How to set up an Air Intercept of multi axis/ToT attack

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texag11
Posts: 12
Joined: Sun Jan 19, 2014 1:08 pm

How to set up an Air Intercept of multi axis/ToT attack

Post by texag11 »

Building a SCS scenario where the Allied forces have to neutralize the Spratly/Woody island bases and I'm in the process of creating air intercept missions off of the 3 main bases in the Spratly's but I can't figure out how to keep the AI from wasting assets.

The player will have the assets for a potential multi axis attack and I want to give the Chinese side fighters that will go out and ID/engage as they appear. I've created an Air Intercept that reacts 200 miles out, and left "no preference" and only 1 flight ever takes off, but if I allow more than 1 flight to launch, it will just launch them all whether they've IDed 1 inbound bomber or 10 from 10 points on the compass.

Is there a way to say just 1 flight per bogey/axis that I am missing? Or is there a work around I can use via LUA?
boogabooga
Posts: 1009
Joined: Wed Jul 18, 2018 12:05 am

Re: How to set up an Air Intercept of multi axis/ToT attack

Post by boogabooga »

I don't think that the multi-axis attack applies to air intercept missions, only ground strike missions. For air intercepts, I think it's about getting to the target as quickly and straight-forwardly as possible.

You can set up multiple inactive A2A patrol missions with different prosecution zones. Then, use scripting to activate/deactivate the missions as bandits fly through the patrol zone.
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
thewood1
Posts: 10272
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: How to set up an Air Intercept of multi axis/ToT attack

Post by thewood1 »

There are ways to use Dynamic missions to assign the same units to multiple missions with different sectors(zones). You can then prioritize the missions differently for units and missions to skew certain units to certain sectors. The Ops Planner can be used to trigger and control which missions run. There is some embedded lua in the Ops Planner that can be used also. If you play from the scenario editor, you activate, deactivate, and reassign units through lua or events. I always play from the editor due to the power of lua and the events engine. I have experimented with using events to send different flights with different loadouts depending on type of unit detected. I am pretty sure different zones would work the same way.

The best part of using multiple missions is you can have different ROEs, WRAs, formations, altitude, speed, etc. for all the different missions. But the Ops Planner is complicated to use and prone to unintended results due lack of detailed understanding, at least for me.

edit: I should point out that when you assign a unit to Dynamic missions, you lose a little control over detailed planning of the mission with flight plans. But if its an air intercept mission, you can't pre-generate flight plans anyway.
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