• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

RSalins

Second Lieutenant
32 Badges
Nov 5, 2005
155
70
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines - Campus
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Natural Disasters
  • Arsenal of Democracy
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • 500k Club
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Supreme Ruler: Cold War
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Darkest Hour
In the latest stream Daniel was moving aircraft around from base to base to demonstrate how it was done. (very helpful by the way) However made me think that when an airfleet was rebased in HOI 3 it lost half of its organization and if rebased immediately again it was basically at 0% org.

Was wondering if there is something similar to this in HOI 4. I couldn't tell if was any type of organization for aircraft or not. I always disliked the org loss in HOI 3 and it usually caused me not to move my airfleets around. If this penalty has kinda of been removed I have yet another reason to believe that 4 well definitely be better than 3.

if someone could help me out answering this I would appreciate it. Thanks
 
  • 1
Reactions:

phantomrider

Colonel
23 Badges
Mar 20, 2009
1.050
305
  • Europa Universalis III Complete
  • Semper Fi
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • 500k Club
  • Rome: Vae Victis
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Rome Gold
  • Europa Universalis: Rome
In the latest stream Daniel was moving aircraft around from base to base to demonstrate how it was done. (very helpful by the way) However made me think that when an airfleet was rebased in HOI 3 it lost half of its organization and if rebased immediately again it was basically at 0% org.

Was wondering if there is something similar to this in HOI 4. I couldn't tell if was any type of organization for aircraft or not. I always disliked the org loss in HOI 3 and it usually caused me not to move my airfleets around. If this penalty has kinda of been removed I have yet another reason to believe that 4 well definitely be better than 3.

if someone could help me out answering this I would appreciate it. Thanks


Moving an air wing or squadron from one base to another is a big deal. You have to move not only the airplanes, but the fuel and fuel trucks, the spare parts and the people who maintain the planes and all of those have to be accomodated in another location, (chow halls, security, baracks or tents, personnel guys) and a new routine (or old routine in a different location). While it is nice to think the all could be magically transported like in star trek it doesn't happen that way. You move an airplane unit and while you may have a couple of the planes "ready" for action in hours the rest of the planes take awhile to get back up to being able to generate the same number of sorties as they could at an "established base".
 
  • 3
Reactions:

RSalins

Second Lieutenant
32 Badges
Nov 5, 2005
155
70
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines - Campus
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Natural Disasters
  • Arsenal of Democracy
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • 500k Club
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Supreme Ruler: Cold War
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Darkest Hour
Moving an air wing or squadron from one base to another is a big deal. You have to move not only the airplanes, but the fuel and fuel trucks, the spare parts and the people who maintain the planes and all of those have to be accomodated in another location, (chow halls, security, baracks or tents, personnel guys) and a new routine (or old routine in a different location). While it is nice to think the all could be magically transported like in star trek it doesn't happen that way. You move an airplane unit and while you may have a couple of the planes "ready" for action in hours the rest of the planes take awhile to get back up to being able to generate the same number of sorties as they could at an "established base".
.
I'm certainly not debating the reasoning behind it. I understand that it is a Total movement of the airwing/fleet. However when the unit is being moved from an established base to another established base I felt the org regain was a little slow.
If the system now is that there is no penalty at all when moving to a new airbase or a recently occupied enemy airbase then I believe that this is something that should be looked at.
 
  • 1
Reactions:

phantomrider

Colonel
23 Badges
Mar 20, 2009
1.050
305
  • Europa Universalis III Complete
  • Semper Fi
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • 500k Club
  • Rome: Vae Victis
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Rome Gold
  • Europa Universalis: Rome
.
I'm certainly not debating the reasoning behind it. I understand that it is a Total movement of the airwing/fleet. However when the unit is being moved from an established base to another established base I felt the org regain was a little slow.
If the system now is that there is no penalty at all when moving to a new airbase or a recently occupied enemy airbase then I believe that this is something that should be looked at.

I am not sure what the right answer is. However, when you move a fighter or medium bomber wing to a new base, even if it is "established" there is rarely the personnel there that can handle the increased workload of the additional 30 to 100 aircraft so that you can meet the usual operational missions for these aircraft. Most air force organizations attached ground support personnel to the "wing" or "squadron" and move these personnel with their air crew and planes. Until the ground support personnel is up and functioning "normally" in the new location sortie rates are not as good.
This is a different situation from transport air craft (military of civilian) where each air base or air port has the capability to "turn" a certain number of airplanes a day and to "fix" (maintain certain "minor" breakdowns) and refuel "transit" aircraft each day. In these cases and major maintenance is done at a major base or depot maintenance center. On the other hand, when you need to "surge" the number of sorties through a given airport (say double or triple the number of landings and take offs) you need to add additional ground support personnel to do so and it takes awhile to build up to the desired capacity. (Examples of a surge when I was involved were say a disaster relief effort in response to an earthquake where you wanted to get a whole bunch of disaster supplies into an area quickly and during the early part of the first Iraq war (aka Desert Shield) getting the ready brigade deployed with some fighter cover into Saudi Arabia. The bases were already there but they couldn't handle the volume without a major increase in personnel at not only the destination air base but many to the waypoint transit airbases as well.