Lothos wrote: Sat Mar 25, 2023 11:37 am
Going to try and tackle each section
1 - I disagree with how you view aircraft during World War 2. They were extremely mobile and all they needed was a few hours to clear out a Debree. A dirt airfield worked just fine as an airfield. Strategic Operation is not really an option as it restricts aircraft to only resources and moving them to other places would not be possible.
2) If we lower Action Points then that in effects lowers rebasing etc... not a fan of lowering this. I believe what is currently their works well with the game engine.
3) Not sure I understand here, I never really set a passive scouting. Honestly the game engine itself is allowing the aircraft to see up to their site range for the first hex it moves to. I believe this is happening because the devs never planned on this feature being worked in for aircraft and was mainly designed for land units. Maybe one day they will address this, I cannot predict what they would do.
My thinking is this, the Allies should be trying to bomb the hell out of the Axis starting in 1943 and forward The Axis on the other hand should be concentrating all of their AA and several fighter wings (with leaders) to try and do damage back to the Allies. It is supposed to be a grind folks! What I keep hearing from people is the ones that play the Axis want to be able to counter every move the Allies make, but its not really the reality of what happened and how it happened. In an MP game playing the Axis it is not supposed to be a cake walk! You really need to do the following.
1) Instead of ignoring the UK, you need to pound it down with the German air force. Bring those bombers up, your goal is not to force the UK into submission but to pound them down, so they have very little MPP to work with while you build up your forces for your plan. You force the UK player to protect the UK which opens up other areas for your attack or to let you prepare for the invasion of Russia and to buy you some time before the Allies can hit you back. Use your fighters along the channel to keep an eye in case the UK brings ships in. It would also help you figure out what targets to hi. Also bring some planes to Brest and set them to Raid mode! Hit the UK every way you can while you build up! If you see not allied shipds in the channel then race your subs (1 move) all the way through to the ports in western France. If the UK has the balls to bring ships in the channel then pick and choose what you are pounding to the bottom of the ocean! After loosing a few ships you will see the UK player keep his ships just out of range and only bring them in if he spots your ships.
2) At some point toward the end of 1942 and early 1943 as the Axis player you need to be prepared for the allies to come at you with their air power. This means bring your fighters back and protect your stuff! Bring a leader back and make sure all your fighters and AA are within range of a leader to give the max change of damaging those Allied bombers so they are down for a few turns. Remember Allies goal is to limit your MP so the Russians can stop you and then counter push you back.
This is WW2 Europe Basics 101!
My goal is to make it so you do not have an auto counter to everything.
1. From several sources (I had a quick dig around, not enough time to find the ones I originally thought of:
https://www.airandspaceforces.com/artic ... lles-heel/) the logistics of air bases were a significant issue during ww2, especially at the level represented in-game. I'm only including this info for others to see, not out of any assumption of your personal knowledge Lothos.
Each air unit matches the rough description of a "Geschwader"(GS) (to use the german OOB), usually 3 Gruppen, 4 (or even 5)if they were a fighter wing. That's 30-40 aircraft per gruppe(Gr), so anywhere between 90-200 aircraft, with supporting personnel. Each Gr occupying its' own airfield, with airfields set nearby one another within the GS.
The linked article notes severe problems with logistics and air support where specialised engineer companies were lacking, also where the commander of the area of operations was lacking in understanding of air logistics for that matter.
Basically, it boils down to that effective forward movement and aircraft support was predicated on the development (both tactically, strategically and technologically) of highly specialised personnel with tools for rapid airbase construction. Which you did not do (with few exceptions) in horrid terrain (dense forests, mountains, etc). The allies did not have that developed during their early campaigns, and managed it locally later in the NA campaign, at which point the gained air superiority over the luftwaffe.
To represent this in game, i.e. the dependency of significant air forces upon useable airfields and the development of rapid airbase construction as the war went on, you could do it something like the suggestion I put forward. That would create natural "groupings" of air units the way they would roughly be spread out in actual operations.
Taxman66 wrote: Thu Apr 20, 2023 9:47 pm
Among other concerns I worry this would make planes a lot easier to target and pick on.
2. Effect: Lowering non OP-move rebasing would be the point. Airbases were a central point not only for operations but for enemy attacks. Direct strikes and "air warfare" to attempt the elimination of enemy air-forces in their base areas were a big thing. This change would promote that. Active aircraft "battles" trying to take one another out. Set up an AA-unit with your air fleet in hot areas to help.
3. "passive scouting" is the land spotting range, you set it very high at start, which I think is a good idea - especially if their AP is lowered. In fact, I think the passive spotting at 5 is a good starting point, and with low AP it could increase further with LRA tech (maybe 0.5 per step?) along with strike ranges which would then be "active flights" to do aggressive recon.
In regards to the strat bombing campaign, I'm only speaking from vanilla here. If you dont build AA tech on key resources fighters and AA units dont matter much, since strat bombers will take out most of a resource in one hit. It's not hard to decimate all relevant resources west of Lubeck, for negligible cost in that case. You're advocating an absolute air focus, investing in all relevant tech without break and building all of the units. I would propose that choice is a good thing. If one wants to do a strat without that absolute focus and instead invest in AA upgrades and AA units that should be an "ok" alternative, though it wont be as good of course (which is reasonable!). Germany did invest significant resources "hardening" key cities and areas with stationary AA batteries to defend against bombing, so the "damage back" is just the represenation of having built a small "AA group" for 30-50mpp or so there. The main thing isnt really the dmg the strats -take- though, it's lowering the damage they -do- a bit-
Also, AA upgrades on fortifications and cities are key in keeping HQ's alive in vanilla once the enemy has ground attack weapons 3. It becomes very easy to Alpha strike HQ's in one turn from full to dead. The change to allow lvl 3 AA upgrades on HQ's was specifically to handle this, but you usually need to put it on an upgraded hex as well for the additional defence.
Just my fistful of pennies
