Air Power questions

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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MAS
Posts: 51
Joined: Fri Sep 25, 2015 6:59 pm

Air Power questions

Post by MAS »

1) Are there disadvantages to setting air units to 'both' night and day mode? I would think it would come at a cost of fatigue and/or fewer aircraft flying any one mission, but have not found any information on this. If no downside, it would seem a 'no-brainer' to set all aircraft to both all the time.

2) In a solitaire campaign game using version 1.11.00, I was able to whittle down the German Fighter strength to about 240 aircraft by Sept '41, by utilizing both day and night bombing missions. The VVS losses were often horrendous, but they can take the attrition. Their remaining fighter strength is about 2400 and 1800 level bombers. Is this a) "realistic" / historically plausible, and b) what counter-measures would prevent such heavy LW losses this early? I've tried assigning 2 to 3 flak battalions to each flieger korps and setting all fighters and fighter bombers to 'both'.

Thanks in advance for any information / tips!
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thedoctorking
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RE: Air Power questions

Post by thedoctorking »

Yes, if your units are flying both day and night, they will run up fatigue quickly. It's a function of how many miles they fly, so this would only be true if the enemy were attacking at night and they were intercepting.

Yes, that is a quite proper and historical outcome. The counter-measure is to keep the German air units concentrated - air bases stacked three high - to prevent many bombing missions. Then, you assign a bunch of AAA units to each air HQ and keep them close, too. The concentrations should be well behind the lines. Most USSR fighters have ranges in the 15-20 zone, so putting your airbases more than 18 hexes or so back is a good move. Then, you put an empty airbase from each air corps close to the front (and within fighter range of your main group) to serve as a "staging' base.

Also, you should withdraw any air unit that has very high fatigue levels (I use 25 as a guideline), very low morale (50 for the Germans), and/or low numbers of ready aircraft (under 40% or so) back to National Reserve at the beginning of the turn. They aren't going to do you any good and will just allow the Soviets to rack up cheap victories.
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thedoctorking
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RE: Air Power questions

Post by thedoctorking »

As the Soviets, you can cheerfully lose all the SB-2's you have. If you go bomb a German airfield and lose 30 SB-2's and destroy 3 Me-109's, that's a victory.
MAS
Posts: 51
Joined: Fri Sep 25, 2015 6:59 pm

RE: Air Power questions

Post by MAS »

thanks much!
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