Flak / Mobile SAM, SAM battery / Coastal Fortress

I like the mobile SAM, i can get them to move anyware :) Quite mobile and a couple of mine shot down a b-2 bomber :D
 
Although I'm all for Anti-ari units and improvemetns, don't you think they're a little too powerful? I mean, flak guns were not much good against high-flying aircraft and virtually useless at night. SAMs are another story and definitely give incentive to devolop Stealth technology but since this is meant to be about gameplay, simply having SAMs present should not nullify the use of air-units for assault on cities in IMO.
 
yoshi, while no one has figured out how AA works in the first place (other than more is better), it seems that it is not overpowering game-wise. Having a SAM in a city does not prohibit using bombers against it.

Historically, the ideal is always to have air supremecy (air superiority) to cover your important ground units. Flak/SAM are there for backup for when your fighters are not available.

The trick, of course, is to get into a tumble with someone where you have an interesting air war going on -- those are rare gems!
 
i havent found the AA's to be quite as dominant as some have posted here, i have sam city improvement, 6 or 7 mobile sams and 5-6 jet fighters in cities that are continually bombed and probably shoot down around 15-20% of bombers. How many units are you stationing in those cities to get your interdiction rates?
 
Originally posted by somateria
I've also noticed that once a coastal fortress is destroyed, I've never been able to build another. So, even the benefit of sacrificing a fortress to protect another improvement is a "one shot deal".

thats odd, because I'm always able to rebuild it once the enemy destroys the coastal fortress.
 
Well yeah, but his point isn't that you can't rebuld it, it's that building it gives you one bit of protection. I disagree about its usefullness as a one shot piece of armour though- rarely does that AI just bombard a city the one time, and bombardments only affect city improvements a minority of the time, so in the vast majority of situations all the coastal fortress will save you from is having a unit lose one bar of HP, which is usually healed by the time your turn comes around anyway.
 
Originally posted by Mr. Do
Well yeah, but his point isn't that you can't rebuld it, it's that building it gives you one bit of protection.
No, I mean that I really can't rebuild a CF in a city after I've had one destroyed - it no longer appears in the queue. This has happened to me in the AOD conquest and running the editor in debug mode. Am I the only person this is happening to?

:confused:

Perhaps my computer hasn't forgotten all the mean things I said when I lost my first CF on the same turn I rush built it.

:mad:

Anyway, I think I'll mod the CF in the editor - give it a bombard defense of 30 or 40 and up the shield cost because it might actually be useful to protect city improvements then.

Now, if we could just figure out how the whole air combat system worked . . . what do those anti-aircraft defense numbers on the flak and warships mean anyway? How does stacking multiple air defense units in the same tile influence the chances of interception? Why does the stealth fighter have an air combat attack value if it can't do air superiority missions and hence attack aircraft in the air? Why do WWII destroyers fire guided missiles at aircraft? I want answers to life's persistent questions . . .
 
If've assumed that when aircraft attacks, it matches up AA value (or defending unit with best value) vs defense value of aircraft.

Now does sucess mean taking out one hp of aircraft or simply destorying it completly I don't know.

But, I know that it works similar as SAM battery which is effectively AA 8 unit.
 
does anyone know how the airdefence work? The probabilities of a flak shooting down a bomber etc
 
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