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Airpower

Posted: Sat Nov 10, 2007 1:26 am
by kevinkins
If you build airpower in an HQ can you launch attacks directly from the HQ or do you need an airfield? Can you build an airfield?

Kevin

RE: Airpower

Posted: Sat Nov 10, 2007 1:57 am
by Warspite3
I don't know about launching strikes from HQs but I do know engineers can build airfields.

RE: Airpower

Posted: Sat Nov 10, 2007 2:24 am
by mllange
Airstrikes can be launched from HQ groups, or you can create an airgroup - rebase them to another city or airfield and launch from there. The thing to remember is, if you launch a recon mission with an airgroup that contains both fighters and bombers, they will all lose their AP because every unit participates in the recon mission. If you want to recon and then strike you'll need two airgroups.

RE: Airpower

Posted: Sat Nov 10, 2007 2:47 am
by Willburn
Having your hq on a air or town tile is a big advantage since it will allow you to attack that same turn with your freshly built dive bombers (f.ex), if you had the hq unit not on such a square you would most likly have to transfer the fighters and bombers to a new unit and they would loose that turn. (unless your hq was so small your airplaines could carry it to the airport, and even then your loosing precious attack time action points by moving the uniq.)

RE: Airpower

Posted: Sat Nov 10, 2007 8:27 am
by seille
BUT: You´ll note that airstrikes direct from HQ´s are less effective.
I would call them ineffective. The only advantage is that you can cause
small damage and in the same turn create your air unit in that hex.
As Willburn wrote the HQ has to be on a airfield or a location with an airfield
to let this work.

RE: Airpower

Posted: Sat Nov 10, 2007 1:08 pm
by Banquet
ORIGINAL: seille

BUT: You´ll note that airstrikes direct from HQ´s are less effective.
I would call them ineffective.

I'd never noticed that. So it's better to transfer aircraft to a new division than to leave them merged in with the HQ? Is that what's causing the reduced effectiveness?

RE: Airpower

Posted: Sat Nov 10, 2007 1:16 pm
by seille
I would ALWAYS create units for the planes. Never use them only from HQ´s.

1. You would reduce the flexibility of your HQ´s. They would always have to sit on a airfield hex
2. Planes are not that effective and you can´t split them. They alway attack all together

The idea was just to be able to use the plane in the turn they arrive in the HQ. After you used them you
create a air unit(s) in the same hex and move the planes in. Here you don´t have any costs for transfer
since it´s the same hex.

In case you want to place the unit somewhere else outside the HQ hex they arrived you have to transfer them
and cannot attack in the same turn.

RE: Airpower

Posted: Sat Nov 10, 2007 1:46 pm
by kevinkins
What is the cost and time to build an airfield? Thanks.
 
Kevin

RE: Airpower

Posted: Sat Nov 10, 2007 2:21 pm
by seille
100 Engineering Points.
That´s the standard value.

RE: Airpower

Posted: Sat Nov 10, 2007 4:22 pm
by Willburn
Seville is correct the optimal path is to have hq on airfield or city the turn you get them produced, attack with them, then split them into subgroups the same turn (after attacking.) This way you can keep moving your hq. and the next turn you have more flexibility for your airplaines.

RE: Airpower

Posted: Sat Nov 10, 2007 9:02 pm
by freeboy
Correct me but I think u can add tehm to a larger attack, they should then gain experience, and then if you have enough trucks you can "ship" them to an air unit.. interesting way to maximize your ability.

RE: Airpower

Posted: Sun Nov 11, 2007 1:00 am
by mllange
I'm not sure about that, I've had situations where I couldn't move the HQ formation due to the air units being attached, unless I simply had too few trucks of course...