ORIGINAL: Nix77
ORIGINAL: Jajusha
If you set up more then 2 strikes per airfield then strikes 3 and forward meet the airfield already empty
Thanks Jajusha, all good info there!
How do you set up a limit on strikes per airfield? Do you make a directive for each airfield separately (area 1x1), or just limit the intensity to match the amount of airfields in the directive area?
ORIGINAL: loki100
generally on T1, only hit airfields on D1, you might risk some D2 around Odessa but the bonus drops off rapidly and the VVS recovers its functionality
don't over commit either via intensity, days or size of target box. Once air groups have started to build up mileaage, operational losses can be brutal
I wouldn't run AS at all.
Thanks Loki!
So there's a surprise bonus only on D1 in Grand Campaign? Overruns are a familiar strategy from WitE. What kind of situations would Air Superiority missions be useful in?
Just figured out the intensity, it's just a general guide for the strike numbers... which might be an answer to my question on strike limits above
I tried to change the required AC numbers to be a bit lower at least for recon sorties, but the recon AOGs didn't seem to follow my orders... maybe it's best to play around with the air directives on a small map just like Jajusha has done just to learn the ropes.
Seems like the drop tanks really increase fighter range a lot, I reckon including them in fighter loadouts would make escorts more powerful during the opening turns when the panzers are running full steam away from Luftwaffe airfields?
Strike number is in the air directive details
the way it works depends a bit on the AD and target. But lets stick to airbase bombing. You set a square and it contains 4 air bases, auto will mean the AI routine guesses how many missions will be needed (it may discount some if it finds the airbase empty or out of target) using the intensity as a basic guide, but if you set the mission D1 only and 8 strikes you are telling it to try and hit each airbase twice.
AS is a bit of a specialist choice in WiTE2 (compared to WiTW), you can often rely more on auto-intercepts or setting your fighters to escort GS. AS are useful if you think they will try air transports or to put your fighters over their airbases - but, both sides have short range fighters and imperfect recon (so this is a very situational option)
drop tanks are a bit of a double edged sword to be honest. Much more than in WiTW, air losses from operational causes escalate rapidly with poor weather and/or air groups generating a lot of air miles. The drop tanks may be essential to reach a given hex - the wise question is do you want to reach that hex?
I think this will be the mechanism that catches people out the quickest, with the Allies in WiTW, fuel tanks were almost always added to your loadouts almost by default, that shouldn't be the case in WiTE2. They are a situational tool not a default one. But basically range can kill.
edit - its near impossible to keep air cover over the spearheads from T2-T4, apart maybe in very specific sectors. This should be taken account of by the Soviet player, even I-153s can be useful when the LW is struggling to equip its new airfields. In general, as the axis you have to concentrate and in the early turns air cover will lag behind, as the Soviets in the early war in many ways you want to be where the LW isn't.