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Off-map air repair
Posted: Sat Apr 08, 2017 10:50 am
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.
Re: Off-map air repair
Posted: Sun Apr 09, 2017 5:03 pm
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.