more air questions

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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buncheesy
Posts: 39
Joined: Mon Aug 26, 2013 8:15 pm

more air questions

Post by buncheesy »

Maybe the air war side of the game is just too deceptively simple for me?

So I have only played the lenningrad scenario.

1. Why do I have these 4 plane units in each airbase with only 1 plane active when that hogs up a space that could be used for a more populous unit?
2. What are the problems associated with increasing the number of units at each air base, there doesn't seem a command limit?
3. When would I use night missions?
4. Bombing units and HQs causes disruption right? Because it sure doesnt kill much!

cheers.

No doubt I will have many more question for the long suffering community but that will do.

Maybe I will add:
Is there a guide to what each support unit does, in which circumstances they are best attached to a division, which ones should be disbanded/have TOE turned down and when etc?
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loki100
Posts: 11699
Joined: Sat Oct 20, 2012 12:38 pm
Location: Utlima Thule

RE: more air questions

Post by loki100 »

ORIGINAL: letmein

Maybe the air war side of the game is just too deceptively simple for me?

So I have only played the lenningrad scenario.

1. Why do I have these 4 plane units in each airbase with only 1 plane active when that hogs up a space that could be used for a more populous unit?
2. What are the problems associated with increasing the number of units at each air base, there doesn't seem a command limit?
3. When would I use night missions?
4. Bombing units and HQs causes disruption right? Because it sure doesnt kill much!

cheers.

No doubt I will have many more question for the long suffering community but that will do.

Maybe I will add:
Is there a guide to what each support unit does, in which circumstances they are best attached to a division, which ones should be disbanded/have TOE turned down and when etc?

1 - if it really has only 1 active plane then it probably can't take part in operations (this depends on the % to fly option you've set), I'd send it back to your national reserve to recover;
2 - each airbase has a support limit, if you exceed this then the number of planes that are damaged will increase and they are more likely to be unusable. Different planes impose a different load. Also as you increase numbers at a base you increase supply demand and truck usage - this may or may not be a problem depending on where you are in the game and which side you are playing
3 - usually not at all, except if you want to run resupply missions where the Soviets have air superiority or if the U2s get too annoying. You've a few specialist night fighters so look for what your opponent is doing and deploy them to that sector. Left unchecked the U2s can inflict a steady stream of losses and disruption and for the Soviets they are almost free to use
4 - yep, though the Ju-87s have a good kill rate. Key is that disrupted elements don't fight and they increase fatigue as they recover. So if you need to take a well defended hex, a combination of a pre-attack bombing raid and lots of ground support can make all the difference. Look at the detailed combat result or run an attack on a very low speed setting (say 5), this will give you an excellent feel for the indirect effects of the air war

As to SUs, not really, its all a bit of it depends. The trade off is if the SUs are in a division then they will fight if that counter is in action, but quite clearly they won't if it is inactive for some reason. If they are in a corps then they may fight in any eligible battle and as the Germans you will most likely pass the requisite tests.

My view is you use the SUs for the Germans to optimise some formations. A common trick is to create a couple of infantry corps for siege work, at the start send them to Leningrad, later on to break down really strong defenses. Here you want Eng/Stug style SUs in the divisions and to bring your heavier artillery into the corps. Its easier to manage SUs as the Soviets as, up to a point, you can build what you want ... but actually you need more to compensate for generally weaker ToEs than the Germans have.
buncheesy
Posts: 39
Joined: Mon Aug 26, 2013 8:15 pm

RE: more air questions

Post by buncheesy »

All good stuff loki100. Thanks.

I seem to be doing alright with SU on a small scale but locking them across a whole army is going to be a challenge I reckon. The air war is a very different beast from WitP.
swkuh
Posts: 1034
Joined: Sun Oct 04, 2009 9:10 pm

RE: more air questions

Post by swkuh »

For Axis:

Start with "air doctrine" process. I set such to ensure low participation in any one action and mostly let the air take care of itself.

Disband the air group HQ flights (the 4 plane units) and see no lost effects. Eventually get one of each type unit (LB, Ftr, ...) to each AB and get ABs behind most fronts. Let air campaign go on auto, etc.

Special cases would be significant objectives like Leningrad (the East side port,) Moskva, etc. For these load a nearby AB with LBs & fighters and use it to reduce the objective until won. Then reserve unneeded forces.

Beyond early '43, don't know...
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