Good practises:
- Consider SBDE. For planes 100% SBDE is usually when there is at most 10 in one group, above 10 the effectiveness will go down. Depending on the type of enemy groups and the way in which damage is dealt sometimes maintaining maximum SBDE is important.
- When patrolling over same target with multiple air groups, make sure they are all in the exact same position (can be easily done by selecting them all together and ordering to patrol over some location) in order to avoid enemy using his patrols to overlap only one of your patrols, kill it easily and continue doing the same to others.
- Different kinds of planes have different speed and range. Range of a group is equal to the range of plane with the smallest range of all planes in the group. Same goes for speed. It is a good idea to combine or separate planes from the same group in order to gain benefit from this kind differences when situation allows.
- When you see enemy is using direct air attack against some of your groups, move patrol groups in place where they can protect them (deals 100% damage to enemy air groups and kills a lot of planes if done properly). It is enough to cover the group(s) you want to protect even by a little. If in range, you can even use some of those groups to follow enemy groups after they attack and counterattack when they return to refuel.
- Combine different types of planes in your groups in order to bring more force (without damaging your SBDE) and make enemy spreads their damage across more units.
- When you see enemy is using direct air attack against some of your groups which are near the edge of enemy range, you can (if you have time) move your group just a little behind the edge. If your group is past the edge at the moment of impact, enemy air group will deal no damage, but will still have to return to refuel. Even better, if you used some patrol groups to protect, they will do 100% defensive damage to enemy even if enemy did no damage at all.
- As already explained, when enemy has one or more air groups patrolling over some area, that groups will deal 50% of their damage every 15 minutes to all groups inside the area and receive 50% damage from those groups (excluding your own patrols as they will deal damage separately). This can used against him. One way is by moving land (or naval) groups (with a lot of AA defence) inside enemy patrol area. If total AA defence of your groups used this way is large enough so they can inflict more damage to enemy patrol groups than those groups deal to them (HP should also be considered in this calculation), then this is a good way to destroy enemy patrols. Other way is to use your own air groups. Trick is to avoid patrolling over enemy patrols and make sure your air groups are either flying around (looking confused) or standing in airbase, with the condition that they are inside enemy patrol area. Unlike classic patrolling (in which case your patrols deal offensive damage every 15 minutes and don't do any defensive damage when enemy patrols end their patrol cycles), air groups used this way will defend when every enemy patrol group finishes its patrol cycle. While to someone this doesn't seem to make any difference because it just changes time when your patrol groups deal damage, there is reason why in many situations this can do more damage than classic patrolling. That reason is the fact that while patrolling, all damage is spread across all enemy groups but in this case, it is not spread across them and instead it is dealt to all enemy patrol groups separately at the moment when they finish their patrol cycle. Knowing this, you must also be careful when moving your small air groups near enemy patrols as they can easily be destroyed if at the wrong place at the wrong time.
- As most players probably know, when you set your relations with someone to war using diplomacy, if no fighting happens (with one exception) and enemy does not set his relations with you to war as well, you can set it back to peace any time you want and there will be no war. Exception is when using patrols. If you set your relations to war and patrol over enemy units, you will deal damage to them and they will respond but you can set relations to peace at any time and there will be peace because patrols don't trigger change of enemy relation with you (unlike all other kinds of fighting - that is why this is an exception). As a bonus (by knowing how patrols work - which is already explained), you can now realize that patroling over enemy patrol groups this way will deal damage to them every 15 minutes but they will deal no damage to you at all (unlike all other groups - which was mentioned previously). This can be used against AI very easily to clear their units before going in (to take undefended capital, for example) or against offline opponents if you have enough patience.
- Good way to disable enemy air groups is to destroy (or deal damage bad enough) the airbase they are currently using. This only works if there are no other airbases nearby where they can relocate and keep operating. If that is the case, they will (if in air) immediately fly back to it and (whether they were in air or not) turn them into convoys, making them very weak (as already explained). Best way to do this is by attacking airbase directly with some of the unit groups (rockets and strategic bombers are very effective) or to use spies on military sabotage mission (often more than a few is required).
- Protect you air force. Like with all units, it is mandatory that you don't lose your planes if you don't have to. While it sounds obvious, not many people consider this the top priority. Leaving planes near border while being offline is a bad idea. You might want to protect some areas while you are not online, but keep in mind that minor territory loss is far less a problem than losing units while you are not there. Land can be taken and lost, reconquered and lost again, but losing key units in important wars can often be much more damaging. Sacrificing land to regroup and lure enemy far into your territory and counterattack when your units (especially planes) are concentrated is a superior strategy compared to fighting for every piece of land while your forces are separated.
Attack by the air is a fearsome thing. True accounts from World War 2 reveal the terror that all soldiers and civilians alike felt when being bombed from the air. The best way to defend from air attacks is your own planes, attacking your enemy’s planes or patrolling your planes over your units to protect them. But there are a few more tactics we can use.
Other Planes:
Using other planes to attack other planes will always bring the best results. While some of the methods below will certainly help with diminishing damage on your units, air vs air warfare will bring total victory. The more planes you can pile into the battle is better.
Attacking Airports:
All airplanes fly out of an airport, it's a requirement. Using rockets, strategic Bombers, tactical bombers, spies or ground troops, an level 1 airport can easily be put out of commission. When an airport is destroyed, the planes return to the province and turn into truck convoys, which are easily destroyed. However, planes can switch airports in range when they are patrolling, or returning/going to an attack run.
Anti-Air Units:
Anti-air is designed to combat attacking planes by shooting flak at the aerial invaders. There are two anti-air units in Call of War: infantry Anti-air, and SP Anti-air. Infantry anti-air is quite cheap to build and use, and is a fairly good bargain to build, taking only an industrial complex to build. However, it is a very slow unit and vulnerable to almost every ground unit. SP anti-air is slightly more powerful than infantry anti-air but it costs more, and takes oil. It also requires an IC and infrastructure to build. It is a much quicker unit, though, and goes well with armored or motorized units. All units should travel with some AA.
Regular Troops:
All troops do some damage against attacking planes. While they do not do as much as the AA, they still will deal a little damage against the attackers. Beware, this is no substitute for AA.
Cruisers:
Cruisers are the AA for the sea, doing as much, or even more damage than AA units would on the ground. Battleships, destroyers, submarines and transports are all helpless against naval bombers, and this unit protects them well.
Advanced air tactics and mechanics:
Attack strikes second: If you have two stacks of 10 interceptors that will be targetting a stack in direct attack, all other units within 3km will also get hit. If the defender has 3 stacks planes of mainlybombers with some interceptors as protection and the 3 defender patrols all have same center, they all get hit. If ground units are derectly below patrol center, they get hit before you get to hit. Important to note is that the defender shoosts first so two patrols get a free hit on you then each stack air and ground (10 best units of each) get to defend shoot at you. Only then you shoot against the 3 patrols and ground units if below basically. you get shot at 5 times before you get to shoot 6 if there is ground. So one might be carefull sending two stacks of 10 interceptros into a group of patrolling bombers. Even with the fact that interceptors are triple as strong in direct attack as in defense and bombers being vounerable against interceptors it can get ugly very fast. This is another argument that patrol should always be prefered over attack mode.
Freezy wrote:
What I meant with "attacking airplanes strike second" is not that they are attacked first and then defend afterwards, but that even though they are the attacker their attack damage is applied to enemies after the defense damage is received back. Meaning when the interceptors attacked the unit, they first received all defense damage of units in the vicinity before their own attack damage was applied to all units in the vicinity (thus they were already damaged before their attack damage went out)
Circumvent SDBE: the SDBE is 10 but there's an exploit to it that can be used to make superstacks. The rule is that only 10 best units will engage in a fight but that the damage will be spread over the stack. So if you make a stack of 10 interceptors, 10 attack bombers and 10 tactical bombers. If you attack interceptors your 10 interceptors will be auto selected to fight the enemy. If you attack tanks the 10 attack bombers will be selected. If you attack infantry than it will be the tactical bombers that are being selected. If you get attacked by enemy interceptors it will be your 10 interceptors that will defend. So whatever you do, it will be always the most adapted unit that will do the fighting so you can't make mistakes. Even more important your precious bombers will always be protected. Finally the game changer is that even though only 10 units are fighting, the return damage is split over the entire stack or 30 units in this case. This means that the 10 units that are fighting take 3 times less return damage and will last 3 times longer before they die.
Other guides:
Guide to planes COW Classic written by @General Nightman
Air combat for COW Classic written by @Paramunac
Air Combat - Guide for dealing some (in)decent damage
Aircraft guide written by @JesterTheSheep
Quote 2 does actually sound like it's against quote 1, but it's the exact same thing said a different, more detailed way.