@MrMalachiCrunch:
I have always wondered why strategic bombing has not played a great part in the games that I at least play.
Every air unit you have can be used 1) against naval targets, 2) to trade territories without having to commit more ground forces, 3) to threaten more territories effectively with the limited ground units you do have, 4) for a “final attack” type attack in which the losses of air will not be crucial. Furthermore, fighters can be used to help defend territories effectively, and bomber range gives them super effective threat range.
Industrial bombing is usually a bit slow off the ground. Russia has the capacity to produce 12 units a turn, but will probably only want 7-8 at most for most turns. Germany can produce 16, but will only want around 10 for most turns. Japan will probably only have to worry about industrial bombing later in the game after it puts one or two mainland industrial complexes down (even then, placement in some territories leaves Allied bombers out of reach). US is of course out of reach (barring a Norway IC, in which case US can move over or build an AA gun anyways). UK is the only power that’s really vulnerable to industrial bombing, but even then it’s conditional on UK’s income being limited in the first place. There really isn’t much point in bombing London lightly if UK’s income is 33-36 a turn (Norway, Eastern Europe, and Western Europe compensate for losses in Asia.), and in any case bombing risks German air.
Back to the uses -
1) Vs naval targets. German bombers based on Western Europe can threaten any unescorted transports moving units from E Canada to London, as well as sea zones on the southwest African coast (while also threatening ground targets in Africa and Europe). If Germany does build bombers and loses even one or two of them, the threat to Allied shipping is greatly decreased.
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to trade territories without having to commit more ground forces - particularly when, say, Germany’s pressed at the end, and is trading Eastern Europe, Western Europe, and Southern Europe. Every ground unit is needed, and every air unit helps.
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to threaten more territories effectively with the limited ground units you do have - for example, one Japanese infantry adjacent to Moscow is not a big deal by itself, but back it up with 4-5 Japanese fighters and a bomber, and it’s suddenly a real takeover threat. Also true in far less dramatic situations - for example, 2-3 Japanese infantry on China threaten Kazakh and Novosibirsk, but if Russia leaves only, say, 3 infantry on each of Kazakh and Novosibirsk, Japan can possibly take both territories.
By the way, this is ridiculously more the case in Low Luck, because the attacker doesn’t have to worry about two defending infantry getting two hits.
4) for a “final attack” type attack in which the losses of air will not be crucial. Suppose that Germany bombed Russia for three turns, doing 10 IPC of damage. Let’s say that instead of risking the bomber, though, Germany used the bomber for better odds on trading territories. It could very well be the case that in so doing, Germany would both destroy additional Russian units worth 3-6 IPCs, preserve German units worth 3-6 IPCs (more power on the attack means less defenders left to hit back after the first round casualties are removed), possibly securing more territories for more income, possibly threatening territories so Russia could not move in and hold those territories (denying Germany the income in turn as well as increasing Russia’s income). Now add in the possibility of a “final attack”. If the German bomber survives the “final attack”'s AA gun, it would probably fire in at least four rounds of combat, each round destroying possibly one additional enemy unit, taking it out of the equation for the next round of fire, preserving German attack units to increase inflicted casualties on subsequent turns.
To make a long story short, you’ll only usually want to industrial bomb in a limited number of circumstances, and then usually only after the naval part of the game has been decided.