Attacking/Airpower help Question

Norm Koger's The Operational Art of War III is the next game in the award-winning Operational Art of War game series. TOAW3 is updated and enhanced version of the TOAW: Century of Warfare game series. TOAW3 is a turn based game covering operational warfare from 1850-2015. Game scale is from 2.5km to 50km and half day to full week turns. TOAW3 scenarios have been designed by over 70 designers and included over 130 scenarios. TOAW3 comes complete with a full game editor.

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demyansk
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Attacking/Airpower help Question

Post by demyansk »

I am curious about the use of airpower. Most times I attack with my units and I don't use the plan attack option. Therefore, if my air units are in the Support role will they automatically assist me in my attacks? What do othe rpeople do that's most favorable?
thanks
Demy
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1_Lzard
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RE: Attacking/Airpower help Question

Post by 1_Lzard »

ORIGINAL: demjansk
I am curious about the use of airpower. Most times I attack with my units and I don't use the plan attack option. Therefore, if my air units are in the Support role will they automatically assist me in my attacks? What do othe rpeople do that's most favorable?
thanks
Demy

IIRC airpower points work exactly like artty points, that is, they WILL assist but only at 1/2 power unless pushed.
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Telumar
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RE: Attacking/Airpower help Question

Post by Telumar »

Yes, they will automatically support any attack within range (and will have to pass a communications check/depending on support scope), but only at half strength. Units that are added to a certain battle exclusively will support with full strength. Also note that if you order a lot of attacks your air units may get down to cherry red within one single turn when on Combat Support.

What is most favourable depends on the situation. If you think you need that extra punch for a certain battle go for direct air support. If you think you'll need the combat support from your air units during the enemy turn leave them on combat support. With air parity and/or enemy air superiority this of course is not such a good idea.. There's no hard rule. It all depends.

EDIT: Ah Kurt was faster..
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sPzAbt653
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RE: Attacking/Airpower help Question

Post by sPzAbt653 »

What do other people do that's most favorable?


I like to have as little work as possible, so I assign air units missions and leave them on their own, generally. When playing a new scenario I will spend some time at the beginning of turn 1 taking a look around to get an idea as to what I might should do with the available air units. I'll then play the turn and that will give another idea as to what is going on. At the beginning of every turn, I phase thru the air units to see what their condition is, and change missions or assign them to rest, depending on the situation. Hmm ... seems like a lot of work.

For example, in D21 I like to keep the Axis airforce at maximum effectiveness by assigning any units that start a turn at less than 100% to 'rest'. This because I have the opinion that the Axis become quickly outnumbered and it is better to have a handful of 100% effective/ready planes than to have two handfuls of 50% effective/ready planes. Just my opinion.

For another example, in Goodwood, I assign the air units missions and leave them be turn after turn. The Germans have no air force in that one so I don't care if my Typhoons attack ground targets at 50% effectiveness.

As Telu and Zard-man said, for greater effectiveness assign direct support when it matters.
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