RE: ? about calling in air support
Calling in air support is a bit of a guessing game currently, particularly when you want to hit mobile units.
The system can't represent the effect of loitering aircraft or missions called in to halt an advance from a certain direction currently, which is a big downside of the PB system over PzC.
The PzC system, where you could call in air strikes on any target in sight of units that were eligible to call in air strikes from a certain air group, was a bit too flexible. The PB system is on the other end of the spectrum and is fairly rigid.
The more open terrain there is on a map, the more you'll notice it. Stopping Soviet tank assaults with Stuka's or those awesome Hs 129's is an unlikely event if the Soviet player keeps moving.
As line of sight distances are usually quite substantial, units in an overwatch position become very important as has been mentioned. This can make attacking stationary targets easier than in PzC, because you can spot them earlier.
Note that you call in an air strike on a hex, not a unit, so if you expect there to be a unit in or adjacent to the hex you're targeting next turn, you can target the hex in advance. This also means that if there's a target 1 hex beyond current LOS, you can plot an air strike in the last hex you cán see, and it will strike the hex with the enemy unit in it next turn provided you then have LOS to the target hex and there are no other targets in adjacent hexes (target acquisition is randomized for targets in adjacent hexes).
This comes down to the air system being more suitable for Normandy than Kursk at the moment, due to the less dynamic nature of the Normandy battles. Air units do tend to be smaller in Normandy (and the PB demo) compared to Kursk, though.
|