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I have two ultra light aircraft designs: ULAR (Recon, now with MGs and turbo props) ULAFB (Outdated fighter bombers with only 10 range, but very cheap and armed with basic 500kg bombs. Swarm fighters that I intend to never turn into jets for making highly cost effective swarms.)
Two light aircraft designs: LAR (Unused as it needs a tier 2 airfield, turbo props at 20 range and my largest recon aircraft that I might pair with medium bombers when I get turbo jets as a spy plane.) LAFB (Unused as it needs a tier 2 airfield, a jet but with only 10 range as it was an older design, armed with rockets and missiles so kinda expensive as I have no heavy industry yet.)
One medium with another in development: M1AFB (Unused, Turbo propper with 20 range, heavy AA missiles and rockets. The future of do all aircraft but too expensive right now.) and the soon to be M1ATB (Turbo Prop with MGs and 5k of HE bombs for the scary looking MG ARMY GROUP the enemy just summoned to my doorstep. Hope I have enough metal for all the munitions this heavy B is going to need.)
Two light helicopters: LHR (As above a 20 tile range dutiful scout that I think could use some teeth to help develop.) LHTB (16 tile range, one of the first aircraft I made this game, armed with a MG and very light rockets, great vs neutrals and troglodytes but showing their frailty vs flak cannons, massed MGs and how they just can;t cut down tanks fast enough.)
And one medium helicopter: MHTB (Only 10 tiles range, helicopters struggle as I am not sure they get a buff from turbo props, but range enough to fire MEDIUM rockets into enemy assault guns and crack the hardest part of their army. MGs on them for fun as you can never have enough dakka!)
So yeah a little complicated. When I take losses I reinforce directly to the unit stack as the planes sit at well serviced airports where my truck/train stations are, and the helicopters sit on the roads. It's not so bad really as my naming scheme clears up the differences when you might otherwise have to determine what the ever loving hell a 'Hopper IV' is and how it differs to a 'Spitfire II' and so on with the default names.
Thus if I was going to make a second light copter...I'd make it an absolutely stripped-to-the-bone scout, maximizing cheapness and range. I probably would actually make it unarmed because weapons light enough to not hurt performance aren't going to give it any useful strike capability.
But what I'd actually do is not develop one at all.
EDIT: I could be wrong, but I think against enemy heavy armor precision bombs beat rockets. They're much heavier, but they can achieve much higher attack scores.
Make half my military into helicopters and bomb them all back to the stone age!
Rockets also provide a little extra ATA attack too! So can be a nice thing to attach to fighter bombers who need to be doing both.
That I consider somewhat important because I haven't seen any enemy air units fielded, so if I'm going to have fighters I need to have them useful for something else too.
Light helicopters/Thopters seem like a great choice for an armed recon unit, it won't be killing anything serious but should still be fairly cheap enough for swarming recon and attacks. (I would think something like that is a must, assuming you can afford the machinery.)
And for aircraft, sticking to a propeller/turbo props so they DON'T cost machinery and no missiles means, I think a metal/rare metal only design for a cheap fighter bomber scout kinda thing.
Getting a T1 airfield set up in a new zone isn't too bad and is fairly cheap for the effect of supplying all your vtols and keeping a stack of ultra light planes ready to go. So I'm thinking of setting myself out some 'tie fighter' style swarm ultra lights, as they can't have rockets or missiles anyway. Very cheap and disposable.
Having massive airfleets of recon and bombers is great! Assuming you can afford the munitions cost because by the gods...