Air power

Post advice on tactics and strategies here; share your experience on how to become a better wargamer.

Moderators: JAMiAM, ralphtricky

User avatar
freeboy
Posts: 8969
Joined: Sun May 16, 2004 9:33 am
Location: Colorado

RE: Air power

Post by freeboy »

ok, do these strikes relate to any particular settings? I was told in these forums that they where related to amount of planes set to cs related to your own air superiority... so it is fixeed? I guess in the edit system somewhere?
"Tanks forward"
User avatar
Veers
Posts: 1324
Joined: Tue Jun 06, 2006 6:04 am

RE: Air power

Post by Veers »

ORIGINAL: golden delicious
Interdiction.

There's supposed to be a fixed number of interdiction strikes calculated at the start of the turn, and if these don't get used up during movement, the game makes up for it at the end of each round.
Freeboy
ok, do these strikes relate to any particular settings? I was told in these forums that they where related to amount of planes set to cs related to your own air superiority... so it is fixeed? I guess in the edit system somewhere?

The number of strikes are fixed at the beginning of each turn, after they are calced at the beginning of each turn. It should be relative to the number of craft you have on interdiction?
To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.
User avatar
freeboy
Posts: 8969
Joined: Sun May 16, 2004 9:33 am
Location: Colorado

RE: Air power

Post by freeboy »

right, ok, so at the begginning of the turn both sides have there attacks calced out and then each is done as the individual sides play out.. more clear...
"Tanks forward"
User avatar
golden delicious
Posts: 4121
Joined: Tue Sep 05, 2000 8:00 am
Location: London, Surrey, United Kingdom

RE: Air power

Post by golden delicious »

ORIGINAL: freeboy

right, ok, so at the begginning of the turn both sides have there attacks calced out and then each is done as the individual sides play out.. more clear...

I'm not 100% clear on this, mind. JAMiAM or Ralph could probably refine my answer.
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
User avatar
golden delicious
Posts: 4121
Joined: Tue Sep 05, 2000 8:00 am
Location: London, Surrey, United Kingdom

RE: Air power (newbie follow-up questions)

Post by golden delicious »

ORIGINAL: murphstein

1) I have my fighters set on AS, close to the front, in range of the target Sov airfields. Do I set them to Minimize, Limit or Ignore Losses? My ground units are getting 7-8 combat rounds in, so I'm guessing Min is the right choice.

Only units directly assigned to attacks will consume rounds. Fighters on air superiority in this case should be set to ignore losses; this will make them more likely to participate in air combats in their range.
2) For my bombers attacking the VVS airfields (targeting fighters, fields with no ground units, fields with bigger stacks, fields under my own fighter cover), I assume I use the same loss settings as my covering fighters, i.e., Min Losses to get maximum rounds in?

I suppose. You may find that with positive shock (i.e., over 100), you can do no wrong with regard to rounds.
3) As I understand it, I need to launch at least 2 rounds of airfield attacks in Turn 1, one to disorganize the VVS, and the second to wallop them on the ground. Do I continue launching round after round of airfield attacks, or does the law of diminishing returns suggest I stop after 2 or 3 attacks? I'm playing with FOW on, so I have only a rough idea (initial VVS deployments - % damaged per raid) of what targets remain at what fields in the later rounds of attack.

You'll have to use your judgement. Are there better ground targets available?
If I overrun an airfield with my ground units, the Sov air units retreat to another field, and are presumably disorganized? Is it "better" to not overrun the airfields and let the LW attack VVS units spotted by my ground units, or to overrun the fields and hunt down the survivors further to the rear in later rounds?

A bit gamey to leave them be, but in purely game-winning terms, if you're that close then roll up the artillery and blast away with that. It's cheaper than bombers.
5) And maybe for another thread, can someone explain when and why the Axis would want to destroy bridges in Classic Barbarossa? I get the general operational doctrine of sealing off the killing zone to prevent reinforcement by the enemy, but in this particular scenario, movement penalties for crossing non-super-rivers seem to be insignificant.

The penalty isn't scenario-dependent. If it's low, the units in question must have plenty of engineers.

Personally, I'd be reluctant to bomb bridges anywhere near the frontline whilst on the offensive with the Germans. Further back, perhaps.
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
JAMiAM
Posts: 6127
Joined: Sun Feb 08, 2004 6:35 am

RE: Air power

Post by JAMiAM »

ORIGINAL: golden delicious
There's supposed to be a fixed number of interdiction strikes calculated at the start of the turn, and if these don't get used up during movement, the game makes up for it at the end of each round.
I don't believe this is correct. It is my understanding that the interdiction probabilities are determined at the start of the turn, during the ABP, based on the proportion of friendly:enemy territory, and the numbers and ranges of the aircraft left set on Interdiction missions, from the previous turn. This probability is slightly modified upward for certain terrain features, and downward for others.

As movement is conducted, the probabilities are checked for each hex moved into, by each unit, and if an attack is triggered, interdicting units fly out to strike the targets, with a possible furball occurring. After movement is finished, and before the attacks begin (or before the turn ends), then a single check for each hex occurs to determine whether the hex is hit by an interdiction attack.

I may be mistaken, and Ralph could clear it up, but this is the way that I see it happening, at present.
User avatar
golden delicious
Posts: 4121
Joined: Tue Sep 05, 2000 8:00 am
Location: London, Surrey, United Kingdom

RE: Air power

Post by golden delicious »

ORIGINAL: JAMiAM

I don't believe this is correct. It is my understanding that the interdiction probabilities are determined at the start of the turn, during the ABP, based on the proportion of friendly:enemy territory, and the numbers and ranges of the aircraft left set on Interdiction missions, from the previous turn. This probability is slightly modified upward for certain terrain features, and downward for others.

As movement is conducted, the probabilities are checked for each hex moved into, by each unit, and if an attack is triggered, interdicting units fly out to strike the targets, with a possible furball occurring. After movement is finished, and before the attacks begin (or before the turn ends), then a single check for each hex occurs to determine whether the hex is hit by an interdiction attack.

I may be mistaken, and Ralph could clear it up, but this is the way that I see it happening, at present.

I'm not convinced either of us have it right.

However at this point I'll jump in and say interdiction attacks shouldn't happen on static units. This was a new feature added some time ago and it's not a good one.
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
User avatar
freeboy
Posts: 8969
Joined: Sun May 16, 2004 9:33 am
Location: Colorado

RE: Air power

Post by freeboy »

ok, I just had the nasty Nazis attack my freedom loving comrades in Stavastapol who where not moving by interdiction, are those considered static per above?
"Tanks forward"
JAMiAM
Posts: 6127
Joined: Sun Feb 08, 2004 6:35 am

RE: Air power

Post by JAMiAM »

Yes, that's what he's referring to as static.
User avatar
freeboy
Posts: 8969
Joined: Sun May 16, 2004 9:33 am
Location: Colorado

RE: Air power

Post by freeboy »

ok, I thought he said they "shouldn't" as in the rules prohibit ... not commen sense tells us They shold not! ok, clearer than mud now
"Tanks forward"
Post Reply

Return to “The War Room”