, i still use them on the second line so get a bonus to attack from support
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RE: Help with Interdiction

Post by Hofstadter »

Thanks for the hints. I managed to up the up the interdiction by raising the unit value on one of the attacks. Which is odd. I'm not very used to this yet, as I'm coming in fresh from WITE
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RE: Help with Interdiction

Post by RedLancer »

What loadouts are you using? Rockets and small bombs are better.
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RE: Help with Interdiction

Post by Hofstadter »

Honestly I don't know much about loadouts yet. I only know the difference between level bombers and fighter pilots and such

And yeah, seminoles AAR is all the way back in march. And the AI in his game, for some reason, decided to abandon france. They seem to pull their entire line back each time he makes a breakthrough, while im just managed to slog my way through paris on turn 10.
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zakblood
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RE: Help with Interdiction

Post by zakblood »

each update makes the AI smarter and changes a few bits of this and that, so a lot has changed since that ARR tbh
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Helpless
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RE: Help with Interdiction

Post by Helpless »

Interdiction numbers can be quite random, especially on the "easy" terrain hexes in good weather.

Some hints:

- Bump doctrine mission percentage for the ground attacks or set required AC to make it more numerous.
- Assign air groups to AD (use FB/TacB) to avoid LB to be auto assigned.
- Recon hexes prior interdiction. Ex. you can run recon on day 1-7 and start massive interdiction on day 2-3.
- Narrow AD area.
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Chuske
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RE: Help with Interdiction

Post by Chuske »

Looks like you are getting some good advice here, there is also an older thread which might have some useful stuff in it albeit with older patch

tm.asp?m=3788023
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Hofstadter
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RE: Help with Interdiction

Post by Hofstadter »

ORIGINAL: Helpless

Interdiction numbers can be quite random, especially on the "easy" terrain hexes in good weather.

Some hints:

- Bump doctrine mission percentage for the ground attacks or set required AC to make it more numerous.
- Assign air groups to AD (use FB/TacB) to avoid LB to be auto assigned.
- Recon hexes prior interdiction. Ex. you can run recon on day 1-7 and start massive interdiction on day 2-3.
- Narrow AD area.


I have no idea what any of those acronyms mean. Except AD
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zakblood
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RE: Help with Interdiction

Post by zakblood »

ORIGINAL: Helpless

Interdiction numbers can be quite random, especially on the "easy" terrain hexes in good weather.

Some hints:

- Bump doctrine mission percentage for the ground attacks or set required AC to make it more numerous.
- Assign air groups to AD (use FB/TacB) to avoid LB to be auto assigned.
- Recon hexes prior interdiction. Ex. you can run recon on day 1-7 and start massive interdiction on day 2-3.
- Narrow AD area.

FB = fighter bombers
TacB = tactical bombers
AD = Air Defence
AC = aircraft
LB = light bombers
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