Air Combat for COW1.5v- Guide for dealing some (in)decent damage

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    • Air Combat for COW1.5v- Guide for dealing some (in)decent damage

      Air Combat for COW1.5v- Guide for dealing some (in)decent damage

      This is the 1.5 update from the original guide written by @Paramunac posted Nov 3rd 2016. Also, a big shout out to @General Nightman who wrote the guide to planes.


      Different kinds of planes:

      • Interceptor: scouting unit, anti-aircraft unit used against all types of bombers, reveals stealth units such as militia, anti-tank and commando’s, also effective against artillery and armoured cars in the first few days of the game.
      • Tactical bomber: used against unarmoured units (Infantry branch mostly)
      • Attack bomber: used against armoured units (Armour branch mostly)
      • Naval bomber: specialize in destroying ships and submarines. Naval Bombers are the only unit that can spot submarines lurking around your coasts, and they are exceptionally good at destroying transports.
      • Strategical bomber: anti building, useful to take out fortifications, airstrips, … Also good for scouting due to its long range.
      • Rocket fighter: The fastest air unit (excluding rockets) rocket fighter. The rocket fighter is an extremely powerful fighter, with incredible speed. However, its range is very poor, and it can only be upgraded to level 2
      • Nuclear bomber: powerful against all types of ground units and buildings. Nuclear bombers cannot be escorted and can easily be shot down if the enemy has a good AA value.


      Ways of dealing damage:

      Different types of planes are good against different targets. Interceptors are good against all other planes, tactical bombers are good against land units and convoys (both land and sea convoys), strategic bombers are good for destroying buildings, naval bombers are good for scouting and destroying subs and sea convoys and have some potential against warships. However, it is almost always good idea to combine more types of units into single group to increase survivability and effectiveness. If you don't already know this, check unit stats and read them carefully. I will assume that all who read rest of the text are familiar with strength of planes again other units.

      Two most common ways to deal damage using planes are using attack function to directly attack some enemy group for 100% damage and patrol function to deal 50% damage to all enemy groups inside patrol area every 15 minutes, but there is a lot more ways to do it.

      • Direct attack is pretty simple. Order group of your planes to attack enemy group of any type in its range, it will do 100% damage to it and receive 100% damage from it, but, there are some situations where calculation changes a little. First, if enemy has one or more air groups patrolling in a way that their patrol area covers the location where enemy group (the one which is being attacked by your air group) is positioned, that air groups will do 100% damage to your air group while receiving 0% damage from it. Second, air groups have area of effect (AoE) damage. It is very small area, but still worth the mention because if more than one enemy group (excluding air groups currently in air) is very close to each other, they will defend against planes together (your air group attack to any of those groups will be considered like an attack to all of them at once, meaning that it will be spread over them, while their defensive damage is sum of all defending groups). This means that enemy can't just split some group few moments before it gets attacked in order focus all attacking damage to just one of the groups.
      • Patrolling groups (except in special case which was mentioned above) do 50% damage every 15 minutes. Tricky question here is to who will be the target and in which cases will the patrolling groups receive damage. Damage will be dealt to two different categories of enemy groups, first includes enemy patrol groups, with condition that your and enemy patrol areas overlap and second includes all other groups (including air groups which are not patrolling), with condition that your patrol area covers the location where those enemy groups are currently positioned. If only first category is present, your patrol groups will do 50% damage to them and recieve 0% damage every 15 minutes. However, enemy will do the same (15 minutes timers will usually not all start at the same time). If only second category is present, your every patrol group will do 50% damage to them and receive 50% damage from them every 15 minutes. This also means that even plane groups (excluding patrols) who are just standing on land (their current airbase) or flying around will do 50% defensive damage every time some enemy patrol group finishes patrol cycle (when it finishes one iteration of its 15 minute timer) over the position where they are currently located. If both categories are present, your damage is spread among them.


      When to use attack mode or patrol mode:

      Important to know is that when refuelling, planes have only 25% and they do no defensive no damage. In other words when refuelling your planes are vulnerable as they take four times more damage. Just be careful if enemy uses some patrol groups to protect them or had some groups ready to counterattack when your groups return for refuelling.

      For close targets attack mode is the most effective because you can deal more damage in the same amount of time. However, it’s as stated above risky business.

      "Direct attack v.s. Patrolling: They are used in different situations, direct attacks is recommended where your stacks have great alpha damage but low continuous damage (AKA a lot of planes but operating from far/low level airfields) or if you calculate that the stack can be one-shotted. Patrolling is used for when you are far away from your base and since it does not need to refuel, can continuously dish out damage." @TomtheBuilder


      The patrol cycle should always be favoured:

      - You can attack multiple targets within the “red triangle” without refuelling and thus saving a lot of time and not taking the risk of refuelling.
      - Planes in patrol mode will take less returning damage from the units they attack than compared with attack mode.



      Transporting Planes:

      There are two ways to transport planes: truck convoys and air transfer.

      Truck Convoys:
      Truck Convoys are a slow, low health unit (25 km/h and 5HP each) that transports your planes across the ground to the next airport or city. These transports are vulnerable, they are easily bombed from the air, or attacked by ground troops. Sometimes you have no choice, as in rockets (they can only be transported via the ground) or if your airports are simply out of range. But the safest method is the next one...

      Air Transfer:
      Air transfer is when your planes fly from airport to airport to get to their next target. When building planes, it is best to create a linked system so your planes can fly safely to their target. To build one, click on your plane with the lowest range. Then, build airports so it can fly from base to base. If you do that, your planes will always be in range.
      BMfox

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      Dinosaurs died because they didn't evolve, luckily COW does. Let's embrace it instead of complaining about it.

      "It's only cold when you need petrol to get a tank out of the ice to depart": my bootcamp training sergeant.

      The post was edited 2 times, last by BMfox ().

    • Good practises:

      1. Consider SBDE. For planes 100% SBDE is usually when there is at most 10 in one group, above 10 the effectiveness will go down. Depending on the type of enemy groups and the way in which damage is dealt sometimes maintaining maximum SBDE is important.
      2. When patrolling over same target with multiple air groups, make sure they are all in the exact same position (can be easily done by selecting them all together and ordering to patrol over some location) in order to avoid enemy using his patrols to overlap only one of your patrols, kill it easily and continue doing the same to others.
      3. Different kinds of planes have different speed and range. Range of a group is equal to the range of plane with the smallest range of all planes in the group. Same goes for speed. It is a good idea to combine or separate planes from the same group in order to gain benefit from this kind differences when situation allows.
      4. When you see enemy is using direct air attack against some of your groups, move patrol groups in place where they can protect them (deals 100% damage to enemy air groups and kills a lot of planes if done properly). It is enough to cover the group(s) you want to protect even by a little. If in range, you can even use some of those groups to follow enemy groups after they attack and counterattack when they return to refuel.
      5. Combine different types of planes in your groups in order to bring more force (without damaging your SBDE) and make enemy spreads their damage across more units.
      6. When you see enemy is using direct air attack against some of your groups which are near the edge of enemy range, you can (if you have time) move your group just a little behind the edge. If your group is past the edge at the moment of impact, enemy air group will deal no damage, but will still have to return to refuel. Even better, if you used some patrol groups to protect, they will do 100% defensive damage to enemy even if enemy did no damage at all.
      7. As already explained, when enemy has one or more air groups patrolling over some area, that groups will deal 50% of their damage every 15 minutes to all groups inside the area and receive 50% damage from those groups (excluding your own patrols as they will deal damage separately). This can used against him. One way is by moving land (or naval) groups (with a lot of AA defence) inside enemy patrol area. If total AA defence of your groups used this way is large enough so they can inflict more damage to enemy patrol groups than those groups deal to them (HP should also be considered in this calculation), then this is a good way to destroy enemy patrols. Other way is to use your own air groups. Trick is to avoid patrolling over enemy patrols and make sure your air groups are either flying around (looking confused) or standing in airbase, with the condition that they are inside enemy patrol area. Unlike classic patrolling (in which case your patrols deal offensive damage every 15 minutes and don't do any defensive damage when enemy patrols end their patrol cycles), air groups used this way will defend when every enemy patrol group finishes its patrol cycle. While to someone this doesn't seem to make any difference because it just changes time when your patrol groups deal damage, there is reason why in many situations this can do more damage than classic patrolling. That reason is the fact that while patrolling, all damage is spread across all enemy groups but in this case, it is not spread across them and instead it is dealt to all enemy patrol groups separately at the moment when they finish their patrol cycle. Knowing this, you must also be careful when moving your small air groups near enemy patrols as they can easily be destroyed if at the wrong place at the wrong time.
      8. As most players probably know, when you set your relations with someone to war using diplomacy, if no fighting happens (with one exception) and enemy does not set his relations with you to war as well, you can set it back to peace any time you want and there will be no war. Exception is when using patrols. If you set your relations to war and patrol over enemy units, you will deal damage to them and they will respond but you can set relations to peace at any time and there will be peace because patrols don't trigger change of enemy relation with you (unlike all other kinds of fighting - that is why this is an exception). As a bonus (by knowing how patrols work - which is already explained), you can now realize that patroling over enemy patrol groups this way will deal damage to them every 15 minutes but they will deal no damage to you at all (unlike all other groups - which was mentioned previously). This can be used against AI very easily to clear their units before going in (to take undefended capital, for example) or against offline opponents if you have enough patience.
      9. Good way to disable enemy air groups is to destroy (or deal damage bad enough) the airbase they are currently using. This only works if there are no other airbases nearby where they can relocate and keep operating. If that is the case, they will (if in air) immediately fly back to it and (whether they were in air or not) turn them into convoys, making them very weak (as already explained). Best way to do this is by attacking airbase directly with some of the unit groups (rockets and strategic bombers are very effective) or to use spies on military sabotage mission (often more than a few is required).
      10. Protect you air force. Like with all units, it is mandatory that you don't lose your planes if you don't have to. While it sounds obvious, not many people consider this the top priority. Leaving planes near border while being offline is a bad idea. You might want to protect some areas while you are not online, but keep in mind that minor territory loss is far less a problem than losing units while you are not there. Land can be taken and lost, reconquered and lost again, but losing key units in important wars can often be much more damaging. Sacrificing land to regroup and lure enemy far into your territory and counterattack when your units (especially planes) are concentrated is a superior strategy compared to fighting for every piece of land while your forces are separated.
      Defending Against Planes:


      Attack by the air is a fearsome thing. True accounts from World War 2 reveal the terror that all soldiers and civilians alike felt when being bombed from the air. The best way to defend from air attacks is your own planes, attacking your enemy’s planes or patrolling your planes over your units to protect them. But there are a few more tactics we can use.

      Other Planes:
      Using other planes to attack other planes will always bring the best results. While some of the methods below will certainly help with diminishing damage on your units, air vs air warfare will bring total victory. The more planes you can pile into the battle is better.

      Attacking Airports:
      All airplanes fly out of an airport, it's a requirement. Using rockets, strategic Bombers, tactical bombers, spies or ground troops, an level 1 airport can easily be put out of commission. When an airport is destroyed, the planes return to the province and turn into truck convoys, which are easily destroyed. However, planes can switch airports in range when they are patrolling, or returning/going to an attack run.

      Anti-Air Units:
      Anti-air is designed to combat attacking planes by shooting flak at the aerial invaders. There are two anti-air units in Call of War: infantry Anti-air, and SP Anti-air. Infantry anti-air is quite cheap to build and use, and is a fairly good bargain to build, taking only an industrial complex to build. However, it is a very slow unit and vulnerable to almost every ground unit. SP anti-air is slightly more powerful than infantry anti-air but it costs more, and takes oil. It also requires an IC and infrastructure to build. It is a much quicker unit, though, and goes well with armored or motorized units. All units should travel with some AA.

      Regular Troops:
      All troops do some damage against attacking planes. While they do not do as much as the AA, they still will deal a little damage against the attackers. Beware, this is no substitute for AA.

      Cruisers:
      Cruisers are the AA for the sea, doing as much, or even more damage than AA units would on the ground. Battleships, destroyers, submarines and transports are all helpless against naval bombers, and this unit protects them well.
      BMfox

      Moderator
      EN Community Support | Bytro Labs Gmbh


      Found a bug or need help? Send a ticket here!


      Dinosaurs died because they didn't evolve, luckily COW does. Let's embrace it instead of complaining about it.

      "It's only cold when you need petrol to get a tank out of the ice to depart": my bootcamp training sergeant.

      The post was edited 1 time, last by BMfox ().

    • New

      Even with your “updates”, I still find this guide horribly outdated.
      Here is my changes:
      1. Jet fighters can be upgraded to level 2
      2. Effectiveness of nuclear bombers: they are buggy and sometimes will deal a lot and sometimes very few, only suggested with very high industrial power and to be used as a show of force.
      3. Direct attack v.s. Patrolling: They are used in different situations, direct attacks is recommended where your stacks have great alpha damage but low continuous damage (AKA a lot of planes but operating from far/low level airfields) or if you calculate that the stack can be one-shotted. Patrolling is used for when you are far away from your base and since it does not need to refuel, can continuously dish out damage.
      4. SBDE: SBDE in 1.5 is rather useless as the game now calculates damage from large stacks differently, before it’s directly affected by stack size, now it’s the most optimized attack that can be carried out by 10 units in a stack. Thus the 10 stack limit DOES NOT apply in the usual way. For maximum efficiency, you should have 10 planes of each type as each type focuses on a single armor branch and you can dish out the maximum damage to each branch of armor.
      5. Patrol area: All planes in 1.5 have the same patrol area
      Now for extra tips
      1. Look at your doctrine: Allies have buffed tactical bombers, Axis have buffed attack bombers and jet fighters, and Pan-Asia have buffed fighters and Naval bombers
      2. Speed: Time is your friend (and enemy), tactical bombers are slooooooow, they move at the same speed as strategic bombers, take note of that when transporting aircraft.
      Feel free to add more tips in the comments!
      "We've been 45'd, we've been backstabbed and we've been quite possibly, Etho'd" -TomtheBuilder(Me)
    • New

      Hi thanks for your feedback, guides are always a work in progres.

      1. Edited
      2. Added
      3. I quoted you
      4. SDBE is and stays important. Why would you have 20 units in a stack if only 10 of them are fighting? Better to split the stack and make use of all your units instead of only the half. The only exeption I could think of is a stack of 5MT, 5 mech infantry, 5 SP artillery and 5 SP rocket artillery, where only the 10 arty will bombard or the infantry and tanks will engage in melee combat. I would also advise against 10 interceptors in a stack of 10 bombers as it would slow them down. The best way to protect your bombers is having them in the same patrol cycle but deattached from your bombers.
      5. I know, seems a part slipped my attention while editing.

      1. I'm not getting into doctrines, that's why I havent mentioned any stats neither. I wanted to go in depth but not too much as I don't want to overcomplicate thinks.
      2. Speed is mentioned in good practices 3. but tactical bombers are still much faster than any land unit. It makes sense they are slower then attack bombers as they are bigger in size and heavier.
      BMfox

      Moderator
      EN Community Support | Bytro Labs Gmbh


      Found a bug or need help? Send a ticket here!


      Dinosaurs died because they didn't evolve, luckily COW does. Let's embrace it instead of complaining about it.

      "It's only cold when you need petrol to get a tank out of the ice to depart": my bootcamp training sergeant.