I say make AA more powerful, so you have an incentive to build it. But bombers are fine the way they are - it's very simple to chase them off with interceptors.
Shahed said:Air power does not need any fixing except for the ability to target a specific province, Airpower now allows Manpower 'weaker' nations to equalise the land advantage of massive land forces in some way. That's the way I see it. Making Airpower less strong makes it an advanced Victoria game. It's not only about history it's also about playability. The correct balance must be struck and IMMHO aipower as it is now achieves this aim pretty well.
mld0806 said:Air power should be a battle winner, not a unit killer. They need to roll air power back and then increase it incrementally until it hits that right balance. Having it act as a unit killer rather than a support wing that greatly increases a nation's ability to win battles is wrong. Period. .
mld0806 said:It is seriously possible to have a strategy in which your land forces are a support wing to your air force, simply having the job of dislodging the enemy so that the aircraft can get to them. That's historically incorrect, and it doesn't model the relationship between air and ground accurately at all.
TheLand said:My favourite option is to roll together Ground Attack and Interdiction, and reduce the effectiveness of both.
NikkTheTrick said:What they need to do is to let us order our bombers to bomb a certain province. In 1.2 I found airpower useless because AI chose targets other than ones I wanted to bomb. It was quite ridiculous when while needed to devastate enemy infrastructure before an attack my bombers would instead attack infrastructure in another province behind enemy lines. Yes, that other province has less units and AA, but I do not want my bombers to save themselves. I want them to SUPPORT my ARMY.
As of now, airforce is a poor army support for the exact same reason. I cannot use logistical strikes because AI choses a province behind enemy lines - one that I cannot possibly attack with land forces - while enemy defensive line, ignored because it is better defended that interior, is ignored and infrastructure there stays at maximum. True, there are EXCEPTIONS to this rule when airforce HAPPENS to support my troops, but so far it has been coin flips... Just give us an potion to turn that goddamn airforce AI off so that we could bomb where we actualy need to bomb.
What is left of airforce is unit killing ability. As mld0806 has said, that is unrealistic. Let us use airforce for support and tone down ground attack efficiency.
Also, make land units do more damage to enemy bombers. So far, my CAS did not suffer any noticeable losses while bombing a 9-division stack where 4 units had AA brigades attached!
NikkTheTrick said:I agree that strategic bombing did not involve certain provinces, but logistical strikes did.
I understand that bombers can make a mistake and bomb a different region, but they will not keep making the same mistake over and over again. Compared to current system, I would rather have my bombers choose their target province randomly since in that case my target province will recieve at least some damage. The option C you have offered looks like a good solution. Alas, it is not in the game...
When it comes to CAS, specific province targeting, in my opinion, absolutely needs to be implemented for a variety of reasons:
First of all, CAS operated over (relatively) short ranges and unlike STR they would not "drift" hundreds of kilometers from their target.
Second, the very nature of CAS requires bombing of certain units. This is especialy true with intrediction strikes. Yes, CAS will bomb whoever I tell them once the combet had started, but by that time the combat would have already went for hours, resulting in my attacking forces sustaining considerable org losses. This is especialy hurtful for low-org doctrines.
Third, as of now CAS can be sent for missions hundreds of kilometers beyond their range. In areas with large provinces, one can send CAS to a province in another area, say 200 km away, and CAS will reach any province in that area, even if it is 1000 km away. This is grossly unrealistic and is arguably an exploit.
NikkTheTrick said:As for my complaint about bomber losses, I was talking about a case where a stack of my 4 CAS was performing ground attack on a fully organized stack of 9 divisions, 4 of which had AA brigades attached (no provincial AA). After couple of days of bombing, all my CAS were at 100 strength! Yes, they did not do too much damage to enemy troops, but they have gained experience. As of now, it is an exploit where one canorder his CAS to bomb some dug in divisions, resulting in 100 experience wings.
mld0806 said:The only problem with this is that, by combining ground attack and interdiction effects into one, you exacerbate the situaiton. As it stands, retreating enemies take interdiction damage to keep their org low so they won't shoot back and ground attack damage from air units hitting their strength. The combination of the two leads to high casualties to the ground units and low casualties to the air units. Combining the two, however, solves nothing. Now, instead of having some on Interdiction to keep org low and some on ground attack to inflict damage, you just have them ALL on the new mission. Even if the effectiveness of each half is cut in 1/2, the combination is just as strong as it stands now.
TheLand said:You could reduce the effectiveness by more than half. Also, the damage done by successful hits can be varied between types of unit.
mld0806 said:That would bring it back to almost 1.2 levels...at which point, why not just go back to 1.2, build bombers in the numbers we see now, use them in both missions simultaneously like they are now, and viola...
TheLand said:My other cunning idea is to make damage from air attack proportional to unit strength... a full-strength armoured division on the move is a sitting duck for 400 bombers, a battered remnant is more difficult to target from the air.