...Air Units. The choppers were the worst! They patrolled wildly, landing in the field even though they were On-Alert and not set to patrol! Noodles looped in crazed patrols. Only the Gravship seemed determined to take action in a meaningful way. My conclusion is that On-Alert-Air is really a throughback to TWA air-traffic-control methods.
Were they strike choppers or tactical (SAM... actually AAM equipped) choppers. I'm at a disadvantage here, because like for my missiles, whenever I build a chopper it's off after a specific target immediately... even my tactical choppers often wind up on strike missions against ground and sea targets due to their multiple attack capability?! I never get a chance to set choppers on alert. I have placed many needlejets on alert though, and I'm guessing the following for the choppers based on the needlejets behaviour.Strike choppers should attack a specific target I would think, but unlike a strike needlejet, the chopper may have movement points leftover after killing its target. I think it must use 'em all up before its turn can end. I have seen the AI attack multiple targets at different locations with choppers (in the same turn), so an alert chopper should be able to do that too. AAM tactical choppers might not go after a target of opportunity. They might be trying to fly CAP (close air patrol) to protect friendly ground or sea units. Did you notice if the chopper's flight paths passed over one or more friendly units? I think they could get caught in a situation where their last movement point leaves them all alone in an open square. Happens to my interceptor NJs all the time.
I'm having difficulty seeing the utility of OA units in the base...

...why do OA units send out little 'feelers' for movement and not take them? What are they for anyways?
- Scipio
Oh well... never look a gift alien artifact in the mouth as my gammer used to say!
Scored 1760 points (165%). That's my first outright solo victory at transcend difficulty level, and my second highest percent rating ever.
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