I am not sure of the HQ question .. from what I read in the forums here .. there is no advantage from fuel? or supply? The HQ's can contribute AA Su as an example for flak in defense ..I invite others to comment
I do know this from Morvel:
Initiative, administrative and air rolls for airbase units (type 5) are allowed to be performed only by leaders of "air HQs" only (Soviet Air Armies, German Fliegerkorps and Luftflottes, etc.). In the previous versions of the game this caused German "army" air bases to fail those rolls automatically. In the current version such air bases are eligible for a "last chance" roll.
So it looks like the major airbases with planes attached need a major luftflotte HQ nearby ..
From 16.1.3 it specifically states that miles flown is from base to staging base to target .. and all miles flown accumulated. In fact I just made a mistake and clicked on the wrong staging base and added 10% miles flown
So using staging bases extends total range at a cost of miles flown ..
There is another trade off .. get bases close to the front lines and the enemy might come to visit so there is an optimal placement of in supply, on a railhead, in clear terrain, at a distance with acceptable risk of airbase being bombed and using a staging base to extend range ...
Also in my original post I did not emphasize another constraint ..and it is a big one .. only 2 air attacks per turn per hex ( this is changed in V1.08.08 & 1.08.09). (In fact the air rules are significantly changed from the manual between 1.03 and 1.09) That does not include Ground combats and air interdictions that the AI performs automatically ..
Thus combine the 33% rule with the 2 attacks per hex rule and staging bases ... getting the bragged about air kills turn 1 is a choreographed event that includes the Rumanians (That I do not understand completely yet) of using air frames initially to smash the stuff close while conserving miles flown, and then using staging bases later in the turn to smash IL-4's deep in the battle space
( my first attempt at this was a disaster against sparkley tits so I would practice against the AI first )
I can say I started to understand what Telemecus was teaching on turn 2 of the 2x3 game and was able to as shown in that AAR hit Soviet airbases that they thought were safe.. and extend airpower for the ground war to attack bad terrain ..
BTW) The use of Stuka's in the new version ..there is a dive bomber airframe class that I see works the same but just sets apart from level bombers ..
< Message edited by Crackaces -- 1/7/2018 10:45:04 PM >
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