Some things I've seen in the arena have really irked me, and I've felt the need to rant many a time, but dinnae just want to rant for the sake of it. So here's a "constructive lesson" in the place of said rant =)
Many times I've seen the Rooks on a run taking bases. Let's say the Rooks are in the west, the bishcuits in the south, and the nits in the north. Rooks will take 5 and then 2. This is where the strategy (and frustration) come in. Half the people who fought take field 2 will head for field 3. The other half head for field 1. Thinking on ease of base capture, I suppose field 3 is a lot easier, being at 0ft elevation it's easy to stay off dar the whole trip to field 3. But which is more important strategically? Field 1.
Why?
1) It's an elevated field (5000ft)
2) all strategic targets are within 5-7 minutes flight time in a B-17 (slowest buff)
The most strategicly valuable field is the highest field in the land (1,9,17-5000ft elevation, also close proximity to all strategic targets)
The next two most strategicly valuable fields are the 2 fields in each land with an elevation of 3500ft (2,4,10,12,18,20-3500ft elevation, 10-12min flighttime to all strat targets in a B-17)
All of these fields also let you start with an altitude advantage (3500ft or 5000ft), which is that much quicker you get to altitude (5000ft start cuts 5min off your climb time in a B-17 w/ max bombload and up to 50% fuel)
It's also easier to defend the high ground.
But that's just the begining of where strategy factors into Aces High.
Now we come to the strategic targets. They City (mother of the strategic targets), the HeadQuarters building, and all of the factories.
Damage to the city affects the rebuild time of HQ and factories (city buildings rebuild 1hr after destroyed, city acks rebuild 30min after destroyed (kinda funny seeing the ack w/ no building under it =))
HQ takes out ALL dar (friendly and enemy sector markers and pinpoint dots)
Fuel refinery affects rebuild time of fuel tanks at fields.
Ammo factory affects rebuild time of ammo bunkers at fields.
Radar factory (surrounding HQ) affects rebuild time of towers at fields.
Grunt training facilities affects rebuild of barracks at fields.
Flack factory affects rebuild of acks at fields/city.
I'm not sure on how long it takes for factory buildings to rebuild w/ no damage to the city. I've always operated on 30min, as I believe HT said that in the arena many versions ago, but lately on the board I've seen some people saying 1hr (how about the exact time HTC please? =)
Well that's all well and interesting, but what does all that information mean?
It means the strat model in the game will allow you to emasculate a country. And this is where the teamwork comes in.
Using my example way up there ^, once field 2 is captured, 2 B-17's launch with 1000lb eggs and a couple of scorts and wipe out Bish HQ. About 5 min after the HQ team takes off the strike teams launches. The strike team comprises 2-3 bombers (17s or 26s, pilot's choice), 2 C47s (always a good idea to have a backup), and as many escort fighters as can be mustered. The objective is to take field 1 (expect a hard fight, so launch in waves. If you go down in a fighter, wait for a couple of other guys to launch with you). This combination can be used to take any contested field (just make sure to launch in waves and coordinate). That's the 'tactical' side of teamwork.
For the strategy side. Start by killing the city. On the first passes over the city kill the 6 acks. This lets JABOs get in there and help with the destruction making it go ALOT quicker. Have an HQ strike force launch as the last of the buildings are falling. With the city 100% flat before the HQ building is destroyed, that countries dar will be down for 2.5hrs (unless HTC has changed the time modifiers, as I tested this back around .41-.42). The city adds a multiplier of 4, plus the original rebuild time, to the factories and HQ (30min rebuild + (4 x 30min [city 100%destroyed]) = 2.5hrs of no dar).
Also have bombers/escorts launching to hit the fuel refineries and ammo factories (next on my personal list of importence). The idea being to have the city 100% destroyed, then the HQ down and ammo factory/fuel refinery 100% destroyed before the city begins to rebuild. Although I have no hard data (from tests or HTC), I believe the same modifier is applied from factories to the supplies at bases. Destroy the ammo factory 100%, then destroy all ammo bunkers at a base, and that base will have ordinence disabled for 2.5hrs. The same applies to the fuel refinery being down 100% and fuel tanks at the fields being down for 2.5hrs.
(I've done this task with a group of about 10 pilots all working together and maintaining clear communications to coordinate strikes.) Please note, if you're a loner and a strike package is headed for the city while you're headed for the HQ thinking to knock it out, WAIT! Let the strike package at the city finish off the city before dropping on the HQ. If you kill the HQ before the city is hit, the HQ will be back in 30 min. If the city is about 50% destroyed the HQ will be back in an hour and a half (then the city strike and HQ strike have to repeated sooner). Plus you'll irritate the devil out of those who are working hard on a strategic plan to help their countrymen who just want to dogfight or capture bases.
I've seem some people say that the supplies at fields won't start rebuilding until the factories have started rebuilding. Let's say this is the case, and the city and ammo factories are 100% destroyed. Then the ammo bunkers at a field are destroyed with 2hrs left on the timer for the ammo factory to start rebuilding. This would be 4.5hrs of no ordinence at that base (2hrs left at factory + 2.5hrs time for factory being 100% down when the ammo bunkers were destroyed). Please note, this scenario is speculation as I have no hard data to support it, and hopefully HT and company will provide an answer to whether this is correct or not =)
This is how, using teamwork and coordinated strikes on the strategic targets/complexes, you can emasculate a country and take thier bases/cause a reset at will.
I'm sure there are many pilots thinking "I dinnae care about dropping bombs or taking bases, I just want to fly, fight, and get kills (or get killed), so how does this apply to me?"
That's easy to answer. As more and more people come to realize the value of the strategic targets the defense of the targets will become more determined. Escort the bombers and you'll have dogfights galore, and you'll be helping your countrymen while fulling your own personal agenda (fly, fight, kill =)
Ok, end of lecture with its hidden rant. Hope this makes sense to some and it will help raise the bar a notch or two when it comes to flying historically/realistically (bomber formations w/ escorts etc etc, which have been the most fun missions I've been on).
Sorry if I bored you with the length, here's the podium back.
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Air power is a thunderbolt launched from an egg shell invisibly tethered to a base. - Hoffman Nickerson