General Staff
23 Jul 06, 11:20
I've posted this as a separate topic because it's such a godd*m pain in the a*s. I mentioned before that 4% means he's got pretty much everything out hunting you down, but Elmer is even worse and- not knowing any better or deciding he's above the law or just to be cruel and spiteful- he's put all his heavy bombers on interdiction (against house rules), meaning I'm struggling under the crippling bomb loads of 16% interdiction. If I put a cigarette outside my bunker it will get lit for me, and a toe or finger attracts a 500lber. An entire body on the way to the outhouse doesn't bear thinking about.
Best to move units in this order (of interdiction resistance):
1. AA, though in this scenario keep those units with 88s and treat like arty. They'll probably end up being used as tank-killers.
2. Armor.
3. Recce.
3. Mech.
4. Infantry.
5. HQs.
6. Arty.
Within each group maybe first move those units that are not going to get anywhere near the front because they start too far away. West of Cherbourg for example. If they get retreated, chances are they're nowhere you desperately needed to dig anyway. Next maybe units that will end adjacent to the enemy and where, if retreated, you can set up attacks and cancel to put them back in mobile mode so they can dig. Then the rest. Break units down to move also to provide lesser of a target (presumably # of planes/pilots, flight time and fuel consumption is the same so you're forcing them to fly three times to hit your unit instead of once to hit your target-rich unbroken-down unit- eventually they WILL tire).
Also don't forget the arty trick if your units get retreated- set up a direct fire attack on an enemy unit in range- you may have to move further to get in range- then cancel to go to mobile and on about your business.
Also, and anecdotally, I find moving units 1 hex at a time reduces interdiction, though I'm always looking for someone to statistically test this. That would still mean move normal 'jumps' with AA and Armor to try and 'defang' interdiction, then hex-by-hex movement with everyone else. A pain, and depends on level of detail/micro-management you're prepared to tolerate.
I'd appreciate others' thoughts- vets and new players alike- on how to alleviate this desperate problem.
Best to move units in this order (of interdiction resistance):
1. AA, though in this scenario keep those units with 88s and treat like arty. They'll probably end up being used as tank-killers.
2. Armor.
3. Recce.
3. Mech.
4. Infantry.
5. HQs.
6. Arty.
Within each group maybe first move those units that are not going to get anywhere near the front because they start too far away. West of Cherbourg for example. If they get retreated, chances are they're nowhere you desperately needed to dig anyway. Next maybe units that will end adjacent to the enemy and where, if retreated, you can set up attacks and cancel to put them back in mobile mode so they can dig. Then the rest. Break units down to move also to provide lesser of a target (presumably # of planes/pilots, flight time and fuel consumption is the same so you're forcing them to fly three times to hit your unit instead of once to hit your target-rich unbroken-down unit- eventually they WILL tire).
Also don't forget the arty trick if your units get retreated- set up a direct fire attack on an enemy unit in range- you may have to move further to get in range- then cancel to go to mobile and on about your business.
Also, and anecdotally, I find moving units 1 hex at a time reduces interdiction, though I'm always looking for someone to statistically test this. That would still mean move normal 'jumps' with AA and Armor to try and 'defang' interdiction, then hex-by-hex movement with everyone else. A pain, and depends on level of detail/micro-management you're prepared to tolerate.
I'd appreciate others' thoughts- vets and new players alike- on how to alleviate this desperate problem.