An example of one such recent air attack is illustrated below where,as you can see, 352 sorties by rocket equipped air groups against the 2nd SS Panzer in clear terrain (entrenched at only level 1) and clear skies resulted in only 1 destroyed tank.

Moderator: MOD_WarintheWest



ORIGINAL: Helpless
It was "nerfed" with the bug fix, not by the balancing it out.
Current direct AFV casualty rate to rockets is considered to be close to historical. Rockets were very inaccurate. They still cause lots of disruption, which is the way to reduce enemy CV prior the battle.
I'm not saying there is not some disruption happening, but I do not think it is generally significant.
ORIGINAL: Helpless
I'm not saying there is not some disruption happening, but I do not think it is generally significant.
It is very significant, but unit is recovering from it quite fast. So attack on the ground should follow.
ORIGINAL: KWG
Could the 2 AA units attached to 2SS, plus it's own, have something to do with its fighting through Allied aircraft to arrive as reinforcements?
Not sarcasm, As i give my panzers lots of AA and would like to know if it does make a big difference.
ORIGINAL: Harrybanana
ORIGINAL: KWG
Could the 2 AA units attached to 2SS, plus it's own, have something to do with its fighting through Allied aircraft to arrive as reinforcements?
Not sarcasm, As i give my panzers lots of AA and would like to know if it does make a big difference.
I am sure those AA had a lot to do with it. QBall is a very good player and he knows how to use his SUs effectively. In hindsight it was also admittedly unfair of me to choose this particular battle to focus on, when all of my other attacks were successful.
Rereading my posts I admit that I sound very sour grapish (is that a word?). That was not my intent. I believe the Air Game generally works very well, but it could use some tweaking. In particular:
1. I still think afv losses to air attack (especially rockets) have been nerfed too much.
ORIGINAL: Harrybanana
ORIGINAL: Helpless
It was "nerfed" with the bug fix, not by the balancing it out.
Current direct AFV casualty rate to rockets is considered to be close to historical. Rockets were very inaccurate. They still cause lots of disruption, which is the way to reduce enemy CV prior the battle.
Difficult for me to comment as I'm not sure exactly what the current direct AFV casualty rate to rockets is. But from playing the game it appears to be about 1 tank for every 300 to 500 sorties. If so then, IMHO, that is too low. Yes I am aware that the rockets were inaccurate, but the kill rate was still much higher than that. For example, near La Baleine in Normandy the pilots flew 99 sorties and claimed to have destroyed 17. In fact it could only be "confirmed" that they destroyed 2. But that is still a ratio of 6 tanks destroyed in 300 sorties. Similarly during the 4 days of Operation Goodwood the Typhoon pilots claimed 222 tanks destroyed when in fact only 10 could be "confirmed" as attributable to them. But that is still 10X more tanks then my gaming experience is showing me being destroyed by rockets.
Also you need to keep in mind that just because BOR (British Operational Research) could not "confirm" that a tank was destroyed by a rocket does not mean it was not, it just means that it could not be confirmed. In some cases it was simply impossible to determine how the tank was destroyed. Finally, several tanks that were not "destroyed" by rocket equipped aircraft were abandoned because of them. Which, of course, is just as good as destroying them.
For myself I think the proper kill ratio should be something like 1 tank destroyed for every 25 sorties against unentrenched tanks in clear terrain and then modified from there for entrenchment and other terrain. Just one mans opinion. But I guess it is Gary's opinion (or is it Helpless?) that matters.
One final thing is that I could accept destroying less tanks if I actually believed that the rocket attacks (or regular bombing attacks for that matter) significantly reduced a units morale/organization; but again my gaming experience is that doesn't happen. I'm not saying there is not some disruption happening, but I do not think it is generally significant. And it isn't just air ground attacks, as far as I am aware a panzer division can reserve move into battle through several hexes of interdiction without being affected by that interdiction at all. If I am wrong about this my apologies.
ORIGINAL: MechFO
ORIGINAL: Harrybanana
ORIGINAL: KWG
Could the 2 AA units attached to 2SS, plus it's own, have something to do with its fighting through Allied aircraft to arrive as reinforcements?
Not sarcasm, As i give my panzers lots of AA and would like to know if it does make a big difference.
I am sure those AA had a lot to do with it. QBall is a very good player and he knows how to use his SUs effectively. In hindsight it was also admittedly unfair of me to choose this particular battle to focus on, when all of my other attacks were successful.
Rereading my posts I admit that I sound very sour grapish (is that a word?). That was not my intent. I believe the Air Game generally works very well, but it could use some tweaking. In particular:
1. I still think afv losses to air attack (especially rockets) have been nerfed too much.
Actual kills of AFV's were very low, at least during Normandy, which itself is arguably an aberration since extremely heavy concentrations of air power could be brought to bear on a comparatively small and compartmentalized area.
Long thread on the subject.
http://www.dupuyinstitute.org/ubb/Forum ... 00010.html
and
http://mr-home.staff.shef.ac.uk/hobbies/rocket.txt
the original;
http://www.tandfonline.com/doi/abs/10.1 ... ode=fjss20
ORIGINAL: Harrybanana
3. The fact that interdiction has absolutely no effect on reserve moves is a serious flaw in the game. This is exactly where historically interdiction was most effective.
ORIGINAL: loki100
ORIGINAL: Harrybanana
3. The fact that interdiction has absolutely no effect on reserve moves is a serious flaw in the game. This is exactly where historically interdiction was most effective.
just to stress, this is not the case. Part of the chance for a reserve unit to react is the ratio of movement points/movement costs (this is why armour is more likely to respond and why its best if units don't move in the turn). Interdiction, among other things, raises the MP cost of a hex, so reduces the chance of an interdiction happening.
you can argue the current impact is not enough, or too much, but its there.
ORIGINAL: Harrybanana
I received QBalls most recent turn and he flew 773 FB sorties against my American tanks and destroyed 53 of them. A ratio of 1 tank destroyed for every 15 sorties. He tells me his airplanes were armed with bombs. So maybe the answer is that bombs are now superior tank killers to rockets. I am really curious as to what everyone else is experiencing.