From: Omaha, NE, USA
"So, a Typhoon comes in towards the target hex at 350 mph. By the time the pilot realizes that there are no targets in the area it is way too late to look around for a new target. And even if he did see one he probably couldn't alter his course fast enough to make a pass with any chance of success."
Very true. There's also the Positive ID issue as well; WAS that REALLY a Panther I just saw? Further away from the FEBA it's not an issue IRL, but since in the SPWAW world all airstrikes are CAS, this is actually a realistic way to simulate target ID problems. Another issue is the way FOs (FACs actually) direct the strike: There's no target marking for the FO/FAC to "talk" the striker on to. If this is abstracted, then it's not done too well. A target marking routine that would increase the chances of the airstrike hitting the targets YOU designate would alleviate this problem and still give one the frustration of seeing your CAS missions hitting the wrong spot-also RL...
"But I have said it before and will again: It would be great if we could have two different air attack modes. One as the air support work now with the pilots going after the targets easy to spot and presigious to kill. And one mode to allow the player to say: Bomb hex x,y (or as close as you can) no matter what targets you should otherwise see - a bit like in SP1."
In another post, discussion ensued about B17s going away to be replaced by a possible "level bomber" airstrike. If so, then what you propose is EXACTLY how these aircraft were used. These missions were all pre=planned based on geography, either an easily ID'd terrain feature or a "kill box".
In order to accurately simulate these weapon systems, their missions should be fixed at game start. No way could a battalion CP request such a strike and get it approved, and bombers diverted in 1-2 hours of game time (not to mention briefing crews on FEBA, enemy threat etc).
"...these go up to eleven."