That's why I'm saying. Only one HQ will intercept. It's useless to have a bunch of HQ's close together; it doesn't enhance your control of the air at all. This is unrealistic, and further encourages concentrating air power in just a few HQ's, rather than giving every HQ a proper air arm.Originally posted by Ed Cogburn:
Don't understand you here. As far as I can tell, CAPs protect only the HQ where the planes are, plus the ground units assigned to that HQ. We decided it was unrealistic for bomber air groups to fly only one mission, so they now fly in one player directed mission AND ground support in the combat phase.
The Escort option is completely useless. Just combine CAP and Escort into one mission type.
Its true though that the game defaulting to "Escort" no longer makes much sense, it should default to "CAP" instead (you had this problem with the original WiR too). I'm going to ask Arnaud to consider having fighter units that are still usable (not "used") to automatically switch to CAP at the end of the turn, just before combat.
It's not a question of getting more than one supply per turn. The real problem is that if you can change HQ's any number of types in a turn, you can save Operation Points in a few HQ's and use them exclusively for combat duty, and they can control a huge number of units. It's beneficial to do this because you benefit from air power concentration and superior leadership. One way to do away with this tactic is to disable Change HQ after special supply. That way the same HQ for special supply has to be used for combat, and HQ's will be able to support a realistically smaller number of units.
Well, I loaded Campaign '41, went to the soviet turn, and gave special supply to one of the units near Moscow, attached to the Moscow front. I then reassigned the unit to STAVKA and tried to give it special supply, but it failed, saying the unit had already received supply. This is the change Arnaud made to make the "switch to another HQ for more special supply" cheat useless, units can only get special supply once per turn now.
As far as I can tell, its working. Do you have an example of a unit getting special supply more than once in a turn? We already know about the change-korps-name cheat to get around this, but if you've got something else, send me or RickyB a save game file that demonstrates the loophole.
Also, airgroups should probably take a bigger mission readiness hit from flying missions. The point is, the player should NOT be able to get more sorties from his planes by concentrating them. One idea is to take the total number of sorties available to an HQ per turn, and proportionally support each attack, with a player set reserve for defensive air cover and unexpected attacks. At it stands now, I'm pretty sure you get more sorties from your air force by bunching your planes together.
