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Ground combat vs air combat/activity question
Posted: Wed Aug 30, 2023 10:25 pm
by scout1
Ground combat is captured in the combat report .....
What about air combat / interdiction activity ? Is this captured in one of the reports ?
Re: Ground combat vs air combat/activity question
Posted: Fri Sep 01, 2023 11:27 pm
by sPzAbt653
I think it says Furball in the Combat Report to indicate an Air Combat.
I don't think Interdiction's are reported anywhere, other than when they occur.
Re: Ground combat vs air combat/activity question
Posted: Tue Sep 05, 2023 1:24 am
by larryfulkerson
The only times I've seen aircraft show up in the combat reports is when there's a bridge attack, and airfield attack, CS support on a ground assault, and when your fighters show up as interceptors when enemy aircraft attack your troops. And there was the previous mention of furballs. I too wish there were more information about aircraft attacks, like when the enemy strikes one of your units as it moves, especially passing through a hex that has an airfield. It's almost like you have to take a screenshot of the contents of the unit prior to the movement attempt and another after the strike to discover any losses sustained via the movement. That's a hassle, but it WILL show any losses. But you are still unaware of what enemy losses might have been from that strike. Or if your aircraft showed up to intercept the enemy strike.
Now that I'm thinking about it I'd like to know if the strike is constrained in any way by the weather. I'd like to see if the game engine constrains any launches from airfields that have weather in them that would make launches contraindicated. Like T-storms, snow, heavy rain, fog, really really low overcasts, etc. I guess I need to do a test to monitor that. Making a list of the airfields have bad weather and monitor which of those that launch missions, any mission of any type at all. They didn't have VOR's, ILS, GPS, etc. back then. I guess the best they had at the time was an ADF [ direction indicator ] which they could tune to any radio in the world. Even enemy radios. That's what the B-17's used when moving from Travis AFB, in SFO to Pearl on Dec. 7, 1941.
And I'd like a more granulated approach to the way supply is handled. For instance if an airfield doesn't have any fuel it can launch no missions at all, even to defend itself against enemy air strikes. Just like in real life. I don't mean this should be extended to spare parts, tires, shirt buttons, etc. I'd thinking of something like the way WITP-AE handles supply. Also, if you don't have the appropriate ground crew at an airfield then no repair of aircraft takes place. And they can't be flown until the appropriate ground crew does show up. Sometimes I have to disband fragments of a squadron so that at least the aircraft can be used as spare parts. Should we have something like that in TOAW? Maybe we should do a pool to see how much detail is desired by the communnity.
Re: Ground combat vs air combat/activity question
Posted: Tue Sep 05, 2023 10:36 pm
by scout1
I realize this question isn't applicable to pre WWII scenarios .... but sure would be nice to know this information for WWII scenarios' go forward
Re: Ground combat vs air combat/activity question
Posted: Wed Sep 06, 2023 11:21 pm
by scout1
Any chance on a future upgrade to capture air combat and/or locations .... different fronts have much different coverage .... for example, the Russian front is very broad so adjusting air assets north to south is important depending on the opponents locations .......
Not sure this is an easy thing to add for a future release, but from my chair would be helpful ......