Anything you add to flooding plains is going to hurt farm triangles, unless it is wheat, not a production resource.
This may be a bias of production over food, but with the massive flood plains on Communitas_79, I honestly don't care if I lose a couple of farm triangles to get more hammers. Flood plains generate so much food, I am never needing more...what I need is hammers, hammers, hammers.
Airs units main advantage is they can hit anywhere, so lower damage makes sense, being able to pick off anything is very flexible. They are also very hard to kill if you are careful. AA units probably should be better than fighters because they take up space you could use for other units and supply. The counter is just picking off the AA units with your ground units first. It doesn't always work but you can generally attack somewhere with your bombers.
So this is what I see in my experience:
1) In the early warfare days your right, bombers are very flexible, generally always have something to hit.
2) Once AA guns come out, getting intercepted hurts. The AI has gotten very intelligent in their use, and will normally keep them 3 hexes away from their front lines (aka 4 hexes from your front line). This means only range 4 artillery can hit them, and you would have to put them in front which is suicide.
Further, AA guns are tanky if put in a proper fortified position. In theory paratroopers could be an answer but they aren't offensive enough to really hurt an AA gun (and paratroopers often will take some damage dropping in on an AA unit like that). Further the paratrooper has to survive a round, which if you are paradropping into the enemy's main army....it won't.
Now AA guns won't stand up to a major infantry push but they don't have to, if the opposing army every gets to your AA guns you just pull them back, again that 3 range allows them to be omnipresent but rarely in danger.
Air Sweeps don't work because fighters will often die at 100% health even with Dog Fighter 3 promotions against an AA gun. Further, the UI will not warn you about an interception if the AA gun is in the fog of war....which again at 3 hexes back can happen much more often than you might think. All of this is further compounded by the Mobile Sam, at 4 hex range you will never get to those units unless you have already broken the army.
So I find that with early bombers right now I can attack with nigh impunity. Once AA guns come out my bombers become much much more selective units, often having to wait a turn or two before attacking anything. Than once Stealth bombers come out I can push again as Stealth bombers can take some interception and can often (though not always) ignore it.
3) Continuously I have found that the slot and oil requirement for fighters is far more costly than the supply requirement for an AA gun. I can usually muscle up a supply or two, but air slots that can actually hit the armies I want to hit are precious....and every oil spent is one less bomber or tank on the field.
That is my main concern about this map. It is a lovely map maker, but you never seem more than a few tiles away from the sea, & end up building a large navy to counter AI, whoever you play.
I use "blocky" shapes on my games and I never have problem staying off the water if I don't want to be on the coast. There's usually plenty of land on the standard settings, just change land shapes to blocky.
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