Every Aircraft And How/When to Use Them

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    • Every Aircraft And How/When to Use Them

      I've made several guides about playing as certain countries, but this time, I want to try something new: I want to make a guide everyone can use, not just new players. This guide applies to all maps, and can be used at any time. It's new to me, but I will do my best.

      Introducing: Every Aircraft And How to Use Them

      Firstly, let's go over the aircraft available.*
      1. Interceptor, sometimes called an Air-Superiority Fighter
      2. Tactical Bomber, sometimes called a Medium Bomber
      3. Attack Bomber, which I personally call a Dive Bomber
      4. Strategic Bombers, or Heavy Bombers**
      5. Naval Bombers, which are exactly what they sound like
      6. Rocket Fighters

      *Paratroopers are an infantry unit, and will be gone over in a later guide.

      **I personally see Nuclear Bombers as a "Secret" unit, and not an aircraft, as they don't have much conventional use. Same goes for Nuclear Rockets.

      Now, for the sake of usefulness, I will be including at least 1 individual tip for each doctrine, for each aircraft, but for the most part, you can use them almost the same way each doctrine.

      --INTERCEPTORS--
      What they can do:
      -Attack aircraft. This is their primary function. Set them to patrol anywhere you think you see aircraft, and watch the body count mount.
      -Be called to arms quickly. No matter what you're trying to use them for, Interceptors are the 2nd fastest aircraft in the game, behind rocket fighters. They'll reach your target in no time.
      What they can do in a pinch:
      -Strafe undefended convoys. This is exceptionally useful in the early game, seeing as naval research is few and far between. If you see a navy convoy on the water and no way to intercept it with boats, using your interceptors is acceptable in a crisis.
      What they can't do:
      -Hit distant targets. Interceptors have fairly short range, even at maximum elite level.
      -Hit armored targets (effectively). Interceptors essentially carry machine guns and maybe a cannon or bomb. They aren't equipped to attack armored vehicles or tanks.

      --TAC. BOMBERS--
      What they can do:
      -Hit those pesky infantry units. For whatever reason, Tac Bombers are best used against infantry and light armor, making them excellent choices early game.
      -Hit more distant targets. Much longer range than interceptors, making them ideal for hitting countries a bit further from your cities.
      What they can do in a pinch:
      -Hit hard targets. This includes everything in the heavy armor class. It's not super effective, but it's doable, and it's better than an interceptor.
      -Hit bunkers. They have a higher damage rating against buildings than interceptors, and they're faster than strategic bombers. Use as necessary.
      What they can't do:
      -Hit naval targets. They just aren't equipped for it. They can carry bombs, not torpedoes.
      -Defend themselves. All bombers are horrendously weak against other aircraft, namely interceptors. Be sure to pack some escorts.
      -Be summoned quickly. Tac. Bombers are much, much slower than interceptors. This is the trade off for longer range and higher ground strike capablities. Don't expect them to get to your target on a dime.

      --ATK. BOMBERS--
      What they can do:
      -Hit everything armored. Ridiculously high attack power against all manor of armor, especially heavy.
      -Fast attack craft. Much, much faster than Tac. Bombers.
      -Dirt cheap. Self explanatory.
      What they can do in a pinch:
      -Hit naval vessels. Don't let their high damage output fool you, these things aren't designed to attack naval units. However, early game, they can be used strategically to sink destroyers and convoys.
      -Home defense. Especially mid game, Atk. Bombers are essential if you're planning to defend from a home invasion by armored units. However, early game their usefulness dwindles.
      What they can't do:
      -Go nearly as far as a Tac. Bomber. They have on or about the same range as an interceptor.
      -Helpless against interceptors.
      -Remain useful late game. Atk. Bombers only have 5 levels, and late game, get almost completely outclassed by Tac. Bombers. The only exception to this is with Heavy Armor targets, but even then the use is questionable.

      --STRAT. BOMBERS--
      What they can do:
      -Wreak absolute havoc on bunkers and industry. It's their sole purpose.
      -Boldly go where no man dares. Ridiculously long range, making them good to hit all manner of surface targets late game.
      -Scout faraway positions. Long range, good for finding armor targets later on.
      What they can do in a pinch:
      -Bomb all manner of surface targets. Still a better alternative than strafing with an interceptor, but understand you won't do very much damage.
      What they can't do:
      -Get anywhere, anytime soon. Slowest airborne unit, and it shows, even at max level.
      -Useless against naval vessels. Not even against convoys. If you thought the interceptor was useless against 'em, this is even worse given its slow speed.
      -Far too expensive in early game. Don't even bother with this unit until about day 5. It's just too pricey, and too situational.

      --NAVY BOMBERS--
      What they can do:
      -Hit ships. Kind of obvious.
      -Anti-Submarine warfare. The only airborne unit capable of finding subs. Also the only airborne unit capable of doing any real damage to them.
      What they can do in a pinch:
      -Hit undefended buildings. Fairly long range, and faster than strat. bombers, but nowhere near as strong.
      What they can't do:
      -Anything else. Useless against air, useless against ground, useless against defended positions. The Naval Bomber is really only good at one thing, and it does that thing well, but that's it.
      -Be mass produced and still put to good use. One of the cheapest units, but arguably one of the most situational.

      --RKT. FIGHTERS--
      What they can do:
      -Go very, very fast. Even faster than an elite interceptor.
      -Hit aircraft hard. Much more damage output than an early game fighter.
      What they can do in a pinch:
      -Strafe infantry. This is actually rather effective, but limited in use.
      What they can't do:
      -Stray far from home. Rkt. Fighters have the shortest range of any aircraft.
      -Get up to snuff quickly. Ridiculously expensive, even late game. Too much research required to be efficient.
      -Do their job very well for long. Much fewer hitpoints than a regular late-game interceptor, even at 2nd level. Loses SBDE very easily.

      Doctrine details will be in the comments.
    • Continuing down here because of the stupid character limit. Anyways:

      --ADVICE FOR THE DOCTRINES--

      -Pan-Asian-
      DO: Set your aircraft up in pairs. You have fewer hitpoints than the other doctrines, and this difference gets more and more severe the later you go into the game. To counteract this, send up your aircraft in pairs. A good rule of thumb is 2 interceptors for every 1 bomber. Never exceed 3 bombers.
      DO: Get interceptors as fast as you can. You have increased viewing range, meaning that they function even better as a scout in this doctrine than they will in any other.
      DON'T: Mix bombers in your stack. Speed is your greatest asset, so use it. Mixing strat. or tac. bombers into an Atk. Bomber stack is a complete waste. Similarly, don't put any air defenses with the Strategic Bombers, as this will severely hinder their range, thereby rendering their greatest asset useless.
      DON'T: Forget to upgrade your craft, especially interceptors. You need all the range you can get.

      -Comintern-
      DO: Once again, set up aircraft in pairs. This is for a different reason, however: your aircraft aren't as powerful as the other doctrines. To make up the difference in attack power, flex that industrial muscle and send up airplanes 2 at a time.
      DO: Keep your airstrips handy, and be sure to build as many as you can, whenever you need more. You're good for it.
      DON'T: forget about your reduced firepower. The Axis doctrine will eat you alive if you aren't careful.
      DON'T: bother upgrading your aircraft. Just produce new ones. It's faster, and ultimately, more efficient. I can't even believe I'm saying this, but pull a Stalin.

      -Allies-
      DO: Keep those upgrades handy, since you get a discount. Unlike comintern, it will actually work in your favor to keep your current aircraft up to scratch.
      DO: Remember the stacking rule, and try not to go over 8 units. Due to the regular firepower and regular hitpoints, you can kind of get away with including fewer interceptors. Kind of. 3 interceptors to every 2 bombers.
      DON'T: Never, ever mix bombing stacks. You're already slower than every other doctrine, don't make it worse.
      DON'T: panic over lost aircraft. Build new ones, it'll take less time than it will for the enemy.
      DON'T: let your aircraft sit idle. If you have planes, use them. Not having your planes in the air in a time of crisis can be devastating early game.

      -Axis-
      DO: upgrade your interceptors first. Due to every other doctrine (most likely) doubling up on aircraft stacks, your best chance is to upgrade your countermeasures.
      DO: Use said interceptors in more ways. You get increased firepower and hitpoints, meaning you have a little more wiggle room in where and when you can use interceptors. Be sure to experiment.
      DON'T: send units to die. Your units are the most expensive by a mile, making them costly to replace. Use your aircraft conservatively, and don't ever send them towards AA guns.
      DON'T: forget upgrades. Upgrading current aircraft just might be cheaper than replacing them.