January 24th, 2025, 19:03
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(January 24th, 2025, 17:17)Krill Wrote: A day later, I'm still trying to get my head around 176 dead fighters and 47 dead jet fighters.
The battle for air superiority was long, bloody and expensive. But an invasion without air support wasn't feasible .
While I was annoyed that I couldn't air bomb Commodore's towns once I did have local air superiority, I do think that it is a good change. And add my voice to the chorus of "naval changes good".
fnord
January 24th, 2025, 19:33
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(January 24th, 2025, 18:55)Thoth Wrote: I was a bit shocked when I checked the totals. I knew I'd been shooting down a lot of fighters but I hadn't realized it was quite that many.
I think we traded about even with regular fighters and then it was about 3:1 in favour of the jets in terms of numbers, closer to 2:1 in terms of hammers given the difference in cost. I didn't regret any of the beakers I spent on Advanced Flight.
I was taken by surprise at the inability of naval aviation and missiles to air bomb roads though. Is this a mod change? or is it in BTS?
The roads are not an RtR change, I'm pretty sure that's vanilla. Then again the games that old, I don't trust my memory anymore.
Out of interest...did anyone build SAM infantry??? They get high chances of intercept now.
I never realised just how many hammers were going into the air war from both sides. I just saw a small movement in power levels. It puts things into a new light for me.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
January 24th, 2025, 20:42
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Joined: Jul 2010
I built and upgraded a bunch of SAM troopers as backup on the channel island. 4-5 per city. They helped blunt a few air assaults before I got to AF and jets.
fnord
January 25th, 2025, 03:10
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(January 24th, 2025, 19:33)Krill Wrote: I never realised just how many hammers were going into the air war from both sides. I just saw a small movement in power levels. It puts things into a new light for me.
Me too, for what it's worth. Maybe Pindicator knew better, but I thought that the alleged two-front "war" seemed pretty peaceful. I never would have guessed the Thoth and Commodore were killing hundreds of airplanes.
January 25th, 2025, 08:59
Posts: 18,012
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Joined: May 2011
Yeah, power didn't really show it because of how much production was going into them every single turn.
For what it's worth, I don't like the basic math of fighter vs fighter, it's just a bunch of coin flips and the main consideration is how many coins you can mass vs the other stack of coins. The most enjoyable modern war for me was actually the one in Outer Mongolia, where the neutral airbases and interesting terrain made for a pretty interesting puzzle. Sadly, had to go inert when it became three coins needed per French d4.
January 25th, 2025, 09:21
Posts: 23,530
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Air combat has always been...under developed, which is not a shock given it consists of 5 units, one of which is little more than a scout. Given there is no stack combat possible, it's unsurprising that it is little different tactically than ancient era axe stack combat.
Short of a total rebuild (which I am loathe to do, not just because I don't see a way to fix it), the only steps that I see (and saw previously) that work are to ensure that land and water domain units can act as a defence. That way, there are theoretically an infinite number of defenders, but the number of air units used to attack is limited by the slots to hold them (in cities and forts, but carriers bring it back to the axe style combat). Fighters can therefore be withdrawn from an intercept role.
Sometimes, though, I wonder if the best thing would have been to remove fighters and jet fights completely. Or maybe just remove the ability to air bomb
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
January 25th, 2025, 09:42
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Joined: May 2011
Yeah, it's not a problem that comes up enough to be a big deal really, just is what it is.
January 25th, 2025, 14:22
Posts: 6,135
Threads: 36
Joined: Jul 2010
So are you guys up for another game? Or should I start up another painting project?
fnord
January 25th, 2025, 14:44
Posts: 23,530
Threads: 132
Joined: Jun 2009
I have 2 weeks off now so I can get the mod tweaked ASAP. I'll need a sub from 22/3 until 11/4 for any game started before then but I don't need much arm twisting for a new one. And I'm easy if people want to try anything different in settings.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
January 25th, 2025, 15:13
Posts: 6,135
Threads: 36
Joined: Jul 2010
March would put us 50-80 turns into the game so we might need to find a dedlurker for you?
I'm fine with same settings again. XD Also ok if we want a different map and/or leader picking process.
fnord
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