Air Doctrine

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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tiger111
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Air Doctrine

Post by tiger111 »

Has anyone adjusted these values?
If the "To fly" is at 50% and say ground attack is at 50% does that mean that 25% of eligible planes will fly?

What do people think are the best values for a long campaign?

I think the kills per unit is a great feature.(someone been looking at WITP-AE...)
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RE: Air Doctrine

Post by bcgames »

ORIGINAL: Augustas
If the "To fly" is at 50% and say ground attack is at 50% does that mean that 25% of eligible planes will fly?
No, the 50% Ready To Fly means that no air group with less than 50% of its aircraft ready to fly is eligible to fly this ground attack mission (or any other mission for that matter).

The Ground Attack Doctrine setting means the computer, given a notional ground attack mission--a mission that the computer determines the number of aircraft it would fly if it was "unconstrained" by the doctrine setting--will select half as many bombers from this notional number to fly the actual ground attack mission. So if the computer thinks 60 bombers is the right number to send in the "notional mission", then the Ground Attack Doctrine setting of 50% means that only 30 bombers will be sent.

I think...
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IdahoNYer
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RE: Air Doctrine

Post by IdahoNYer »

Now that I have adjusted some doctrine values, is there a way to set it back to a default?
elmo3
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RE: Air Doctrine

Post by elmo3 »

Don't think there is a default button so just set them where you want them.  Either that or start another game, check the default settings, then adjust them accordingly.
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ComradeP
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RE: Air Doctrine

Post by ComradeP »

You'll have to do it manually.
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CarnageINC
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RE: Air Doctrine

Post by CarnageINC »

How does the AI set the air doctrine?  Is it set on just one setting or does it adjust over time to something else?
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RE: Air Doctrine

Post by ComradeP »

No idea really, it seems to maximize the number of units flying missions, but I'm not sure how (if it uses different notional numbers or if it manages air doctrine settings).
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killkess
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RE: Air Doctrine

Post by killkess »

Would anyone from the officials pls give us some examples about what happens if we change the doctrine settings? While i´ve understood most off the manual the air doctrine part is still a little mirracle for me.
So if the computer thinks 60 bombers is the right number to send in the "notional mission", then the Ground Attack Doctrine setting of 50% means that only 30 bombers will be sent.

This would itself lead to more missions flown while each one is less powerfull. So far so good. But how can i change the imprtance off the individual missions? For example i want less ground attacks on units but more interdiction.
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RE: Air Doctrine

Post by elmo3 »

Air doctrine "% required to fly) is the % of aircraft that must be ready (as a percentage of TOE, not current aircraft in the unit).  So if the doctrine says you need 50% required to fly and you have 10+ ready aircraft out of a TOE of 20 then that unit can fly the mission.  If you had 9 ready aircraft it would not fly.

For missions like ground support the % is the number of aircraft the Ai will attempt to fly as a % of what it would normally fly for that type of mission.  So if it's set to 50% and the AI would normally send 30 bombers then it will try to send 15.  There is randomness built into this as well as a possibility that the unit will not participate for other reasons like bad weather.

Note that for those who want to make ground attacks without including ground support aircraft they can set the % for ground support to 0 and that should prevent the AI from adding any ground support to your attacks.  They can then make their minor ground attacks first before setting the % back up to provide ground support on major attacks.
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killkess
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RE: Air Doctrine

Post by killkess »

But how to trade within the missions-types? If i change Airfield attack down to 10. What is the influence of this on ground attack, ground support and so on.

Simply: What should i doo if i think that ground attack is the most important?
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RE: Air Doctrine

Post by elmo3 »

Lowering airfield attacks to 10% means the AI will send fewer aircraft on those missions.  That should make more aircraft available for ground support.  Alternatively you could resolve ground combat first so as to maximize the number of aircraft available for ground support misions.  Fly airfield attacks last and the AI will have less aircraft available for those missions.
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killkess
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RE: Air Doctrine

Post by killkess »

Ahh.... now i understand. Thx for you´re explanations.

But one more point: So the doctrine setting has just an impact on the not spended "flight-time" after the normal turn? Or does it also influence if the aircraft do airsupport during the normal moving turn?
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RE: Air Doctrine

Post by elmo3 »

Sorry but I'm not understanding your question.  The AI always handles ground support.  The player never does.  So the ground support air doctrine setting affects all ground support missions.  You can manually run airfield bombing missions if you want in which case you can select the air units to use.  However if you let the AI do airfield bombing missions then it will use the air doctrine as a guideline for assigning air units to the missions.  It does not use the exact percentage as there is randomness involved, and other factors to consider like weather.
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RE: Air Doctrine

Post by bcgames »

Given this rule...
The Missions where air group units are limited to flying them only as the first mission of the turn (no miles yet flown) :

• Bomb Ground Unit (day or night)
• Bomb City (day or night)
• Bomb Airfield (night)
• Air Transport (night)
• Air Transport (day) - for non-transport aircraft, i.e. level bombers
• Air Transfer

[game manual, pgs 230-31]
None of the above missions are flown without a direct action by the player (though I'm not sure if bomb ground unit and provide support for a ground attack/defense are the same thing or not). The player specifically chooses to fly them--either against targets selected by the player, or by the player selecting the mission type and then the AI button to enable the AI to conduct the mission type against targets the AI selects. Setting the Air Doctrine before any of these missions are flown is the best way of apportioning your airpower without having to resort to micro-management. If you do like to micro-manage your airpower, then you can tweak your Air Doctrine settings as the reports of your airstrikes come in. If your air objectives are achieved early--reset the Air Doctrine. Not so good? Crank them up a notch.

I think...
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RE: Air Doctrine

Post by Gandalf »

ORIGINAL: bcgames
<snip>

I think...

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RE: Air Doctrine

Post by bcgames »

Yep...sometimes I appear like a bullfrog looking at a wristwatch through a block of ice.
ComradeP
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RE: Air Doctrine

Post by ComradeP »

You're right bcgames, although it's difficult to pre-plan air transport missions for units/air drops as it's difficult to tell how many transports will be used until you actually fly the mission, which in turns means it's difficult to set escort settings.
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