Thanks for your answers, but I think I need to clarify about question #2.
When in the battle planner, if you don't click any of the support units, they will do their job in support all over the board at half strength. If you click to light up their icons, they directly attack, only in that specific battle, at full strength.
My question is when and why do you decide to do one or the other?
I almost always assign units to support specific attacks.
First, if you don't they will only use half their strength -- but still suffer a loss of supply and readiness. So it's wasteful not to assign them.
Second, if they are just left on close support, they will exhaust themselves supporting every battle -- even ones where their help isn't needed.
There are, however, two caveats.
First, you need to make sure the units are fully cooperative. If all the lights on the units already assigned turn grey or even black when you assign the aircraft or artillery, you should rethink things -- definitely rethink them if units go black. In some scenarios, things will have been setup so you can't assign air units or artillery to support specific battles. Then you'll just have to settle for general support.
Second, you may also want the air units and artillery to support your units as they defend in your opponent's half of the turn. In that case, they are going to need to end your half of the turn assigned to close support or entrenched or whatever. If you anticipate your turn ending with the round you are planning therefore, you will need to leave these units on general support so that they will provide support in your opponent's half of the turn.
All I've played lately is my Seelowe (a German invasion of Britain) scenario, so let's take an example from that. I'm the Germans, and I'm assigning my aircraft.
Their cooperation is great, so no problem there. The divisional artillery is set up so it can only support attacks involving units from their own divisions and corps units, so I have to watch that -- but the Luftwaffe cooperates with everything.
I can reasonably anticipate two rounds, and three or even four if I'm lucky. Usually the British will be attacking somewhere too, so I have to do what I can to keep them from getting anywhere as well as supporting my own attacks. Air units that are red-light I usually set to rest unless I'm really desperate. Orange-light fighters will rest, and orange-light bombers go on interdiction. This is pretty restful, so they'll recover whilst tearing up British rail traffic (interdiction isn't effective in all scenarios but it is in this one). This has to be done at the start of the turn or the units won't exert any effect. The program won't let you have your cake and eat it too -- fly combat support in your half of the turn and interdict in your opponents'. You can set the units to do it, but they won't have any effect.
So my first round of attacks. All yellow-light or better fighters go on air supremacy unless Fighter Command has really been totaled. Yellow-light bombers might go on interdiction, or they might support specific attacks. Kind of depends what my plans for the future are and what my needs are. Green light bombers support attacks. Almost invariably. Usually, whatever attacks I really want to work and really are going to need help.
Now the next round. Turn might end after this, so usually I assign the more worn bombers to support specific attacks. I don't want them getting really worn supporting defensive battles all through my opponents' turn, and they'll go to 'rest' after the battle if my turn ends. The most rested bombers do not get assigned to a specific attack -- just left on general combat support. That way they'll help beat back the English hordes when my opponent gets to take his turn.
< Message edited by ColinWright -- 12/14/2010 11:12:05 PM >
I am not Charlie Hebdo