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Air Operations

Posted: Fri Jul 14, 2017 11:08 pm
by AceDuceTrey
I was surprised to see that air units had such short movement and long loiter (fuel) capabilities. It was particularly disappointing when a Soviet B-10 armored
recon was able to out run my Stuka after I had just bombed it. As a general rule, even "short" range fighter interceptors are able to provide a combat radius
that can cover a typical Army level Area of Operations (AO: 100 km squared) in a single "bound/sortie". Fast moving mechanized forces used tactical bombers
as their "artillery" not so much because the artillery had a hard time keeping up but because "on call" close air support could be available in 20-30 minutes
while supporting field artillery had to deploy, register their position on a grid map, and adjust fire onto the target all of which took at least an 2 hours-
provided they were within range. I suggest you set the FUEL levels to fit the (Daily) sortie rates for the various A/C: i.e. 5 for single engine; 4 for twin;
and 3 for four or more engines. This should increase the movement to the normal combat radii for the A/C. As a point of comparison, a RAF fighter pilot
set the record for takeoffs in one day at 7 during the London blitz.

Re: Air Operations

Posted: Sat Jul 15, 2017 3:12 pm
by kverdon
Hi Ace,

While I agree with the points you have made, I may be able to save you some frustration here as I have been down the same path. The first thing you have to accept in OOB is, that despite the name that implies a level of precision, it is a GAME, rather loosely based upon WW2. Most design decisions have been tailored to fit a designed gameplay and any attempt at historical accuracy is, at times purely coincidental. Accept that and you may have some fun with the game. Trying to reconcile units, scenarios or game mechanics to their actual counterparts in WW2 will only lead to further frustration.

Re: Air Operations

Posted: Sun Jul 16, 2017 6:21 am
by GiveWarAchance
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