One could think -- "Air commander not much to do there .. how boring! I would much rather be pushing Panzers around!" But extracting domination of the air battlespace takes painstaking attention to detail. The Start list below describes all the details that can take a couple of hours to work through ..
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T017 Axis Air Start Checklist
Also at the request of the new air commander I made notes on what could be done by an air commander for their go at the start of a turn. Below is the result:-
Air Go Checklist
START
i) Air Doctrine (best done before air missions as cannot be changed afterwards)
ii) Switch all airgroups to nights (easier to switch to days when you need them than leaving them on and they get accidentally used (e.g. fighter interception of enemy interdiction when moving your airbases)
iii) Change airgroup upgrade and replacement settings (this cannot be done later for airgroups sent to reserve)
iv) Manual swaps (this cannot be done after an airgroup has flown a mission or its airbase moved)
v) 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)
vi) Initial air deployment (as described elsewhere)
vii) Initial air recon - this can be left to ground commanders and spare recon should be left for them to use
viii) Attacking enemy air force (recon spamming, fighter sweeps, airbase bombing) - best done before ground bombing as
all air platforms can only use first 33% of bomber miles on airbase bombing
ix) Switch all airgroups to night only missions again.
x) Switch FBs to default fighter or bomber missions (ground commanders can change this)
Telemecus suggested the following ideas for turn 17:
i) Keep % reqd to fly at 0%: there are only rare cases where Axis would want it higher actually and can be exploited if it is
Ground support/Interdiction attack/ Fighter Intercept/ Night Fighter Intercept: look at your battle reports and adapt. If you want more missions these numbers should be reduced, not increased! If you are happy with the number of missions flown but want more airgroups in them only then raise the number
Ground support escort/Interdiction attack escort: increase if your bombers are getting shot down (but will decrease number of missions), decrease if they are unharmed
Ground attack/Airfield attack/City attack : probably leave as is? these are only conducted in our turn and if done manually air doctrine is ignored
iii)
I/StG2 set to upgrade only option: we are short of Ju87B but now have a pool of Ju87D-1 to switch them into, we already have our second most experienced airgroup on upgrade, having our third best will double the chances of it happening soon (our best is receiving the few replacements we have)
most other settings should be fine more or less, but more on this can be looked at in future turns?
iv)
St/StG77 manual swap to HS126A (if there are 3 or more in the pool): again this increases the number of Ju87Bs in the pool for the others as we are short of stukas, the HS126A is a low production dive bomber so could probably only keep a stab or two of dive bombers supplied with replacements, we cannot do this by autoupgrade as more likely it would change this airgroup to Ju87D-1 instead so we need to spend the point doing it manually
v) Send to National Reserve
DO NOT send withdrawing air groups (list available on request or from spreadsheet) but can send
20-35% of all combat airgroups including
any airgroups with 0 ready aircraft
any airgroups with 5 or more damaged and reserve aircraft (two or more if stab)
any airgroups with low morale (including any stukas below 80 morale)
any airgroups with high fatigue
any transport air groups which have more damaged/reserved than ready aircraft (as they do not repair unless over supplied)
a few non-withdrawing recon air groups to national reserve (not as critical and more to keep air groups rotation going, but can help with some airgroups with damaged planes or low morale)
vi) Airbase moves are subject to interdiction so as soon as fighters or fighter mission FBs are in place (and not before) switch them to day missions so they can intercept enemy ground interdiction
vii) Recon can be left to ground commanders and some spare needs to be left to them but this is your chance to shape where it goes for example
Use up withdrawing recon groups before they go
Use short range recon first (if long range does short range recon, then you have unuseable short range recon for long range targets)
Use long range first (converse of above)
Concentrating recon where it has most effect e.g. on the same hex as a low detection unit to raise its detection level while at same time seeing what else is near rather than "scatter gun" recon (or AI)
To find out where enemy fighters intercept (if before final deployment of fighters can be used to find out where they should go)
And then updated after first air commanders go:-
Still to do
iii) A few more upgrade/replacement settings changes suggested below
v) More needs to go to reserve including some suggested below
vi) Initial air deployment (as described elsewhere)
vii) Initial air recon - this can be left to ground commanders and spare recon should be left for them to use
viii) Attacking enemy air force (recon spamming, fighter sweeps, airbase bombing) - best done before ground bombing as can only use first 33% of bomber miles on airbase bombing
ix) Switch all airgroups to night only missions again
x) Switch FBs to default fighter or bomber missions (ground comanders can change this)
Tips or ideas for turn 17 Start updated
iii) Upgrade/Replacement settings
IIIJG51 to no swap/upgrade (just swapped to F4 this turn, change to manual now before having to remember it later)
IIISG2 to no swap/upgrade (just swapped to Ju87D-1 this turn, change to manual now before having to remember it later)
StSG2 to allow replacements (best non-withdrawing Bf109E-7/U1)
1H21,5H11,2H23,2H21 to allow replacements (latest withdrawing Fi156c to keep Fi156c pool below 20 -above that and Fi156c get exported which we do not want)
I KG Zbv 1 and II KG Zbv 1 arrived this turn so we need to review upgrade/swaps of transports (just as we did for fighters/stukas)
v) Send to National Reserve
DO NOT send withdrawing air groups (list available on request or from spreadsheet) but can send
20-35% of all combat airgroups including
any airgroups with 0 ready aircraft
any airgroups with 5 or more damaged and reserve aircraft (two or more if stab)
any airgroups with low morale (including any stukas below 80 morale)
any airgroups with high fatigue
any transport air groups which have more damaged/reserved than ready aircraft (as they do not repair unless over supplied)
a few non-withdrawing recon air groups to national reserve (not as critical and more to keep air groups rotation going, but can help with some airgroups with damaged planes or low morale)
Only 5 airgroups sent to National Reserve so far - need more and at least some fighters (without rotation in and out of reserve the whole system clogs up)
Some suggestions
IIIJG54 (F2) - has 6 reserved so good to repair in reserve (it does withdraw but more than a year away)
IIJG3 (F2) - has 4 reserved so good to repair in reserve (it does withdraw but more than a year away)
IVJG51 (F4) - highest fatigue
15JG52(Croat) - we do not want to use Bf109E4Bs at all (we will swap this airgroup and Bf109E4Bs in pool get converted to better dive bombers)
ISG2 (Ju87B) - low morale
IIISG77 (Ju87B) - low morale
6H31 (Fi156c) - recon with many damaged
4H22 (Fi156c) - recon with some damaged
6H13 (HS126B-1) - recon with many damaged
vi) Airbase moves are subject to interdiction so as soon as fighters or fighter mission FBs are in place (and not before) switch them to day missions so they can intercept enemy ground interdiction
Fighters that have already moved (not 0% air miles should be set to both/day missions while moving airbases)
Use 13LW like you use 16LW to move transports in 7LW along the rail line to 98,62 (and send the transport on 16LW to 7LW afterwards too?)
6LW,14LW and even 9LW,11LW could be moved forward to be forward bases, can also treat all of FKI as forward bases
Airgroups in 2Pz or 3Pz transfered to 4PZ, so then 2Pz empty and could be moved to near end of rail line for heavy recon (e.g. Ju88D-1 on 16LW,6LW,14LW etc)
At the end of the we want to assign a fighter stab to 7LW and a fighter group to the bases on rails near Moscow so need to leave room for them
We can also transfer Ju88D-1 to bomber bases on rails if they have room (now that they are not needed for more bombers, this will help to draw fuel into them next turn although could add to the kubuki dance then)
Once forward bases are in place make sure they have all fighters, fighter bombers, tac/dive bombers and Ju86 - including from 3LW and from 12LW (if we think there is too much there for the fuel/ammo they have), also ideally from bases we want to move back to rails (4LW,10LW,13LW?)
Final decisions on which LW bases (now empty?) are used as staging bases and which are brought back to rails
Final recon transfers if wanted (e.g. transfer withdrawing recon to where it will be used first, good idea to keep one recon base empty for next turn to reduce the need for a kubuki dance)
Same for Lft4, FKI, Hungarians, Rumanians, Finns and Slovaks (easy for them)? Or can be left for next turn/south commander?
At end ideally you want 16LW and one recon base in centre empty, and probably 13LW and some allies/south base too
vii) Recon can be left to ground commanders and some spare needs to be left to them but this is your chance to shape where it goes for example
Use up withdrawing recon groups before they go
Use short range recon first (if long range does short range recon, then you have unusable short range recon for long range targets)
Use long range first (converse of above)
Concentrating recon where it has most effect e.g. on the same hex as a low detection unit to raise its detection level while at same time seeing what else is near rather than "scatter gun" recon (or AI)
To find out where enemy fighters intercept (if before final deployment of fighters can be used to find out where they should go)
"What gets us into trouble is not what we don't know. It's what we know for sure that just ain't so"