8MP Team Game - The Axis team

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Telemecus
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RE: 8MP Axis - Air Deployment Principles

Post by Telemecus »

ORIGINAL: Mamluke
1 - How many Fighter planes to you keep in the forward airbases?
About a third of all your fighter groups. Another third I hope will be available to call out from national reserve at the end of the turn but they will be sent to places you need to defend in your enemies turn - like industry or your own airbases - so often will not be in a forward base until air transferred at the start of your next turn. (note they do arrive saying 100% miles flown but will fly in your enemies turn - and indeed are the freshest/least fatigued airgroups you will have then). Some think that reserving a third of your airforce is a lot - but having only a third of your airforce in tip top low fatigue all ready condition is a lot more than three times as effective as having all your air force on the map but with fatigue plus reserved/damaged airframes. Remember moving in and out of national reserve is also a way of moving your airforce east or west without actually flying at all - so also a fuel saver.
ORIGINAL: Mamluke
2 - Do you try to cycle the Rail line bases <-> forward bases every turn? or is that decided by the state of fuel/ammo ? for the sake of argument, what quantities are acceptable until a switch becomes necessary?
I try every turn. It does depend on fuel/ammo use but more importantly depends on how many airgroups you send to reserve so that you will have empty airbases to cycle. Again if a third of your aircraft are sent to national reserve (half of those that start on the map) this means that only half of the airgroups that start on your rail line remain. Plus some airgroups that start on a repaired rail line base may be air transferred forward to a forward air base. So your rail line bases will then be more than half empty. Assuming you can move empty ones up the rail line and air transfer airgroups from other rail lines bases up to them (what Crackaces calls the "Kabuki dance")- you should only need about half of the air bases that start on your rail lines to remain on your rail lines with all your rail line bases airgroups packed in. So you can cycle the rest packed with fuel and ammo, but with no airgroups in them, forward. Very important of course is a similar number of empty ones come back from forward area to complete the cycle. At the end of the turn you can assign bombers and so on from national reserve to your newly arrived rail line bases so they will fill up with fuel and ammo also. The faster this rotation the more fuel and ammo you will have in your airbases. The slower the less you will have overall. As fuel/ammo is nearly always a constraint the optimal is not to wait until a switch is necessary, but to accelerate the rotation as much as you can.
ORIGINAL: Mamluke
3 - against an aggressive Soviet air player in the early turns, do you still keep the Fighter planes in the forward air bases?
Yes - but the bases are not so far forward. Depending on how strong your opponent is you may even want to keep your forward bases out of enemy escort range. Or need to move them back after missions before your enemies phase (with airgroups in them - yuck!). Using empty staging bases(which are very forward!) you should still be able to conduct missions as you want to while being out of direct range of the enemy (unless their fighters are much longer range). If your enemy is attacking your airbases you may also want to mix in unimportant airgroups (Axis recon, Soviet U2VS?) with your important air groups in the same bases. However this again might mean a "kabuki"dance at the start of your next turn as you have to then air transfer them for where you want them during your turn.

I should say a lot of this is idealised - and practicalities mean I never quite achieve this. Also to some extent it is based on the Axis side during the good weather in 1941. Even when rail repair reaches your front lines, bases further to the west will still fill up with more fuel and ammo because of the rail repair modifier anyway. As a Soviet player you have the luxury early on of falling back on repaired rail lines and supply always. Nevertheless the issues of how to move forward or back on airbases without moving airgroups overground, how to cycle through national reserve, and how to deploy your airbases optimally for your missions and to counter the enemies remain.
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RE: 8MP Axis - Air Deployment Principles

Post by HardLuckYetAgain »

ORIGINAL: Telemecus

Air Deployment Principles

As requested a diagram of the idealised way I deploy airbases and airgroups. Of course in practise nothing ever matches the ideal. But at least it demonstrates how you can perpetuate an air offensive with well supplied airbases and airgroups deployed well forward as Axis. All too often Axis air campaigns run out of steam or supply after a dozen turns without active management.

Image


Layout is similar to a drawing I did. Interesting.
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RE: 8MP Axis T19

Post by Telemecus »

ORIGINAL: Zorch

ORIGINAL: HardLuckYetAgain

ORIGINAL: Telemecus


This one was screaming out to be done! A world war two wargame - what could be more obvious for the Downfall treatment! [:D]

Needed one with Stalin fuming off at the mouth ;-)
All you need is a commander named 'Fegelein'. [&o]
needed to google him
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RE: 8MP Axis T19

Post by Zorch »

ORIGINAL: Telemecus

ORIGINAL: Zorch

ORIGINAL: HardLuckYetAgain




Needed one with Stalin fuming off at the mouth ;-)
All you need is a commander named 'Fegelein'. [&o]
needed to google him
There is a scene in Downfall where Hitler screams his name and pounds the table...
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RE: 8MP Axis - Air Deployment Principles

Post by ladner »

This is fantastic, if you could possible discuss the air base set up in the prior post, it would greatly help those of us getting back into this monster game. This is in reference to Telemecus graphic of the staging principle.
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RE: 8MP Axis - T2 AirWar

Post by beender »

Sometimes reading your posts i thought there just could not be more helpful ones in the forum.

Apparently i was wrong!


Oh if i may i would like to add a question or an idea of mine. I attached all the fliegerkorps to one air flotte hq so that no problem of staging base at all will occur, and the cost seems to be minimal (range penalty makes the only air flotte hq quite ineffective in leader checks two thirds of the time). Do i miss anything?
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RE: 8MP Axis - T2 AirWar

Post by Mamluke »

ORIGINAL: beender

Sometimes reading your posts i thought there just could not be more helpful ones in the forum.

Apparently i was wrong!


Oh if i may i would like to add a question or an idea of mine. I attached all the fliegerkorps to one air flotte hq so that no problem of staging base at all will occur, and the cost seems to be minimal (range penalty makes the only air flotte hq quite ineffective in leader checks two thirds of the time). Do i miss anything?

actually,
you see, each Air flotte hq is subordinate to one Army Group, for exe, air flotte 1 is under Army group North, while Air flotte 4 is under army group South.
in order to provide Ground support, the air planes higher HQ NEED to be under the same army group as the attacking ground forces (it seams I was WRONG), other wise ground support will never be done.
in fact, it might even prevent interception as well although this I'm less sure of.

also, I think range for air command seams to be mute. range makes no difference in leader checks, tele can confirm. However range does matter to provide AA support to the air fields and extra support squads.

Edit: it seams I was majorly wrong, the restriction to Army group/front is only to Soviets.
so much to learn.
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RE: 8MP Axis - T2 AirWar

Post by beender »

ORIGINAL: Mamluke

actually, a BIG miss!
you see, each Air flotte hq is subordinate to one Army Group, for exe, air flotte 1 is under Army group North, while Air flotte 4 is under army group South.
in order to provide Ground support, the air planes higher HQ NEED to be under the same army group as the attacking ground forces, other wise ground support will never be done.
in fact, it might even prevent interception as well! although this I'm less sure of. But for ground support, there is no doubt!!

also, I think range for air command seams to be mute. range makes no difference in leader checks, tele can confirm. However range does matter to provide AA support to the air fields and extra support squads.


I knew there was such a restriction for soviet in terms of ground support. For axis i thought only nationality mattered. Need to read the manual to make sure.
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RE: 8MP Axis - T2 AirWar

Post by Telemecus »

ORIGINAL: ladner
This is in reference to Telemecus graphic of the staging principle.

On staging bases you can find them explained in the manual - 16.1.3.

The key point is that many air missions first consist of airgroups flying to a staging base and then flying from the staging base together to the target and then back again via the staging base. The AI will often select a staging base for air missions it arranges - although often not the one you wanted it to use unless you are careful with airbase placements. However if during your turn you can select an airbase on the map you can force that airbase to be used as the staging base for any air missions you then conduct. And indeed playing the air war well I think you should plan all air missions to be two-stage missions.

There are some restrictions

i) Axis airgroups in a base which is part of an HQ can only stage from bases in that same HQ, bases assigned to its parent HQ, or bases assigned to HQs assigned to its parent HQ. (There will be restrictions for Soviet airgroups that are perhaps better described by an experienced Soviet player)
ii) The staging base must be within the radius of a particular model of aircraft from the airbase it is assigned to, and also in the same radius to the target. (for transport missions the staging base has to be closer than radius)
iii) The distance from originating base to final target cannot be more than one and a half times the radius for that model of aircraft.
iv) Other restrictions such as only recon flying from a recon base and only airgroups of the same nationality also apply to staging bases.
v) Recon staging from LW through army recon or from army recon through LW have further rules which I have not fully worked out - and operate differently for AI and manually.
vi) Interception cannot be with a staging base.
ORIGINAL: beender
I attached all the fliegerkorps to one air flotte hq so that no problem of staging base at all will occur, and the cost seems to be minimal...Do i miss anything?

That used to be common practise and would be a good idea... but I thought that had been nerfed in the latest versions? I thought only 8 airbases could be assigned to a flieger korps and 16 in total under a Luftflotte now? I do however make sure the maximum of eight airbases are under my best fligerkorps leader (Richtofen) and many under my best Luflotte leader (Kesselring). It goes without saying my Richtofen bases are priority and not used as empty staging bases!

However staging bases do not supply fuel/ammo to staging airgroups (which I suspect may be a mistake in the game design)

Typically as Axis in summer 1941 I have three types of Luftwaffe bases.
i) Staging bases - completely empty of all airgroups and usually with very little fuel or ammo in them
ii) Rail line bases - usually full of the heaviest types of aircraft, fuel/ammo/supply/support and typically on a repaired rail line hex
iii) Forward bases - for shorter range aircraft (fighters, dive bombers) whose range means they cannot reach the front line from a rail repaired hex.
As from the diagram above you will see airbases cycle between these categories.

My typical set up is to have lots of staging bases right up with the front line. Indeed typically stacked on the front line. And every time my frontline advances, my staging bases move forward with them. This guarantees the furthest reach into your enemy territory for operations like long distance recon and industry bombing. It may also mean - though others may be able to better confirm/deny - that auto missions are more likely if close to the staging base. This would mean more ground support etc.

Typically my rail line bases are at the furthest point of rail repair - usually one turn behind the FBDs. But if your opponent is aware of this setup then you may have to vary it a little so that they cannot automatically know where they are. The start of every turn after sending a lot of airgroups to reserve typically consists of finding one empty rail line base, moving it forward to the end of rail repair, air transfering other heavy airgroups forward so that another rail line base is empty and so on repeating. Eventually you should find all your heavy airgroups air transfered forward to rail line bases at the end of the rail line (not moved overground) plus have a few left over (from the aircraft sent to reserve). You need these bases to have a lot of ammo/fuel/support and supply.

The forward bases are not on rails typically in 1941 for Axis as the frontline advances so much faster than rail repair. But nevertheless you would still want them as close as possible to the rail head (to minimise vehicle use/ maximise supply) while still being in the radius of staging bases. As interception cannot use staging bases you may also want forward bases with fighters to have the frontlines in their radius so you can give them fighter cover when needed.

Using this set up will mean your airgroups can conduct all missions they normally would, either interception from forward bases or all other missions from staging bases. The advantages are
i) The immense saving of vehicles use which means fewer damaged or destroyed - which you will desperately need come the blizzard. Some old AARs advocate not using the air force at all for this reason. But with staging bases you do not need such a drastic solution.
ii) The improved supply. Airbases on or closer to rails get a lot more ammo and fuel. Also airbases further west will get more anyway due to the rail supply modifier. Typically many Axis air offensives run dry when they get far from rails. With staging bases (as well as rotating bases between forward areas and rails) you should always have as much as you need.
iii) Less visibility to the enemy - typically they will know where all your empty staging bases are - but have no idea where your important bases and airgroups are.
iv) The improved defensive posture. Having your airbases further back from the front makes them much more difficult to attack. Indeed in 1941 the Axis has the option to keep them out of range of Soviet fighters (which have a shorter range) altogether. You could choose whether to engage in dogfights over the front lines or be susceptible to fighter sweeps if you want to. But otherwise the Luftwaffe could completely shut up shop far behind enemy lines leaving the only way to be attacked by the Soviet side realistically being unescorted night bombing (while still having the ability to fly missions in your turn!)
v) Economising on air miles. Ideally you should never move an airbase with airgroups in them - which for me often means move them empty to where you want them then air transfer airgroups to it at the start of the turn and do not move them again. BUT you can move staging bases with no aircraft. For example if I am ground bombing a section of the front line I would typically move an empty staging base parallel to the front line before each mission to give the shortest possible route. I used to also think the air miles flown from airbase to staging base actually took a quarter of the miles used compared to the same distance flown afterwards (as non-combat flight is more fuel/miles economical see 16.1.1) however I have to thank EwaldvonKleist for testing this to find it does not. I think it used to and believe it still helps in some way such as reducing fatigue. But at least in the latest version based on miles flown it does not. This is an area I am still investigating. And finally if you are used to moving back airbases from the front at the end of every turn (increasing airgroup miles/fatigue drastically) this way you will not have to.
vi) Less losses from overruns. If the only airbases near the front are low on fuel with no airgroups then you do not care (a lot, or even allot) if the enemy overuns them with ground forces in their turn. I imagine for a Soviet player in 1941 this would be a great benefit.
vii) Perhaps as a corollary to the above, you can consider targets deeper/further to the rear of your enemy.
viii) The possibility of pooling/stochastic economies by concentrating your bomber force in one spot on rails. for example the best freshest bombers could first attack north, then far south and then switch north again. You will never have one airbase with airgroups unused while another was short. And to answer beender
ORIGINAL: beender
(range penalty makes the only air flotte hq quite ineffective in leader checks two thirds of the time)...Do i miss anything?

Yes. Take the example of the graphic below from turn 10. The red arrows show second stage air missions, black arrow first stage. Airbases are highlighted in red. You will see the vast bulk of the bombers are based 1 hex or less away from the HQ of Luftflotte 2 - so absolutely no range penalty on almost all of them. The graphic shows some of the air missions conducted in turn 10 with their staging bases. The rail line bases are on repaired rail hexes, so one turn behind the rail repair of FBD3. You will also see an example of one of the forward fighter bases - both giving fighter cover over part of the front and staging as escort for some bomber missions.

Image
ORIGINAL: beender
ORIGINAL: Mamluke
you see, each Air flotte hq is subordinate to one Army Group, for exe, air flotte 1 is under Army group North, while Air flotte 4 is under army group South.
in order to provide Ground support, the air planes higher HQ NEED to be under the same army group as the attacking ground forces, other wise ground support will never be done.
in fact, it might even prevent interception as well! although this I'm less sure of. But for ground support, there is no doubt!!
I knew there was such a restriction for soviet in terms of ground support. For axis i thought only nationality mattered. Need to read the manual to make sure.

I am with beender here I am afraid. AGN for many turns has had no airgroups and many of their airbases were transfered to FKVIII under Richtofen. But FKVIII and other parts of Lft2 have provide full ground and other support to AGN and even FHC many many times in this game. This is a Soviet restriction - Axis restrictions relate to nationalities. A recent patch did mention trying to fracture the Luftwaffe according to command lines - but I have seen no evidence of it so far.
ORIGINAL: Mamluke
I think range for air command seams to be mute. range makes no difference in leader checks, tele can confirm.
True for the first level air command - but not higher levels. If you have an airbase in a flieger korps, its range to luftflotte HQ does matter.
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beender
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RE: 8MP Axis - T2 AirWar

Post by beender »

I thought only 8 airbases could be assigned to a flieger korps and 16 in total under a Luftflotte now?

Then there is not much disadvantage, because for me a max of 16 airbases for an air flotte is surely enough.
However staging bases do not supply fuel/ammo to staging airgroups (which I suspect may be a mistake in the game design)

I agree. But even if they do they probably won't help much since they are often empty.
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RE: 8MP Axis - Airbase deployment

Post by Telemecus »

ORIGINAL: beender
I thought only 8 airbases could be assigned to a flieger korps and 16 in total under a Luftflotte now?
Then there is not much disadvantage, because for me a max of 16 airbases for an air flotte is surely enough.

True. Sometimes you will need more than 16 but not in the same turn - so you can always unassign one and reassign another as needs and points allow
ORIGINAL: beender
However staging bases do not supply fuel/ammo to staging airgroups (which I suspect may be a mistake in the game design)
I agree. But even if they do they probably won't help much since they are often empty.
Or indeed it can be a great help - if you had to get fuel to them it would be a headache to solve too - and need more airbase cycling. This way magically the fuel airgroups need to refuel magically arrives with the airgroups themselves.
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RE: 8MP Axis - Air turn sequence

Post by Telemecus »

Earlier in this AAR there was an idealised sequence for team games. As requested this is an idealised sequence for doing the air role, whether through a team game or solo. It is idealised as it may not always be possible to follow this sequence, and an experienced player knowing the trade-offs may not want to. But certainly for less experienced player following this sequence or something similar could help.

START OF TURN
1 Preliminaries
A Adjust Air Doctrine (some parts of air doctrine cannot be changed after you conduct any air missions)
B Switch all airgroups to night missions (to stop any air missions, including auto interceptions of enemy, occurring after which airgroups cannot be redeployed)
C Make adjustments to each airgroups upgrade and replacement settings (cannot be done or viewed after they have been sent to reserve through transit)

2 Manual Air Swaps (cannot be done after sent to national reserve through transit or from it, or after moved or conducted missions)

3 Send airgroups to national reserve (more can be done later, but better do most at start as once air bases are moved or missions flown airgroups cannot then be sent to reserve, and to make space for initial air deployments)

4 Initial air deployment (referred to be Crackaces as the "Kabuki dance")
A Find an airbase which is empty which you want to move to another place and move it there
B Air transfer airgroups to the airbase you have just moved
Repeat A and B until complete. Prioritise deployment of fighter groups that you can then switch to day missions to intercept any interdiction of your airbase moves, and recon which you can then use to find out where you want your airbases deployed to (although this would be going out of sequence)

DURING TURN
5 Air missions
Each mission initiated by player needs airgroups to be switched to appropriate day/night mission settings and fighter-bombers appropriate fighter or bomber mission settings
For missions initiated automatically (interception/ ground support) in advance make air doctrine changes (where possible) and switch airgroups to appropriate day/night missions and fighter-bombers to appropriate fighter or bomber missions
A Air supply missions with bombers (can only be done as first mission)
B Airbase recon and bombing - recon first to get the best detection level and tell you if the bombing needs an escort (bombers/fighters can only do this with first 33% of miles)
C Other missions - again recon first can raise detection levels for better bombing effects, and to tell you whether you need escorts

END OF TURN
7 Final air recon to raise detection levels for multi turn tracking or to increase interdiction in enemy action phase

8 Final movement of airbases (e.g. to safety in enemy turn, to where needed for air defence, interdiction, ground support in enemy turn)

9 Callup of airgroups from reserve (no need to do this before the very end, and avoids being assigned to airbases that are moved or need slots for other airgroups)

10 Final changes to air doctrine for enemy action phase

11 Switch airgroups to appropriate day/night mission settings and fighter-bombers appropriate fighter or bomber mission settings for enemy action phase
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8MP Axis - Air Pools Management

Post by Telemecus »

Air Pools Management

The third and final request before getting back to the normal turn by turn AAR. Certain types of aircraft can be made not just from production but by converting/importing other models of aircraft to it. This will happen automatically when there are aircraft of that model in the pool when certain conditions (date,type etc.) are met. Below is a diagram for conversions/imports in v1.10 Bitter End data. This can be found for other scenarios from the import column of the csv export of aircraft data for other scenarios. Other columns such as importfrom give the dates when the exports start etc. The Soviet side is much simpler as there are no imports/exports and only a couple of aircraft model conversions in v1.10 Bitter End.

The arrows indicating conversions/imports are coloured green where I want them to happen and red where I do not. Generally imports from Germany to allies result in a plane with worse statistics flown by an allied air group with worse experience and morale in a restricted geographical area. In the case of exports to Slovakia which has no airgroups after 1941 and for which there is not even any scrappage they will remain unused in the pool until the end of game. So in general I do not want these imports. And I do not want to see aircraft convert from one type of aircraft which I am short of to another which I have in excess (such as recon). So as an example I do not want to see exports of He111H-4 bombers to He 111P(H) which are Hungarian recon airplanes. That is just bad in so many ways!

To get the conversions you do want you need to have the aircraft out of airgroups and in the pool when the dates and other criteria for conversion apply. And conversely for those you do not want you would need to have those aircraft in airgroups and not in the pool under the same circumstances. This can be done automatically over time by managing the replacement and upgrade settings of air groups, but may need points spend in some cases to be done manually.

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RE: 8MP Axis - Air Pools Management

Post by Crackaces »

I might propose that the air war module is the most complicated part of this game. The opponent recruitment forum has advertisements "experienced opponent wanted .." What does that mean? I might suggest that there are very experienced German players in terms of years of playing the game and understanding the ground war that do not have this part of the game mastered. Given 2 experienced opponents, the German player mastering the air war module is the key to success. This based on two games working closely with the grand master of them all -- Telemecus.
The effects of a well mastered air war are many -- but succinctly: Strategically, thousands of Yak's not produced; Operationally Soviet units interdicted and frozen in place; tactically, close battles won though first disruption of enemy devices. While "picomanaging" every single German air platform to maximize effect resulting an the ability to project air power until the game is won.

A German player simply rolling airbases forward without this management simply will have damaged aircraft, no fuel for air operations, and be unable to project air power into the battlespace.
"What gets us into trouble is not what we don't know. It's what we know for sure that just ain't so"
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RE: 8MP Axis - Air Pools Management

Post by SparkleyTits »

ORIGINAL: Crackaces

"picomanaging"

Picolord Tele please stop breaking the game the rest of us cannot keep up [:D]
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RE: 8MP Axis - Air Pools Management

Post by Zorch »

ORIGINAL: Telemecus

Air Pools Management

The third and final request before getting back to the normal turn by turn AAR. Certain types of aircraft can be made not just from production but by converting/importing other models of aircraft to it. This will happen automatically when there are aircraft of that model in the pool when certain conditions (date,type etc.) are met. Below is a diagram for conversions/imports in v1.10 Bitter End data. This can be found for other scenarios from the import column of the csv export of aircraft data for other scenarios. Other columns such as importfrom give the dates when the exports start etc. The Soviet side is much simpler as there are no imports/exports and only a couple of aircraft model conversions in v1.10 Bitter End.

The arrows indicating conversions/imports are coloured green where I want them to happen and red where I do not. Generally imports from Germany to allies result in a plane with worse statistics flown by an allied air group with worse experience and morale in a restricted geographical area. In the case of exports to Slovakia which has no airgroups after 1941 and for which there is not even any scrappage they will remain unused in the pool until the end of game. So in general I do not want these imports. And I do not want to see aircraft convert from one type of aircraft which I am short of to another which I have in excess (such as recon). So as an example I do not want to see exports of He111H-4 bombers to He 111P(H) which are Hungarian recon airplanes. That is just bad in so many ways!

To get the conversions you do want you need to have the aircraft out of airgroups and in the pool when the dates and other criteria for conversion apply. And conversely for those you do not want you would need to have those aircraft in airgroups and not in the pool under the same circumstances. This can be done automatically over time by managing the replacement and upgrade settings of air groups, but may need points spend in some cases to be done manually.

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Imagine calling Gladiator customer support from somewhere near Leningrad...
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RE: 8MP Axis T19

Post by Telemecus »

ORIGINAL: Zorch
Imagine calling Gladiator customer support from somewhere near Leningrad...

I guess after sales support for Rumanian and Finnish Blenheims, Brewsters, Hurricanes, Lysanders, Hawks, Ripons, Pe-2s, Blochs, Potez, and PZLs was far from enthusiastic. [:D]

It still leaves the question of why they got longer range hurricanes than the British were giving to the Russians?
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RE: 8MP Axis T19

Post by morvael »

ORIGINAL: Telemecus
Turn 19 29-October-1941: The "EXPLANATION"
Click on the photo below to link to the video - you should see the subtitles in English. If not you do need to switch them on to know what they are "really" saying.

Lovely! [&o] It's the first time I'm referenced on YT, and already in my favourite "series" - Hitler rants!
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RE: 8MP Axis T19

Post by thedude357 »

Army Group South Turn 19

Mud this turn, and a large portion of AGS is isolated due to distance from rail. The small pocket west of Voronezh is eliminated where there is snow. I created a Stalino line of forts to increase the fort levels for the upcoming blizzard.

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RE: 8MP Axis T19

Post by Telemecus »

Turn 19 29-October-1941 Air

With so many isolated units near Rostov our air force is turning more to transport missions to switch out isolated units to beachhead status.

There are still no Soviet air groups anywhere near us. Come back and fight us you cowards!

We can see some of their airbases have moved to the eastern edge of the map now with some airgroups on them. Clearly our opponenets have decided to move airbases so far to the rear that we could not possibly interfere with them. Presumably they are being rotated in and out of the National Reserve - the complements we see for the air groups there if just out of National Reserve do not look healthy at all.
ORIGINAL: Telemecus
ORIGINAL: M60A3TTS
That U-2VS airbase didn't get much in the way of Luftwaffe love this turn, so like an obstinate child, it will kick and scream (by bombing you) you until you do. You're going to do my job for me whether you want to or not. [:'(]
I want to - we have lots of arriving bomber boys who want the practice! Just ran out of airfield bombing miles this time. Ask the coders to extend the 33%! But I think this confirms you are in the U2-VS club!

Well having bombed the U2VS last turn as our opponents requested they have taken them away again! For all the protestations we believe the Soviet team are actually closet U2VS fans in denial.

For almost the entire battle area we are facing blizzards. And our vehicle situation now means we can no longer assign all aircraft back from National Reserve each turn. Keeping aircraft off the map is one of the main discretionary ways we have of reducing vehicle need, and our needs came perilously close to what was available this turn.

And at the end of this turn we hear a noise we have not heard for a very long time indeed - supply planes flying to partisans.
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