Aircraft and Ground forces in “Light Trading”:
Levity: With strafing bullets and bombs!
:-D
Light trading, the way I like to think of it, is when you aim to kill the enemy and occupy their territory for the minimum TUV invested in the attack, with the minimum TUV of your own at risk. We’re talking here not just about the risk during the attack, but also afterwards, from enemy counter attack the following turn, should you actually take control of the territory as planned. Aircraft enable the attacker to make this sort of move, because unlike ground units, they can’t occupy newly captured territories!
This ability, the ability “NOT to land” in spaces they’re attacking, is actually one of the things that makes Aircraft so valuable in A&A. At least in terms of “trading” TUV back and forth in small engagements.
The clearest example of this value is in a Strafe. A strafe is where you attack at odds (with heavy hitters), and then withdraw after the first round of combat, or when you feel you’ve done enough damage, preserving those heavy units in a safe and well defended location. The term Strafe itself has an Air association built in, as “strafing” was usually an attack from the air against the ground. Technically you don’t need Aircraft to pull off a successful attack/retreat move like this in A&A, and it could also be done with tanks, and this is usually described as a “strafe” as well, even if there are no aircraft involved. But Aircraft allow you to increase the attack power of this attack/retreat move! And they allow you to destroy enemy units without risking as much TUV in the resulting destruction or occupation, should the strafe attempt happen to fail. A strafe is always a dicey gambit. Making a single pass is usually safer than trying to make repeated passes (the later capture the real world sense of strafing more accurately.) In short, the more heavy hitting attack units you have, the better the odds that you’ll make a strong hit in the first round, or a deadly first pass.
But too many heavy hitter, all hitting at once in the first pass, and you might be forced to occupy rather than retreat! Its a bind, when your strafe fails, but its more of bind when all the heavy hitters are tanks. With fighters you can always pull away to safety! They give you the “hit 3s” and “hit 4s” you need to make a nice clean strafe, but you don’t have to put those units at risk to possible counter attack.
To get at the heart of why its better to have an Air focused strafing force, than a Tank focused one, we need to picture a Dead Zone… you know, where Christopher Walken knows in advance exactly when and where all your Tanks are going to die!
:evil:
Imagine a situation like this: Say Russia has 2 infantry in Yukut. Japan is waiting right next door in Buryatia with a slightly larger army, say 3 infantry (BANZAI!) they are itching to destroy those Russian infantry in Yakut! It’s Japan’s turn!
Just behind the Russian front line at Yakut is nice stack of Soviet troops in Evenki, lets say like 6 infantry 2 tanks and 1 Fighter!
Just behind the Japanese front line of Buryatia, there is a somewhat smaller Japanese force in Manchuria, maybe 5 infantry 1 tank and 1 fighter on reserve.
Now comes the dilemma, how much should the Japanese player commit to the attack against Yakut? Or put another way, should they bring the Mancurian tank into the fight? (lets assume just for simplicity that there are no other units from either side in the area.) Whatever Japanese force ends up occupying Yakut, will surely be under threat of counter attack from the superior Russian forces in Evenki. It could get ugly if Japan goes “all-in” with the tank, maybe, Zhukov is there just waiting for the Japanese to make a foolhardy advance like this, and then crush them completely in one fell swoop!
This is a perfect example, of what we call a “Deadzone” in Axis and Allies.
That large Russian force in Evenki has “deadzoned” the territory of Yakut!
Deadzone is a pretty common term among A&A players, so I guess I should spend some time with it here. I think I probably picked up this term and many others from Don Rae, a dude who wrote a bunch of cool articles on Axis and Allies in the late 90s. Most of these date back to older boards, but the general principles often still apply. You might want to look them up at some point, but I’ll give you the cliff notes version as best I can. As described by Don and others, a Deadzone is a space that is threatened by an “overwhelming” force, from some adjacent territory or sea zone.
The deadliness of the Deadzone isn’t anything intrinsic to the space itself, but a consequence of the size and power of the forces arrayed against it. Other fruitful synonyms might be “death trap” or “no man’s land”, basically a territory where your units are likely to die should they try to occupy it.
Usually the way it works is, two large enemy forces will dance around each other at a slight remove, and contest the territories between them with light forces. These intermediate territories then become deadzones, as neither side is willing to occupy them in large numbers for fear of a massive counter-attack. This happens a lot on the Eastern front, where Germany and Russia are wary of getting too close to each other with their main armies, in large part because they can’t rely on their own fighters for defense in those territories! (their fighters can’t land in newly captured territories!) This can result in long stalemates, usually only broken by “fighter support” from a teammate, or when one side achieves a large defensive armor stack or large defensive infantry wall, basically a force that is too large to overcome at odds by a counter attack. Once you can take and hold a territory in force, it is no longer a deadzone. The lines shift, and some new territory likely becomes the deadzone at that point. ;)
So why bring all this up, well basically because Aircraft and especially Fighters can be used to create these deadzones, to “manage them”, and ultimately to defeat them. If you know what you’re doing!
First lets take two really simple examples…
1 inf + 1 figther vs 1 infantry defending.
1 inf + 1 tank vs 1 infantry defending.
Which attack force is better?
Well, the clear answer there is “Depends on what you’re trying to do.” They both have an equivalent attack power of 4.
If the goal is to kill the enemy and take the territory from the defender at all costs, then the Tank force is better. But if the goal is simply to destroy enemy units at favorable odds, while risking the minimal amount of your own TUV in the process, then the Fighter force is better.
Total Unit Value, TUV, that’s the thing we want to hold onto. The ipc cost of the units, if you had to replace them. Say the territory in question is worthless, or nearly worthless, a 1 ipc space like Yakut. A defending Russian infantry unit in Yakut would represent 3 ipcs in TUV. In terms of total value this infantry unit is worth 3 times as much as the territory it is defending!
Next imagine that you, as Japan, just really want to just mess with the Russians. You want to diminish Russian power! But you don’t necessarily have the strength for an all out drive yet. Well, if the goal is simply to destroy Russian TUV at the minimal risk to yourself, it makes way more sense to attack Yakut with an inf + fighter, rather than an inf + tank.
With the fighter force you can destroy 3 enemy TUV at odds, and only risk 3 TUV of your own in the process. If you both hit and mutually Annihiliate each other, its a wash. 3 for 3. If you hit and the enemy duds, then you pick up the +1 ipcs for the territory, have preserved your own 3 TUV, and destroyed 3 enemy. Now you’re looking way up in the TUV trade!
But even if you dud out completely, and the enemy defender hits, it was still only 3 TUV that you risked. The fighter retreats to safety, you took a slight beating, but hey, at least you’re still standing. And at least you took a shot, right!
:)
Now compare that to the Tank force, where you’re risking 9 TUV to destroy 3 TUV. Even if you win and pick up the + 1 ipc for the territory, you still leave more TUV vulnerable on counter attack, than you just won for yourself in the battle. The enemy can then use cheaper infantry and fighters of their own, to destroy your tank, and start the process all over again, except now they’re ahead in the TUV trade instead of you.
But now say that the territory in question isn’t some out-of-the-way frozen burg like Yakut, but the Victory City of Leningrad! The cradle of the Revolution itself, under siege by those German bastards! And Germany has just been deadzoning this spot right from the start, with their superior forces in Baltic States. Suddenly Karelia itself is under occupation, along with the VC and factory.
A lone German infantry unit, survives to defend this new conquest. So here, as the Russian player, you really want to kill that German unit AND take control of the territory, if only to prevent Germany from building out of the factory. But the huge German army in Baltic states (and its usually pretty huge) has you thinking, “damn! I really want to win this battle, but I don’t want put a lot of units at risk, since I know I will need them later!” In this case, you want to think about the edge that artillery can give you in the Light trading with aircraft
1 inf, 1 art + 1 fighter is the go to combination for light trading with aircraft, if you really need to score a hit. The inf/art combo has a cumulative attack value of 4 points, the fighter has an attack value of 3, added together you get a total attack “power” of 7. Lucky 7!
In dice that’s a fairly solid chance to nail a hit in the first round of combat. In low luck, it would yield 1 auto-hit, and one remainder hit rolled at 1/6. The second hit is a long shot, but a least the auto-hit is secured, meaning that, if nothing else, you can at least count on destroying 1 enemy unit in the engagement!
2 inf + 1 fighter, only has an attack power of 5. In low luck this means that the hit is not a given, it’s rolled at a 5/6 chance. Now I’m not a huge fan of low luck myself, I’m a born dice player, but this information is very useful to understand, because it shows you the value of different forces the light trade using Air. Lets throw in a bomber too just to see how this work.
1 inf, 1 artillery + 1 fighter = 17 ipcs TUV for 1 autohit (with a remainder of 1).
2 inf + 1 bomber = 18 ipcs TUV for exactly 1 autohit.
3 inf + 1 fighter = 19 ipcs for exactly 1 autohit.
The 1 inf, 1 art + 1 fig combo still gets you the best trade for the cost vs a single defending inf unit. So when you really need to take the territory, but don’t want to risk too much TUV to enemy counter attacks, that’s the sort of light trade you want to make with your fighter unit, and artillery boosted light trade!
In general, when you’re engaging in these sorts of light trades, you always want to have more fodder cover for your attacking fighter, than defender has in total numbers/shots. So for example, if you are attacking 2 defending ground units, then you want your own Fighter force to include at least 2 attacking ground units, to absorb potential hits and serve as protective fodder for the fighter. Or the same thing again with bomber, ideally, you want fodder to cover these heavy hitters at all times.
This will ensure that you never have to expose that costly 10 ipc Fighter or even costlier 12 ipc bomber, to a defensive hit. Unless you want to that is. There are some rare cases where it might be advantageous to attack ground with aircraft, even if you don’t have cheaper attacking fodder units to cover them.
I’ve heard this sort of move described before as an air blitz, or an air sweep, the basic idea is this: you really need to kill ground units in a particular location for some strategic reason/goal, such that you are willing to risk exposing expensive aircraft to do this.
If you have enough planes, it is possible to attack a superior ground force of mostly infantry and artillery, with a much smaller one, and still sweep the space at odds due to the attack power of your air. You do this on the logic, that you will probably score more hits in the first round of combat than the defender will, and thus you don’t exactly need to match them in fodder 1:1. You might be able to match them in hits, using half the number of ground, it just depends how many aircraft you have, and how many you are willing to expose in the first round of combat.
Consider this attack. 1 inf, and 4 fighters vs 2 Inf.
Sure the defender has a pretty good chance to make a single hit in the first round of the combat phase. But if you hit heavy, you will probably end up trading 3 TUV for 6 TUV.
Now its possible the defender might even make 2 hits, and that would certainly suck, but how likely is it that both of the defenders dice hit in the opening round of the combat phase? And are you willing to take that risk, that the enemy could “get into” your fighters in order to destroy 6 enemy TUV? The odds that the enemy makes 2 misses, is actually more likely than the odds they’ll make 2 hits, (since each die still has to roll at 1/3 chance to hit the deuce.) In which case you’re stoked, because you destroyed 6 TUV at no cost, and occupied a territory. Sure it was risky, but it was calculated risk.
You made a gamble, if it pays off, you’re happy you did, if it doesn’t, you curse yourself and your terrible luck. But again, at least you took a shot. Sometimes however, this isn’t about trading TUV at odds, but capturing a critical territory like a National Capital or a Victory City.
In such cases, the air blitz, allows you to sacrifice more expensive air units to keep a single ground unit alive, in order to capture the territory. For example:
America has 1 inf and 7 fighters attacking Tokyo.
The Japanese have 8 infantry to defend their National Capital.
All things being equal, the Americans have about an 80% chance to win this fight. Which means if they are willing to sacrifice enough TUV in Air, they can probably keep that single infantry unit alive to take the territory.
Would it be worth losing potentially 70 ipcs in Air TUV to keep an infantry unit alive?
Well, if it knocks Japan out of the War, get’s you all their money, plus Tokyo for 8 ipcs with a factory, then yeah! It probably is.
You can imagine similar situations with Germany and UK. Is it worth it to trade air to steal the German purse as UK? Yes, this is almost always worth it!
Attacking with no fodder, or attacking with “Naked Air” is a little different, but even this can sometimes be worth it. Exposing aircraft to kill a unit in a key territory might be sound strategy. Like if you want to clear a lane and “can open” a territory, so that one of your teammates can then Blitz tanks through on their turn it to make some killer move.
Or perhaps you absolutely need to prevent just such a Tank Blitz move after an “Airblitz” can-opener just occurred. Imagine for example Japan has 10 tanks in Szechwan. Russia leaves 1 infantry in Kazakh, to block these tanks, but then puts their main force in Caucasus, to hold it against a German drive. Not considering the danger of the Airblitz, or how the turn order can be exploited, the Russian player leaves Moscow only lightly defended, thinking to themselves that Moscow can’t be hit this round.
Now Germany’s turn is up, and they fly straight to Kazakh, attacking it with naked aircraft, and landing in Szechwan. Opening up a lane for the Japanese tanks to Blitz on Moscow! Here it might make a lot of sense for UK to land a fighter in Kazakh to block. Clearly this is not an optimal use of the fighter in the TUV trade, but if the situation is dire, and you need to rescue a capital, even an air unit can “pay for itself” used just as an emergency blocker!
And recall that for all the purposes, bombers basically work just as well as fighters, but over a longer distance and with more attack power, for the cost of +2 ipcs per unit.
There is only one unit in the roster that the can counter the air advantage vs ground the Anti-Aircraft artillery unit! But I have such mixed feelings about it…