Airfield Capacity (9.4.1)
Level 2 - The smallest AF from which offensive (group) missions can be carried out. All small a/c including F,
FB, DB, TB, FP and light bombers (LB) can carry out any applicable offensive missions. Offensive
ops include:
Missing a comma.
You might also want to include a Level 0 airfield:
No land based air operations. Only float aircraft and flying boats may operate here. They need Air Support from either ground units or naval vessels that have inherent air support which
can only support float aircraft and flying boats.
There is something else but can you figure it out?
Base Administration (Groups)
The minimum current level for any occupied AF is one. This current level is affected by the following ways:
• Each individual operational group adds one to the current level.
• Groups at rest or training don’t count towards this total. You might want to check this, my understanding that training units could as 1/3.
• Fragments, Chutai, Sections or flight groups also don’t count towards the total. Are you sure on this for Chutai? They are their own separate unit.
Mitigating Overstacking
Saipan has an SPS of 4. If you base an Air HQ in range, such as the XX US Bomber Cmd with its Command radius of 5,
you get a level 9 AF. Overstack to your hearts content. No admin penalty as long as the best Air HQ of the same
command as the base is within range. If it’s not the same command, the nearest HQ will add ½ its command radius to
the number of groups. At which point you will NOT have a 9 AF but a 7, still enough to operate a B-27 without
restriction but not enough to overcome overstacking.
B-27? I did not know that is in the game but the B-29 is in the game!
Air Commanders.
First a beef. There’s nothing in the manual about how Air commanders/leaders affect the game other than this. ‘The
bonuses are impacted by the leaderships rating of the commander of the HQs’ (8.1.1). A general comment about all
HQ commanders which, in my opinion is not and never has been helpful.
Players have deduced the following.
• The Air Skill rating of an Air Commander helps improve the number of aircraft that fly
• No other leader skills have any influence or bearing on air operations.
The larger the Air Skill value the better. The air skill rating obviously affects group die rolls but exactly how is not
known as the formula has never been published.
For the units and this may also apply to the HQs:
My experience is that the higher the aggression level, it is more likely that the air unit will continue to the target in face of adverse conditions, including enemy CAP. This is also affected by their morale but not necessarily their morals.
My understanding is that the Leadership and Inspiration can also affect operations by enabling pilots to get experience and skill sets quicker, get the slackers to continue to the target, and possibly help the unit cohesion.
My understanding is that the Administration is how effective the unit is in repairs so more aircraft can fly operations.
A ships operational air capability is affected by:
,
.
.
• If a carrier is in a base, CAP or strike missions are limited to 50% of it’s aircraft. If CAP is reinforced only 50%
of the remaining aircraft will be used to reinforce CAP (7.2.1.13.2)
CVEs are not penalized, nor are the ships carrying FPs or FFs to my understanding. Only CVLs and CVs or larger are affected.
Max Sorties (6.1.3 and 7.2.1.10)
This is measure of a carrier’s ability to carry out offensive missions, basically how much ordnance the carrier can carry.
Once the max sortie count reaches zero the CV needs to rearm form port or via a replenishment at sea. Max sortie
count does not restrict defensive ops, critically CAP.
Not "form port" but
from a port since the carrier can not make a port.
Air Transfers (7.2.3)
As I said earlier, why put an aircraft on a ship it cannot operate from?
Aircraft that can be based on a ship can always take off from it, other limitations permitting. This allows you to move
aircraft around aircraft via air transfers, essential when dealing with the vast expanse of the Pacific Ocean.
Maybe add: This allows a player to fly non-carrier capable aircraft from an aircraft carrier to a base where they will be ready to operate, less operational losses and damaged aircraft. This also allows the air units to reach a new base without putting the carrying ship(s) into as much danger since they may not be able to operate their own aircraft since non-carrier capable aircraft count 4X the stacking limit.
Effects of Ship Damage to Air Ops
• Aircraft on a ships may not fly if the ship’s combined System Damage and Floatation Damage are greater than
50. They may transfer off the ship if docked or at anchor at a base with an airfield (15.4.1.2).
• Air groups on carriers with more than 50 system or flood damage cannot receive replacements (16.2)
I also believe that any fires on board prohibit air operations. Would you really want to refuel aircraft with high octane gasoline near where there is a fire?
The smoking lamp is OUT!
You might also want to check on unloading at a base with no airfield but a port. No air operations but a way to save the aircraft and keep from having to buy back any lost air units should the ship(s) sink. Then the air units can wait for a ship to load them or an airfield to be build.
I hope that you are not insulted and that these help.