Certain technologies will be good or not based upon playing style. Long range aircraft is awesome so long as you have planes to utilize them.
“1 more space of movement doesn’t do much, “
It’s two extra movement
“since you can still only go 2 (for fighter/tactical bombers) or 3 (for strategic bombers) spaces away from the starting point.â€
And this is why you aren’t utilizing your planes to their maximum efficiency. Why do you have to land at the same spot from which you launched? You don’t have to!
“The only situation where it could possibly be useful is when the landing territory is different from the launching territory.â€
Exactly.
I’m not sure how often you play, but this situation occurs for me in every game. It is a vital part of maximizing every aspect of your units to their greatest efficiency in order to win. If you haven’t had to do that to win, you’re playing lackluster players.
So what does a Strategic bomber with a movement of 8 get you?
It’s a US bomber to Moscow in 2 turns.
It’s a UK bomber to Moscow in 1 turn.
It’s a German bomber flying from Paris to Moscow for that final attack, landing in Bryansk, while the whole time threaten most of the Atlantic sea zones.
It’s a Japanese bomber from Manchuria attacking Mosocow or India and landing adjacently.
It’s projecting the threat of a bomber attack to a much greater extent, ensuring transports need expensive protection or possibly forgotten about and lost.
I do not know what to really tell you. It’s not extra fire power, like a higher rolling jet upgrade or heavy bombers, but it is MORE firepower in a fight, as you’ll be able to reach more battles in a shorter amount of time.
“Same goes for an airbase. It’s actually far less useful then airbases from A&A: Pacific, and costs a small fortune as well. You’re still limited to sea zone next to one the island is in / other territories bordering the same sea zone. How often does the extra point of movement come up?â€
That extra movement is critical for many strategies, particularly in the Pacific. I cannot think of a single game in the last 30 I’ve played as the Axis where I DID NOT buy an Airbase in the game; they are that essential.
Many of the “India Crush†moves, where Japan takes India round 3 or 4 involve an airbase. Leaving their base in French Indo China or Kwangsi, attacking India, and landing in Yunnan or Shan State.
To not buy the AB means you have to wait an additional turn to get your less mobile planes in range. By which time you’ve given India another round of infantry purchases, tipping the battle in their favor and out of your reach.
The extra movement comes up about once a game, where I can catch an unsuspecting player. They don’t consider the ABs and I bring more firepower to a battle than they thought possible. I win, they’ve sacrificed a large fleet.
On several occasions I have flown fighters/tacs five spaces out to attack, so that they can land on carriers that maximized their movement via naval bases and moved three sea zones. Not possible without air bases.
Air bases also give you the ability to scramble, which is quite the advantage. It ensures they have to consider protection when amphibing (just transports no longer work), and three additional fighters has been enough to tip the odds in my favor, preventing an attack.
“So why not just build a carrier then? 16 ICs vs 15 for the base?â€
At times your opponent may have gone sub-heavy on the purchasing, making a carrier purchase foolhardy if you don’t have the needed destroyers to protect it.
All airbase buys are situational, but very useful when used.
If you buy an airbase for Normandy and don’t yet have Gibraltar, you can attack/counter attack any Allied ships around Gibraltar and land in the SZ next to Normandy on newly purchased carriers. Highly situational, but it’s something that your opponent must always consider. I’ve done this one myself, and such moments can be game-changers. The annihilation of the US Atlantic fleet is big. It wouldn’t have been possible without an airbase.
“And ensuring that the Italians have to bring the navy, and don’t get to bombard? That seems somewhat powerful, but is it really worth 15 IPC’s? (compared to 4-5 infantry?)â€
Question: How do you get those 4-5 infantry to Gibraltar? Especially if Germany destroys the UK fleet G1? How many turns is that? 1 buy units, 2 transport to Gib (assuming you still HAVE transports, also weakening London and helping any Sealion chances). An airbase is an instant buy, and fighters can land there on turn 1 if you so chose.