From: Bramble Rose Farm, KS
Providing combat tips for the Air War in Desert War is complicated. It's complicated because at the start of the campaign (1940), the density of aircraft is low; by El Alamein (1942) both sides have a ton of air assets. Before we jump in to recommendations on what to do, let's review the five missions that you can perform with an air asset:
* Counterair. A superior counterair allocation will influence the enemy's air asset capability to interdict, conduct ground attacks and/or ground support missions.
* Interdiction. Air assets committed to interdiction will reduce the amount of enemy supply points received, limit the C2 range of enemy HQs, and reduce the movement factors of enemy units.
* Ground Attack. This mission allows an air asset(s) to attack enemy ground units that are not in contact with friendly ground units.
* Ground Support. This mission allows an air asset(s) to provide some number of positive force ratio shifts in support of a friendly ground unit's attack or defense.
* Rest. You can't keep flying air assets 24/7; they need rest. The lower their readiness rating the higher the casualties they will sustain. At least one turn out of every day should be a rest turn.
With that out of the way, here are some thoughts to help guide you through the use of air power in Desert War scenarios. Let's take Counterair first. How does Friendly vs Enemy Counterair interact?
- If Side A and Side B allocate the same number of air assets to the Counterair mission, they basically negate each other's efforts. There is no effect on the opposing side's interdiction, ground attack, or ground support missions (if allocated).
- If Side A has allocated more air assets to the Counterair mission than Side B, then subtract the Side B Counterair quantity from the Side A Counterair quantity. The net result is the number of Side B's Interdiction missions (if allocated) that are negated--AND--the number of antiaircraft points added to any Side A ground unit's AA defense that is subject to a Side B air attack.
Given these potential results, when is a good time to use Counterair?
- If receiving supply points is critical to your game play, then Counterair limits the number of points the enemy can destroy using Interdiction.
- If you "know" the enemy is about to launch a major attack against your ground units, Counterair can limit the effect of enemy air units by juicing up the effectiveness of friendly antiaircraft effects. An aborted enemy Ground Support unit is one or more combat shifts the enemy doesn't get.
- If you need to "run away" and you don't want enemy Interdiction throwing a monkey wrench into your scheme by reducing your ground movement factors, pour on the coal with Counterair to limit the effectiveness of enemy Interdiction.
More to follow...
< Message edited by bcgames -- 12/16/2019 12:45:58 AM >