Is there a way to change the default automatic deployment target of ships?
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applies purely to theoretical scenario (where you can run TACs from carriers on strat bombing missions), or is it actually a more universal modifier?wiki said:Regular bombers on strategic bombing mission and carrier-based bombers can reduce their visibility with the "Strategic bombing visibility" modifier (Infiltration Bombing doctrine: -50%).
Is there a way to change the default automatic deployment target of ships?
But is there any way to choose the default deployment target?On the production screen you can choose which fleet the ship will join once produced. This will cause it to deploy as close as possible to that fleet.
It's a dropdown near the name of the ship.
But is there any way to choose the default deployment target?
According to my old notes, it is not just theoretical. From a carrier wing's perspective the reduced visibility should apply to any enemy wing that can perform naval strikes -- as well as to wings doing strat bombing from the perspective of non-carrier wings.Was wondering for a while if this
applies purely to theoretical scenario (where you can run TACs from carriers on strat bombing missions), or is it actually a more universal modifier?
It gets added to the stockpile, like lend-lease would.Who gets the captured stuff you get with maintenance companies?
Is it the units who captured the stuff who get it, or does it all go through the normal deployment (reinforcement) channels?
The units get the equipment directly. If they have too much equipment as a result or something they can't use, it flows back to the country stockpile.Who gets the captured stuff you get with maintenance companies?
Is it the units who captured the stuff who get it, or does it all go through the normal deployment (reinforcement) channels?
It's not quite so simple. Agility is useful for fighting any enemy plane. So are weapons. The wiki has an overview of the air combat calculations. If the target has more agility than the attacking aircraft, the attacker loses a lot of damage (as much as two-thirds). If the attacker can at least match the defender's agility, there's no penalty -- but also no bonus for greatly exceeding the target's agility. On the other hand, air attack (guns) / air defense is also a multiplier to damage. Ideally you'd have both.What do fighters use weapons and agility for? Do they fight bombers with agility and other fighters with weapons?
So, ideally you have fighters on superiority and heavy fighters on interception in each region to deal with the bombers?Speed and detection (radar, patrols in the air zone, flying over friendly territory) help to "disrupt" enemy bombers, which means to send them home without completing their mission, as opposed to "damage", which means shooting them down and destroying some planes.
Yes.So, ideally you have fighters on superiority and heavy fighters on interception in each region to deal with the bombers?
Do anti-bomber heavy fighters really need agility to deal with bombers? Even more than guns?Anti-bomber heavy fighters should probably also hesitate with up-gunning since they have more firepower and less agility to begin with. On the other hand, heavies don't need extra range, so there's more room for guns. Maybe 5 engine, 5 reliability, 3 guns and keep reliability high?
They do not usually operate in a vacuum; i.e. there will usually be [heavy] fighters in the air too. Speed and agility affect the odds quite a bit.Do anti-bomber heavy fighters really need agility to deal with bombers? Even more than guns?
That's not a bad idea if you can afford it, at least on the surface. There are (as always) subtleties. (Probably getting too deep for Quick Questions, but we're here, so...)So, ideally you have fighters on superiority and heavy fighters on interception in each region to deal with the bombers?