Air Units

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Philippeatbay
Posts: 867
Joined: Wed Dec 03, 2014 12:27 pm

Air Units

Post by Philippeatbay »

The way things are now, air units can relocate their bases a little too easily.

Would it be possible to make the rebasing part of an air units turn a bit more like the movement of a mechanized unit?

Airbases are hard to move, and though the planes can fly to the new location easily enough, shifting repair and refueling facilities is a very road-bound procedure.

Airplanes on a runway without fuel, spare parts, or mechanics are pretty useless.
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TheBattlefield
Posts: 507
Joined: Sat Jun 11, 2016 10:09 am

RE: Air Units

Post by TheBattlefield »

The game currently simulates only the transfer of aerial units of an airfield to the next. Also in view of the turn length of several days/weeks this works fine. Whether the bombers and fighters must be able to start an attack after a transfer, is quite another question. The artillery is also not able to do this...
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rjh1971
Posts: 5120
Joined: Tue Dec 13, 2005 3:33 pm
Location: Madrid, Spain

RE: Air Units

Post by rjh1971 »

I was thinking of air units trapped in pockets and with their strength mauled, should they be allowed to be operated=evacuated specially if there are enemy fighter units nearby, say in range of the enemy interception range?
In the picture below the soviet AI operates the air unit in the next turn and saves it from destruction. Imo it would be nice if this could be prevented showing a message the same way fighter units prevent bombers from raiding convoy lines.
May be a percentage of possible success based on the enemy fighter strength and the air unit trying to scape from the cauldron.

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