From: The Oort Cloud
So I'm starting my first campaign game against the Japanese AI, and I'm trying to get a fix on the ins and outs of disband/withdrawal. Obviously, I've got a lot of units that are going to "go away" soon thanks to enemy aggression. When it comes to LCUs and ships, I can generally judge (however poorly) which I want to save and which I want to throw on the pyre so to speak. But the game is different for air groups, which have the option of withdrawing/disbanding to fight another day. I don't completely understand this, to be honest, but I know it's something I have to manipulate properly if things are going to go well down the road.
My guess is that, for instance, if I have a tiny 2-plane Dutch float plane group that I should just fight them into the ground. But what do I do with decent British LB units at Singapore? I know this falls into the fight-or-flight argument, which is always a matter of taste, but I just want to get a basic grip on the usefulness of disbanding air groups for practical gain.
"Human history becomes more and more a race between education and catastrophe." (H.G. Wells)