Off-map air repair

Order of Battle is a series of operational WW2 games starting with the Pacific War and then on to Europe!

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Erik2
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Off-map air repair

Post by Erik2 »

Off-map air bases are a too quick way to repair air units.
When the air unit is off-map you may repair it (more than once up to full strength) and deploy it in the same turn.
I think it should take longer to do this. Only allow 1 turn of repair and deployment the next turn similar to on-map airfields.
jakemon
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Re: Off-map air repair

Post by jakemon »

Two other features of the off-map bases:

1. Taking a unit off map returns it to the reserves, and returns its command points to the pool. A different unit can then be deployed. This is an effective way to rebalance your fighter / bomber mix (to correct a deployment miscalculation or respond to an enemy fighter sweep / seaborne invasion).

2.The exit hexes have companion deployment hexes. When these exist on different map edges, you can instantly shift air resources across a large distance.

I'm mostly ok with the functionality as it exists- from the perspective of having played only the Pacific theater titles. There are few scenarios where this gets used, and at least one (US Marines: Munda Point) where it seems to be a tactical requirement. I do agree the repair / deploy ability is inconsistent, but don't find it as dramatic as the reserve / command pool facet. In most of my games the available command points limit getting core units deployed. If I needed an extra turn to do a repair, I'll usually have a waiting unit ready to deploy anyway.
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