Air bases

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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GreenGoblin1898
Posts: 27
Joined: Mon Mar 24, 2014 12:30 pm

Air bases

Post by GreenGoblin1898 »

Please could someone tell me, is it better to move airbases at the beginning or end of a turn? Also, should I be moving them every turn?
swkuh
Posts: 1034
Joined: Sun Oct 04, 2009 9:10 pm

RE: Air bases

Post by swkuh »

Depends...

Playing Axis:

I keep air bases in range of points of conflict that "matter." Sometimes they are moved before combat, sometimes after.

Important, once an air group acts, you cannot put its elements to reserve status (an easy way to manage air group composition.)

Moving them every turn is not useful or required.

Composition is important as you want CAP & escort fighters, transport, and "tac" & "strat" elements available in most places.

Given right composition & useful locations, leave 'em alone.

Playing Soviets: wouldn't know.
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