Currently, without the advantage of well-placed airports as the aggressor nation, I'm take a lot more losses vs identical interwar fighter wings.
The following questions are aimed at player Japan's limited resources and civilian factories.
With the loose goal of creating a longer range 'rubber fighter' with heavy attack.
What I mean by 'rubber fighter' is using non-strategic materials usage to eliminate the need for aluminum with interwar designs.
Previously I tested a 36' fighter design with heavy machine guns, non-strategic materials usage and self-sealing fuel tanks to make up for the air defense stat loss.
The design performed very well but did not have the range I wanted and was still resource expensive.
1) Is air defense important for fighters? or would it be catastrophic to use drop tanks instead of self-sealing fuel tanks resulting 1.0 air defense 800 range?
2) Should I even bother with early fighters? all interwar planes will likely be eventually given to a puppet.
3) Should I forget taking advantage of starting production efficiency and go with CAS instead?
4) Is the 'rubber fighter' simply a poor idea?
5) Should I ignore the early game fubar total score where the number of planes makes the biggest impact?
6) Lastly, does total score have an impact on Foci that make demands of other nations?
Edit: all designs will include engine 2.
Please don't feel obligated to answer all of my questions. Any one will be helpful.
The following questions are aimed at player Japan's limited resources and civilian factories.
With the loose goal of creating a longer range 'rubber fighter' with heavy attack.
What I mean by 'rubber fighter' is using non-strategic materials usage to eliminate the need for aluminum with interwar designs.
Previously I tested a 36' fighter design with heavy machine guns, non-strategic materials usage and self-sealing fuel tanks to make up for the air defense stat loss.
The design performed very well but did not have the range I wanted and was still resource expensive.
1) Is air defense important for fighters? or would it be catastrophic to use drop tanks instead of self-sealing fuel tanks resulting 1.0 air defense 800 range?
2) Should I even bother with early fighters? all interwar planes will likely be eventually given to a puppet.
3) Should I forget taking advantage of starting production efficiency and go with CAS instead?
4) Is the 'rubber fighter' simply a poor idea?
5) Should I ignore the early game fubar total score where the number of planes makes the biggest impact?
6) Lastly, does total score have an impact on Foci that make demands of other nations?
Edit: all designs will include engine 2.
Please don't feel obligated to answer all of my questions. Any one will be helpful.
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