Once and for all how does Air Doctrine work?

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

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vandorenp
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Once and for all how does Air Doctrine work?

Post by vandorenp »

I have played many game against the AI and some against a human and manipulated the Air doctrine values with an intent in mind and do not recognize any impact from the changes except finding Army Group North air units refusing to fly fighter escorts for any player generated missions. (they flew in response to Russian air missions).

Rule 16.4 starts off stating "The air doctrine screen settings determine what, if any, priority will be given to the various types of air missions by the computer". I don't see how changing the portion of forces flying a mission type changes any priorities. Of course a player is deciding and executing a priority by choosing to execute one type of mission first vice another i.e. bomb cities before bombing air fields. Of course I am glad I can choose to between air field attack and city attacks.

But how do I control "priority ... given to the various types of air missions by the computer"? The only potential I see for this is contention, if it exists, between player controlled air missions and computer controlled air support for both sides ground combat. Can a player exhaust all available sorties and not have any for computer generated ground support for ground combat? How do you wall off sorties for the computer generated support of ground combat? My experience is there is always support for defensive ground combat no matter how hard you ride your air units during your turn.

How do you prioritize fighter escort sorties betwixt and between the various human controlled missions and the computer controlled missions? I don't see setting the ratio of fighters to bombers as prioritizing.

What happens when you raise one mission escort % and lower all the others and vice versa? But the only missions you fly are the ones with the lower escort mission escort. Then those missions were your priority.
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heliodorus04
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RE: Once and for all how does Air Doctrine work?

Post by heliodorus04 »

I made a post that has some related information in your other thread about air missions.

At the start of your turn, turn OFF ground support.
Always set Recon Escort OFF.

There is only one way that I know of to ensure your fighters are available to escort specific human designated missions. That way is to be very regimented in how you use your air assets during the turn, because as soon as a fighter flies, it is ineligible to escort ground attack.

This micro-management is most easily accomplished (for me) by turning Ground Support ON/OFF frequently. Also, I perform specific ground attack missions prior to most anything else ("usually"). I also fly air transport early in the turn, to enable the highest number of escort missions (I might also fly air transport later in the turn and risk un-escorted missions). Where it really matters, I will fly air supply (not fuel) with level bombers.

You are correct that the Air Doctrine screen has no impact on 'priority' of escort duty.

When fighters are not available to escort, often it's for some reason you're not paying attention to (see the other response in the other thread) or (maddeningly) aware of.

I hope this is of some help.

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