Just an update on the Multi Role template, everyone: 1. Swap the places of the rocket rails and HMG so the rocket rails come first. This will classify the plane as CAS, which gives +20% agility when you're on the battlefield support doctrine. 2. The 650K range is a tad bit short, so you can swap the armor plate with extra range modules/drop tanks (whatever the weight allows) Thanks @erentemel3202for noticing it
Actually, this is a new thing. In the latest patch, we can now use the light aircraft designer for CAS as well. They've buffed the multirole fighters quite a bit.
Oh yeah, I remember before AAT that for example Germany had an air company that gave a flat bonus to fighters so you could choose between that and the agility thing, but with MIOs things changed.
Isn't it better to put the cas weapon on the main armament for multiroles? This way, 20% agility comes from the doctrine. And isn't 650 range a bit short?
Whoops, got me there, I did rush the video a bit just so I could post a second one on the same day, will make a pinned comment with this fix and anything else that might pop up.
It may be i'm a stat-nerd but 1.0 Agility during CAS mission bothers me. When 1940 rolls round & with the preparation for Barbarossa, i've built and convert thousands of CAS of 2-3x rocket rails design. If i were using Battlefield Support, i'd do a single dual cannon instead of one rocket rail for a "fighter-bomber" buff as you've mentioned before. I just have a feeling that Agility during Interception Phase matters.
It might as well matter. I haven't done specific tests for agility vs air defence, but I do know for a fact that air defence makes a huge difference when it comes to defending against fighters. Good fighter coverage plus high air defence makes your CAS quite safe and they can use the higher bombing stats to inflict more damage on enemy armies. Still, if you want to save the maximum amount of CAS, it might be worth it to maximize agility as well. The downside is that you won't do as much damage on close air support, as air combat width is a thing.
@@balkan-cowboy Very true on air combat width limitations, it could be somewhat mitigated by having a higher org division to prolong the battle for more strike to be simulated. The wiki however outdated it might be does mention Agility: "agility mitigation = base damage ✕ 0.45 ✕ (min(defender agility ÷ attacker agility, 4) - 1)" so maybe in limited test like against low-agi heavy fighters/fighters it can perform well.
@@gforce95vn I think it's in your interest to have your battles as short as possible if you're winning, as you can blitz easier. Long battles against ground or naval AA can shred bombers, and neither agility nor air defense works against that. Still, your approach warrants a test, I have a save game with CAS variants where I can check how agility will affect losses against fighters. Will let you know when I do it
@@balkan-cowboy Aye, aye. A good player-designed tank stack would make for short battles, thus making the air combat width that much more impactful. It is a rather odd design choice for ground AA to have basically no counter, imagine dinky single 20mm auto-canon killing jets regardless of stats. This could be all a personal/career bias seeing i'd could be one of those pilots in those seats, if there's some arbitrary stats that'd improve my odds ill take it.
Okay, here are the results from my test. Tested 3 CAS types, a regular one with good air defense, one with air defense + 50ish agility (all rocket rails), and the dual engine giga chad cas that maximizes ground attack. All escorted by 1.1k fighters and facing 1k spitfires. Results after 20 days: Agility CAS 145 losses & 145 lost fighters | 157.7 troops bombed Regular CAS 182 lost + 186 lost fighters | 416.8 troops bombed Giga Chad CAS 182 + 210 lost fighters | 684.5 troops bombed You are right about agility preserving both CAS and fighters, you preserve ~21% more planes that way. Still, the damage you do with regular CAS is close to 3 times greater, so I think the increased losses are justified. The Giga chad CAS did by far the most damage, yet your IC losses are also the biggest as it has dual engines and is therefore quite expensive. On the other hand, I noticed my infantry breaking through A LOT easier due to the maximized ground attack, a few encirclements became possible. So the IC you lose from dog fights can be recouped if you destroy divisions, which is easier when they receive this much areal damage. Also, destroyed divisions can't use AA, which can reduce your losses in the long term. :) Granted, I used no ground-based AA on enemy divisions, which would increase my losses and drastically reduce the damage done to divisions, but this would apply evenly to all of these tests. For the most part, it seems that CAS with maximized air defense and decent ground attack is the way to go. However, if you want to save the maximum amount of fighters and CAS (and XP) while getting the attack stat boost to your divisions from air support, air defense + agility is totally viable. You just won't break through as easily. Hope this helps, and I'll probably use this idea in a future video if you don't mind
Italy can do a lot as it has 7 air MIOs, among which is Fiat Aviazione, which is god tier for mid-airframe planes. I recommend heavy fighters and med bombers as they have superb range which is needed in Africa, and also can be useful in multiplayer because you can use airports further back on the eastern front. I have a full guide for the country, check it out. P.S. If you don't like heavy ftr and bombers and you're in single player or not suffering from airport overcrowding in MP, you can freely copy the German plane designs and go with that.
because this guide for historical game + multiplayer at best when you have real dude on Germany who can build small and quick fighters or cas while leaving Mediterranean and North Africa to you
Can someone Help me, I make Def and Attack fighters as germany. In one Def Fighter group are 100 Planes, but If someone breake it will be replaced with Attack fighters, the question is how i can Made Attack groups that are supply only with Attack fighters, and the Same for Defence Fighters?
Hi I make that you say (activate the specialised air wing) but if I update the MIO the planes , in the air wings are the old planes with the MIO version but same template, and they don’t reinforce with the same plane put new MIO version, do you know some Methode to fix this?
Just an update on the Multi Role template, everyone:
1. Swap the places of the rocket rails and HMG so the rocket rails come first. This will classify the plane as CAS, which gives +20% agility when you're on the battlefield support doctrine.
2. The 650K range is a tad bit short, so you can swap the armor plate with extra range modules/drop tanks (whatever the weight allows)
Thanks @erentemel3202for noticing it
Actually, this is a new thing. In the latest patch, we can now use the light aircraft designer for CAS as well. They've buffed the multirole fighters quite a bit.
Oh yeah, I remember before AAT that for example Germany had an air company that gave a flat bonus to fighters so you could choose between that and the agility thing, but with MIOs things changed.
Isn't it better to put the cas weapon on the main armament for multiroles? This way, 20% agility comes from the doctrine. And isn't 650 range a bit short?
Whoops, got me there, I did rush the video a bit just so I could post a second one on the same day, will make a pinned comment with this fix and anything else that might pop up.
It may be i'm a stat-nerd but 1.0 Agility during CAS mission bothers me. When 1940 rolls round & with the preparation for Barbarossa, i've built and convert thousands of CAS of 2-3x rocket rails design. If i were using Battlefield Support, i'd do a single dual cannon instead of one rocket rail for a "fighter-bomber" buff as you've mentioned before. I just have a feeling that Agility during Interception Phase matters.
It might as well matter. I haven't done specific tests for agility vs air defence, but I do know for a fact that air defence makes a huge difference when it comes to defending against fighters. Good fighter coverage plus high air defence makes your CAS quite safe and they can use the higher bombing stats to inflict more damage on enemy armies. Still, if you want to save the maximum amount of CAS, it might be worth it to maximize agility as well. The downside is that you won't do as much damage on close air support, as air combat width is a thing.
@@balkan-cowboy Very true on air combat width limitations, it could be somewhat mitigated by having a higher org division to prolong the battle for more strike to be simulated. The wiki however outdated it might be does mention Agility: "agility mitigation = base damage ✕ 0.45 ✕ (min(defender agility ÷ attacker agility, 4) - 1)" so maybe in limited test like against low-agi heavy fighters/fighters it can perform well.
@@gforce95vn I think it's in your interest to have your battles as short as possible if you're winning, as you can blitz easier. Long battles against ground or naval AA can shred bombers, and neither agility nor air defense works against that. Still, your approach warrants a test, I have a save game with CAS variants where I can check how agility will affect losses against fighters. Will let you know when I do it
@@balkan-cowboy Aye, aye. A good player-designed tank stack would make for short battles, thus making the air combat width that much more impactful. It is a rather odd design choice for ground AA to have basically no counter, imagine dinky single 20mm auto-canon killing jets regardless of stats. This could be all a personal/career bias seeing i'd could be one of those pilots in those seats, if there's some arbitrary stats that'd improve my odds ill take it.
Okay, here are the results from my test. Tested 3 CAS types, a regular one with good air defense, one with air defense + 50ish agility (all rocket rails), and the dual engine giga chad cas that maximizes ground attack. All escorted by 1.1k fighters and facing 1k spitfires. Results after 20 days:
Agility CAS 145 losses & 145 lost fighters | 157.7 troops bombed
Regular CAS 182 lost + 186 lost fighters | 416.8 troops bombed
Giga Chad CAS 182 + 210 lost fighters | 684.5 troops bombed
You are right about agility preserving both CAS and fighters, you preserve ~21% more planes that way. Still, the damage you do with regular CAS is close to 3 times greater, so I think the increased losses are justified.
The Giga chad CAS did by far the most damage, yet your IC losses are also the biggest as it has dual engines and is therefore quite expensive. On the other hand, I noticed my infantry breaking through A LOT easier due to the maximized ground attack, a few encirclements became possible. So the IC you lose from dog fights can be recouped if you destroy divisions, which is easier when they receive this much areal damage. Also, destroyed divisions can't use AA, which can reduce your losses in the long term. :)
Granted, I used no ground-based AA on enemy divisions, which would increase my losses and drastically reduce the damage done to divisions, but this would apply evenly to all of these tests. For the most part, it seems that CAS with maximized air defense and decent ground attack is the way to go.
However, if you want to save the maximum amount of fighters and CAS (and XP) while getting the attack stat boost to your divisions from air support, air defense + agility is totally viable. You just won't break through as easily. Hope this helps, and I'll probably use this idea in a future video if you don't mind
why italy for stuff like heavy fighters
and bombers
Italy can do a lot as it has 7 air MIOs, among which is Fiat Aviazione, which is god tier for mid-airframe planes. I recommend heavy fighters and med bombers as they have superb range which is needed in Africa, and also can be useful in multiplayer because you can use airports further back on the eastern front. I have a full guide for the country, check it out.
P.S. If you don't like heavy ftr and bombers and you're in single player or not suffering from airport overcrowding in MP, you can freely copy the German plane designs and go with that.
because this guide for historical game + multiplayer at best when you have real dude on Germany who can build small and quick fighters or cas while leaving Mediterranean and North Africa to you
Can someone Help me, I make Def and Attack fighters as germany. In one Def Fighter group are 100 Planes, but If someone breake it will be replaced with Attack fighters, the question is how i can Made Attack groups that are supply only with Attack fighters, and the Same for Defence Fighters?
Yes, make sure to click the star button on reinforcement priority. This will force the air wing to only reinforce with planes of the same type
Hi I make that you say (activate the specialised air wing) but if I update the MIO the planes , in the air wings are the old planes with the MIO version but same template, and they don’t reinforce with the same plane put new MIO version, do you know some Methode to fix this?