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Won't change though because the game is not balanced around 10v10
Not at all in 1v1 and much less in team games.
10v10 lets people main air and artillery so it becomes exceptionally worse.
My 10v10 deck has 5 cards of AA just for the waves of apaches.
Pact artillery superiority was a fact of life in 1989. So you'd better learn to dance.
As far as AA goes... It really pays off to focus on micromanaging planes when you deploy them. Avoid sending them straight in. Try to bring them around from a safer angle, and try to turn away from the target before the AA gets too bad. Send a SEAD plane a few seconds after your bomber. To free-fire on all the active AA's.
I've found the bigger guns take too long to aim and fire, so the enemy has already relocated. I've had a lot better success with the smaller (105mm approximately) artillery for counter battery from near-center of the map, with the big guns being micro'd for logistics and large attacks, with mortars going ham on defense
I'm backing him up on this one, doesn't matter which sized game you are, unless you are facing AB, you shouldn't be sending HE lobbers into the enemy lines period. You use them when the enemy is deeper into your lines and then you angle them on the approach. If you are able to drop bombs into the enemy lines and you ain't an LGB lobber, then your opponent is having a major skill issue, or is playing AB and still having a skill issue. SEAD escort, or even just an EW plane will ensure your HE plane comes home when you bomb the No Man's Land and angle the approach correctly, even in 10v10.
10v10 requires more finesse to use Air, but it ain't like it is unusable.