My battle with air support logistics
Posted: Thu Apr 02, 2015 2:47 pm
I would like to invite the devs (and anyone else) interested in helping expand understanding of a game element that is in my opinion critical to WA success - getting new airbases up and ready.
As my ongoing server games turned stale (no resignation, turns just quit coming back) I've take up three more. One of those is a grand campaign as the Germans with the EF box locked, the Westwall scenario as Germany, and the last is another go at the Battleground Italy scenario as the WA.
No turns back yet in the grand campaign, but I intend to follow the Air Support/manpower situation closely in that one from the start since since my understanding has grown.
This thread is really going to cover my battle with personnel office responsible for staffing Allied airbases with Air Support crews so the planes can stay in the air during the Battleground Italy scenario.
We pick up the battle on turn 5 (I'll produce a full AAR later, this will just cover my Air Support issues), wherein the WA have made a successful surprise landing at The Heel. 4 TF's are ashore, establishing 4 brand new level 2 airfields. A regiment of the 82nd Airborne also seizes the airbase at Lecce.
This first turn (6), while troops are being unloaded, I send a single squadron of Kittyhawks to each of the 5 new airbases, set their TOE Max at 99% and set their priority to 4.
On Sicily I set the airbase priority to 3, and TOE Max is Auto.
On Africa and the islands (south of Sicily) I set the priority to 2, and TOE Max is Auto
The first 5 airbases captured/created on The Heel are all under USA control.
When I get back turn 7 I see that my 5 airbases on The Heel have received ZERO Air Support personnel. None, nada, zip.
Taking into account what I just learned this morning from Pavel's post in Speedy's AAR:
What does this mean for The Heel? Apparently the Americans lacked the requisite manpower to get any of the bases to 99% TOE, so...

Dammit!
My response was to compile a spreadsheet of my airbases that had, or needed, Air Support and to monitor the pools and figure out what the hell is happening. I really wish the Air Support and Air Support Need values were in the CR (hint, hint!), as they're the most important values at an airfield. Going into each base to reference these values is a pain, but at least with BG Italy I don't have too many to monitor...
I decided, 'F-it, I'm sending Tactical Air to The Heel'
So turn 7 sees a massive airbase re-organization. I consolidate my airbases in Africa and Sicily to free up manpower and air support for my new bases in The Heel, and those I seek to establish on Corsica.
Air group positions:



As my ongoing server games turned stale (no resignation, turns just quit coming back) I've take up three more. One of those is a grand campaign as the Germans with the EF box locked, the Westwall scenario as Germany, and the last is another go at the Battleground Italy scenario as the WA.
No turns back yet in the grand campaign, but I intend to follow the Air Support/manpower situation closely in that one from the start since since my understanding has grown.
This thread is really going to cover my battle with personnel office responsible for staffing Allied airbases with Air Support crews so the planes can stay in the air during the Battleground Italy scenario.
We pick up the battle on turn 5 (I'll produce a full AAR later, this will just cover my Air Support issues), wherein the WA have made a successful surprise landing at The Heel. 4 TF's are ashore, establishing 4 brand new level 2 airfields. A regiment of the 82nd Airborne also seizes the airbase at Lecce.
This first turn (6), while troops are being unloaded, I send a single squadron of Kittyhawks to each of the 5 new airbases, set their TOE Max at 99% and set their priority to 4.
On Sicily I set the airbase priority to 3, and TOE Max is Auto.
On Africa and the islands (south of Sicily) I set the priority to 2, and TOE Max is Auto
The first 5 airbases captured/created on The Heel are all under USA control.
When I get back turn 7 I see that my 5 airbases on The Heel have received ZERO Air Support personnel. None, nada, zip.
Taking into account what I just learned this morning from Pavel's post in Speedy's AAR:
First of all air bases do not follow normal replacement routines as usual units, they get all replacement during aviation support phase, which means:
- There will be no messaged in supply log if something is missing.
- Since it happens before production it is important what is the size of the pools before logistics.
As it expected in BI British manpower pool is limiting factor, but there is another issue - air bases try to pull the whole chunk of required aviation support. I.e. if you set it to 100% - 250 element x 10 men = 2500 men. In the save provided British pool is just below 2000. In such a case it will get none. So it may get at least something if TOE is set to lower value or on AUTO if some AC are in.
What does this mean for The Heel? Apparently the Americans lacked the requisite manpower to get any of the bases to 99% TOE, so...

Dammit!
My response was to compile a spreadsheet of my airbases that had, or needed, Air Support and to monitor the pools and figure out what the hell is happening. I really wish the Air Support and Air Support Need values were in the CR (hint, hint!), as they're the most important values at an airfield. Going into each base to reference these values is a pain, but at least with BG Italy I don't have too many to monitor...
I decided, 'F-it, I'm sending Tactical Air to The Heel'
So turn 7 sees a massive airbase re-organization. I consolidate my airbases in Africa and Sicily to free up manpower and air support for my new bases in The Heel, and those I seek to establish on Corsica.
Air group positions:



