So....
In my current game, I decided that to reduce the opponent (tripoli), I was going to destroy his airbase & infrastructure levels (Italy had 46 troops surrounded...)
Tripoli has a infr of 0.6 and a 10.00 level airbase. So I reduced them to zero and captured the place. I relocated one of my fighter units there. and...
After capture, with a current infr of 0.01 and a 0.04/10 airbase (not 4/10, .04 of 10), the repair factor for my airunit was +.69/day. (Which was better than the previous airbase he was stationed at...)
Just to test. Same unit redeployed to a intact (and empty) 10 level airbase repaired at +4.26/day.
So... what is the point of runway cratering? Yes the damaged airfield is thus 16.1% as effective, but it is only 0.004% the size of the fully repaired one.... ie, it seems that there is a minimum effectiveness present despite runway cratering.
Anyway, not sure if this was mentioned before. Has anyone else noticed this? Oh. Playing '36 DD. ver 1.1
In my current game, I decided that to reduce the opponent (tripoli), I was going to destroy his airbase & infrastructure levels (Italy had 46 troops surrounded...)
Tripoli has a infr of 0.6 and a 10.00 level airbase. So I reduced them to zero and captured the place. I relocated one of my fighter units there. and...
After capture, with a current infr of 0.01 and a 0.04/10 airbase (not 4/10, .04 of 10), the repair factor for my airunit was +.69/day. (Which was better than the previous airbase he was stationed at...)
Just to test. Same unit redeployed to a intact (and empty) 10 level airbase repaired at +4.26/day.
So... what is the point of runway cratering? Yes the damaged airfield is thus 16.1% as effective, but it is only 0.004% the size of the fully repaired one.... ie, it seems that there is a minimum effectiveness present despite runway cratering.
Anyway, not sure if this was mentioned before. Has anyone else noticed this? Oh. Playing '36 DD. ver 1.1