Air attrition and establishing air superiority
Posted: Fri Jan 31, 2014 9:22 pm
One of the more gamey aspects of the 1940 game is that air power most often doesn't attrit in action unless one places it in a position where it is very vulnerable. In real life air power attrits rapidly in use, whether carrier or land based. When discussing this with another player he had a way around this:
Have any air supported ground or amphibious attack conduct an "establish air superiority" phase in the territory.
This makes sense as an attacker generally had to establish some level of air superiority early in a campaign in order for the ground assault to succeed. This would force some attrition of air power if there is any air opposition present. And that would mean nations like Japan and Germany would have to regularly replace air combat attrition. But it also means that overwhelming air power would sweep the sky before the ground combat phase.
Another thing that he might have suggested was limiting this air superiority phase to a single round before regular combat with all of the remaining forces. (Air combat would use standard full attack/defense values.) This would make the attrition of both sides manageable for well planned attacks and still encourage overwhelming air attack.
I'm not sure if this should be allowed to apply to "strafing" type attack with no ground support in the assault. (In such a case the Flying Tigers unit might get blasted immediately even if positioned behind the lines.)
Yes, this would add to complexity and result in rebalancing, but it is a thought to consider when creating future games.
Have any air supported ground or amphibious attack conduct an "establish air superiority" phase in the territory.
This makes sense as an attacker generally had to establish some level of air superiority early in a campaign in order for the ground assault to succeed. This would force some attrition of air power if there is any air opposition present. And that would mean nations like Japan and Germany would have to regularly replace air combat attrition. But it also means that overwhelming air power would sweep the sky before the ground combat phase.
Another thing that he might have suggested was limiting this air superiority phase to a single round before regular combat with all of the remaining forces. (Air combat would use standard full attack/defense values.) This would make the attrition of both sides manageable for well planned attacks and still encourage overwhelming air attack.
I'm not sure if this should be allowed to apply to "strafing" type attack with no ground support in the assault. (In such a case the Flying Tigers unit might get blasted immediately even if positioned behind the lines.)
Yes, this would add to complexity and result in rebalancing, but it is a thought to consider when creating future games.