Air War setting

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

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Spiegator
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Air War setting

Post by Spiegator »

Hi everyone, I'm brand new to WITE, not to the hexagon wargames. I've been reading a lot the forum in the past month to have information and to collect all possible details about the game and play styles.
I took all the guides and started to test the campaign games up to the 3rd or 4th round to check everything I could.
The main obscure side of the game for me is the air warfare.
I've been reading all post (at least the one I was able to identify) regarding the air warfare.
I've been experimenting and testing and I started the micromanage of the attacks and everything. I can arrive to almost 5000 kills as German during the first round with minimal losses.
I do not let computer run autonomous operations, I do manage them as I need. I do not trust computer AI. As German I do not like to bomb city (waste of planes and supply) and I do not plan on Airfield Attacks past the first winter. I've doubts regarding the Interdiction attacks. I've to go past the 4 turns to understand the real value of them.
O generally put % requested to fly to 0%, since I manage manually the missions, I can see the number of planes in the units, so no need to have different number.
Since I do not use City Attack, I set everything to 0 (Attack and Escort). I do plan to set at 0 also AB attack starting winter.
Right now I'm trying to figure out the best setting concerning the Air Doctrine. I've been reading a lot of numbers, 300, 200, 125, 65. I've been testing with different values but I do not see a lot of changes in the result from my first turn actions since I do destroy almost everything that I can reach.
Now my question:
What is your suggested setting for the Air Doctrine? And why?

Thanks in advance for your help.
Aufklaerungs
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RE: Air War setting

Post by Aufklaerungs »

Download pdf from the drop box link (post 13) in The War Room tm.asp?m=2984809
Aufklärungs
Spiegator
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RE: Air War setting

Post by Spiegator »

Done already before posting the question. I read it, I did found it very usefull and I also used some information there to create my personal "First Turn" of the Campaign. The issue is that, looking around in the forum, I've found different opinions about Air Warfare settings. That is the reason for the post. I already checked the SU and GE posts in that summary. As far as I understand those posts are old one, 2013 at maximum. And there were a couple of AAR and a guide (from a good banned player) regarding those settings, none of them was similar to the other and... I'm still trying to understand the reason and thinking behind them, that is the reason for the question "What is your suggested setting for Air Doctrine? And why?
swkuh
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Joined: Sun Oct 04, 2009 9:10 pm

RE: Air War setting

Post by swkuh »

My personal settings for air doctrine have changed over time, from 10, 50, 50, ... to all 100's. Hadn't realized what those settings meant at first (my inattention!)

Understand that #'s mean % of "normal." "Normal" means what developers considered appropriate and is not known to me (anyone?) Have used this approach in 41, 42, 43, & 44 campaigns. Personally satisfied with 100's.

In '41 (& maybe '42) Axis air victories are against very poor equipment, but by '43, SU equipment is much better. Its the pilots that matter, not so much the equipment.

For ease of play in '41, '42 I allow SU air to be defeated by self-defense rather than direct attack.

Escorted air missions against SU strong points are very useful when needed, but not so useful in general. Destroying ports at Leningrad at least is essential.

Above observations pertain to AI experience only. H2H may be different.
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