From: Washington D.C.
Any good tips? Should I disable tankers in the doctrines on the outbound leg?
Maybe? It depends. At some point, as you do more and more clever things in Command, few if any scenarios won't involve tanking at some point. Sometimes it's pretty hands off, other times it gets really complicated, and you need to have some experience managing the various settings. The best thing to do is just keep expanding your bang of tricks and figure out what works to produce the desired behavior. That seems to be particularly the case for strike missions.
The AI in the game tends to be a little conservative in terms of its range calculations. This can cause some wonky behavior if left to its own devices. The problem is that if tankers are disabled it can cause wonky behavior of its own. If, for example, I have a flight of fighters top off their tanks at max range, then set them on a manual path to get them on their planned attack vector and avoid a strategic SAM site resulting in them having flown nearly a second strike radius away from the tanker, then switch them to a "strike," mission, depending on the settings you might get lots of unintended behavior.
If it's not set up right, it might decide immediately to go back to the tanker using the shortest path, resulting in your strike package flying directly into the SAM WEZ you were trying to avoid in the first place. On the other hand, using other settings, it might head directly home at an inopportune time, dodging the tanker entirely but still flying a less than ideal path through the SAM WEZ. It might also refuse to assign the aircraft to the mission, which I find particularly annoying. In that case you can still manually drop. For complex plans involving lots of moving pieces, at some point you need to just handle it yourself.
< Message edited by SeaQueen -- 11/10/2019 8:46:11 PM >