ORIGINAL: Central Blue
I am noticing something about air support with the new version of the mod for playing against the Japanese AI. Could be related to the new patch; I wish I had paid better attention to the sequence I am about to describe
Anyway, I was facing a local emergency against the AI, and I dropped some squadrons into Townsville with less than necessary air support figuring I would rail them out after the emergency was dealt with. Funny thing is that after a few turns I noticed that the squadrons were operating as if they had full support. It has been my experience that broken planes would start to stack up on the field because of the lack of support.
Yeah, it could be the new patch, but I didn't see any advertised changes that would affect support in that category. At the same time, I can't imagine why the Babe's mod would be the cause unless there was invisible air support built into some of the units or bases. And I can't remember if I moved those air units into Townsville before or after the patch which is nearly the least helpful sort of report there is.
Lots of smart people check these Babe threads, so I figure one of you will let me know where to head in with this report.
In general I am enjoying the heck out of the mod and learning how to deal with the tough circumstances faced by the Allies at the start of the campaign -- mainly the lack of naval support that really slows cargo operations. I am also noticing some nice tweaks to the TOE's.
Kudos to the Babe team. It's pretty much what I've been dreaming about since PacWar.
Well, I ain't that smart, but I'll give it a shot anyway. There's nothing in the new patch that messes with AvSup, so don't think it's that. We tried our very best to remove all the double secret AvSup everywhere in the scenario. Looked at 6th RAN and Horn Island and what you see is what you get (18 + 8).
AvSup works a bit different in different situations. You need both AvSup and supply. You definitely want 1 to 1 AvSup-to-planes to have planes perform their mission properly. It's not really 1 to 1 for repair/maintenance. Lots depends on activity level. A low overall activity level (say, 30% routine CAP, 70% resting) doesn't need AvSup=total planes in all squadrons at base. It's not hard to repair/maintain damaged/fatigued aircraft, if there's only a few, even though you have less than 'optimal' AvSup.
Problems (boneyards) arises when activity level goes up; lots of planes on lots of missions, planes acquiring maintenance fatigue and damage faster than repair/rotation, and things just finally fall off the cliff. Daily routine, low-level, 'stuff' won't stress the support. A 'push', whether offensive or defensive can be covered, short-term, by accepting more aircraft maintenance fatigue and rotating in any reserve aircraft. Sooner or later (sooner) the rug gets pulled out from under.
Again, it's a matter of tempo. Minimal activity can be supported by minimal infrastructure for a long time. Nominal activity can be supported by minimal infrastructure for a short time, till the grease monkeys get tired and the mess hall runs out of sausages - then ... pffft.