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Air Combat mechanics in East Is Red Options · View
cueball
Posted: Sunday, September 27, 2009 4:37:41 PM
 Tribunus laticlavius

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Location: Canaduh
Fighters and Interceptors

During WWII there really was no distinction to be made between long range single engine fighter aircraft and short range interceptors. With notable exceptions, such as the P-38 lighting, there were few long range dog fighting aircraft that could hold their own against shorter range single engine aircraft, especially at the beginning of the war -- the real difference between an ME-109 fighter wing, and an ME 109 Interceptor wing, is really the difference of a model, and the addition of a drop tank. Range increased over time, but it was impossible for the Allies to gain air superiority over Germany until quite late in the war, with the creation of new longer range aircraft, and indeed when Allied aircraft began to use bases in France after the Normandy invasion.

In vanilla range for the fighter class is so long that all a player needs to do is push tech for 1941 level "fighter" technology and he can be operating a wide spread strategic bombing campaigns over Germany with near impunity, right at the start of the war if he chooses.

In order to create a more realistic simulation of the real war technology, the fighter class has been integrated into the interceptor class, and ranges set to give a more historical level of air superiority capability.
In the East is Red, England is not easily able to win air superiority over Germany in 1941/42.


Interceptors operating from base in Southern England

For a straighforward copy over zip version go here: Goerings Delay -- NZQS -- 1.3b.rar

The Mod can also be set up with the Jones Generic Mod Enabler and has worked fine in that mode in my tests. This version has everything in it, 1.3beta, JSGME and the East is Red patch, and can be installed straight to your Armageddon 1.2 (ZBLV) folder without disrupting vanilla at all. It has the 1.3beta exe update and JGSME Mod system right in it. Just unzip to your main doomsday folder, copy the contents of the folder, then past into the main folder, then enable the mod using the JSGME system. Once you execute the JSGME it is pretty self-explanatory: EIR NZQS --ARMA 1.3beta complete 1.3b

Small patch from XTPS or NZQS 1.2 to NZQS 1.3b: Goering EIR -- Patch 1.3b

It would be a dangerous folly for the British people to underrate the enduring position in world history which Mussolini will hold; or the amazing qualities of courage, comprehension, self-control and perseverance which he exemplifies.

Sir Winston -- 1937
cueball
Posted: Tuesday, October 13, 2009 9:33:57 PM
 Tribunus laticlavius

Forum Supporter Medal 1st ClassOne Year Membership MedalTwo Year Membership MedalInspiring Poster '08 AwardAuthor of 10000th Post

Joined: 11/30/2007
Posts: 2,501
Location: Canaduh
Ground Attack and Interdiction

In vanilla HOI, especially in a Multiplayer game, there are serious deficiencies that arise in the air combat system. Air ground attack is too strong, and a player can create lethal air stacks that act as armies on their own, destroying division after division. This is particularly notable in multiplayer gaming, or when a human player is confronting the AI, because the AI simply does not build and use air divisions the way human players do, en masse.

With the Armageddon patch for HOI II, new modifiers were introduced into the system that allowed for the amount of damage to Organization and Strength to be reset in comparison to each other, and in the East is Red you will find that air units take more damage to organization in proportion to Strength damage. The overall strength of "Ground Attack" has been reduced to make it more realistic for the period. At the same time "Interdiction" value has been increased relative to "Ground Attack", while the amount of damage air units take from ground fire has also been reduced, and air units take more organization damage, and less strength damage. The intention is to allow air units to fly for longer and be effective, but make them less lethal, drawing out the effect of tactical air attack over more time.

You can try, but masses of CAS will not be destroying Russian infantry division, after Russian infantry division during Barbarossa, in the same way as in vanilla HOI II.

Also, "Logistical Strike" has been substantially reduced as well, to help curb "Logistical Strike" exploits.

For east of handling air, players may now have stacks of up to 8 aircraft.

For a straighforward copy over zip version go here: Goerings Delay -- NZQS -- 1.3b.rar

The Mod can also be set up with the Jones Generic Mod Enabler and has worked fine in that mode in my tests. This version has everything in it, 1.3beta, JSGME and the East is Red patch, and can be installed straight to your Armageddon 1.2 (ZBLV) folder without disrupting vanilla at all. It has the 1.3beta exe update and JGSME Mod system right in it. Just unzip to your main doomsday folder, copy the contents of the folder, then past into the main folder, then enable the mod using the JSGME system. Once you execute the JSGME it is pretty self-explanatory: EIR NZQS --ARMA 1.3beta complete 1.3b

Small patch from XTPS or NZQS 1.2 to NZQS 1.3b: Goering EIR -- Patch 1.3b

It would be a dangerous folly for the British people to underrate the enduring position in world history which Mussolini will hold; or the amazing qualities of courage, comprehension, self-control and perseverance which he exemplifies.

Sir Winston -- 1937
cueball
Posted: Tuesday, October 13, 2009 10:20:11 PM
 Tribunus laticlavius

Forum Supporter Medal 1st ClassOne Year Membership MedalTwo Year Membership MedalInspiring Poster '08 AwardAuthor of 10000th Post

Joined: 11/30/2007
Posts: 2,501
Location: Canaduh
Land Base Air and Naval War



The Pacific Theater and Naval Bombers:

It doesn't take long to figure out that in vanilla HOI II it is pretty simple for the Japanese or US player to embark upon an "Air/naval" strategy that for all practical purposes eliminates the usefulness and purpose of a surface fleet. Like with the "fighter" aircraft type land based "Naval Bombers" operating in tandem with long range "fighter groups" can dominate the Pacific ocean even in the deep blue sea, very early in the war, spotting and then destroying landing fleets long before they reach shore. In this way, players don't even really need to bother with an "Island Hopping" campaign to win forward bases in order to move the offensive to the enemy.

In order to deal with this issue, range has also been reduced for Naval Bomber units, as was done with "interceptors", in order to give breathing space to naval units, so that players can properly build fleets to project power at long distances, and make naval war playable and more historical in the Pacific.

Torpedo Bomber Concept for early short range land based air Naval war:








In the Mediterranean, it is much more difficult for the Allies to destroy the Italian navy in its dockyard in Venice, giving the Regia Marina a new lease on life as a "fleet-in-being" in multiplayer games.

Strategic Bombers, Tactical Bombers, and CAS

The "Naval Attack" of these aircraft types has been substantially reduced, but they still have close to the vanilla ranges. This means that they can not be used with devastating effect at long range, but can still be useful in helping surface fleets detect and attack incoming enemy fleets.

New Doctrines for anti-shipping war

During WWII only powers engaged in substantial sea warfare developed aircraft that were specifically for naval war. Other nations, such as Germany and Russia invested little energy into this area of research, and instead made do with ground attack aircraft like the Stuka Dive bomber and the JU 88, converted for naval war. Looking quickly at the "Aircraft Tech Tree" you will notice some additions and changes. These relate to the Naval bomber unit type and the include the addition of Naval Bomber Doctrines. Bonuses for "Naval Bombers" have all but been removed from the standard "Air Doctrine Tree" and moved and amended to a whole new "Anti-Shipping Tech Tree" to be found on the bottom right hand side of the "Aircraft Tech Tree". These Doctrines slowly increase the power of naval attack for all attack aircraft, including Tactical Bombers and Strategic bombers, but in order to create an effective "Air/Naval" force, any power must invest in these technologies.

As well they increase detection ability for those aircraft types. This system allows naval powers to develop their land based anti-shipping airforce, while allowing other countries to ignore this line of development.





For a straighforward copy over zip version go here: Goerings Delay -- NZQS -- 1.3b.rar

The Mod can also be set up with the Jones Generic Mod Enabler and has worked fine in that mode in my tests. This version has everything in it, 1.3beta, JSGME and the East is Red patch, and can be installed straight to your Armageddon 1.2 (ZBLV) folder without disrupting vanilla at all. It has the 1.3beta exe update and JGSME Mod system right in it. Just unzip to your main doomsday folder, copy the contents of the folder, then past into the main folder, then enable the mod using the JSGME system. Once you execute the JSGME it is pretty self-explanatory: EIR NZQS --ARMA 1.3beta complete 1.3b

Small patch from XTPS or NZQS 1.2 to NZQS 1.3b: Goering EIR -- Patch 1.3b

It would be a dangerous folly for the British people to underrate the enduring position in world history which Mussolini will hold; or the amazing qualities of courage, comprehension, self-control and perseverance which he exemplifies.

Sir Winston -- 1937
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