Welcome aboard, glad you are enjoying the game and having fun. 07
1) What's the best way to use my F35s? I saw tkobo's videos, but that seemed to be better suited to defensive situations. How do I set up patrols so that they can take out ground targets without being destroyed? This is always a tough thing when dealing with multiple cities and garrison units packed together. In these situation I use a couple if tactics;
a. Grab every plane you have, bite the bullet, and just send them in over the largest concentration of enemy defenders. Accept that you will have losses, but they served their purpose. (see note below)
b. Use missiles. This is very hard to do because of the way missiles are coded in game. You would require a huge stockpile of missiles for this to work. One alternative method with missiles it to only target the enemies barracks. The ai will not build more and eventually all their units will wear out do to the inability to repair. (see note below)
c. Create a solid wall of Inf/Mech Inf and advance one hex at a time. Keep reserves 3 or so hexes back to fill in when you need to withdraw any particular unit. You will notice when I stack (7 units) of units engage in combat only one takes damage*. Use this to your advantage, once it reaches a damage level you are concerned about, manually withdraw it and move in the reserve unit. Just wear the defender down. It is a grind and the most labor intensive but it works in the long run. Always remember, you are much better at concentrating forces than the AI. (see note below)
d. If you care not for civilian casualties have your 2nd wave be Arty units. I have noticed, with only one exception, all of the fast firing heavy suppressing arty or Mortars with short range. They can typically reach only 1 or 2 hexes away. Ensure your Arty has a much greater range and "walk it in". That is to say, move it to max range, (be sure you have radar or a visual on the enemy), and let it work its magic one row of hexes at a time.
e. Use Special Forces, or any ground unit with a high profile rating. (this should be the lower the better, i.e., a low profile is better than a high one, but BG coded it backwards if you ask me.) Set the units to Stealth Approach and walk them in, withdraw as required for resupply etc. (see Note below)
NOTE: Methods a, b, d and e will not cause garrisons to popup. This means you can destroy the actual units there before you need to worry about the Garrisons.
1a) I have missile authorization OFF, but some of my planes still feel like using them randomly...When the icon is GREEN on the missiles, it means they CAN be used, right?Is this on the Individual ROE or the Global Roe? Yes, when you have the Launch Authority icon showing (bright) they can be launched. Reserve all planes, set the Global ROE to "Not accept Auto Deployed Missiles", bring your planes back out. Now you SHOULD have to manually load any you want to use missiles, or set a particular plane or group of planes to accept them via the Individual ROE.
2) What is the best way to resupply my troops when they're fighting? I have Heavy supply trucks and KC-10A planes. How far away do the trucks have to be to resupply? I usually put them 1-2 hexes behind, but the enemy artillery takes them out quickly. What about the planes? Do they need to fly directly over my units to resupply them? Does this work if they are set to patrol overhead?Supply units need to be in or adjacent to the unit requiring supply. That is to say, on the same hex or in one of the 6 surrounding hexes. Trucks are a good way to supply your units, Helos are another method as well as the fixed wing. If a plane is on patrol and it has cargo available it will supply any unit that moves under it or within 1 hex of it, same as a supply truck.
Consider topping your units off with supply trucks outside of the range of enemy Arty, then moving your units up to engage. Withdraw and resupply as needed. Units will fight well until they reach approx. 55% supply status.
3) How the heck do I take out a city cluster full of garrisons? I know about close attack/defense stats, but multiple stacks of FRES can't seem to take a single city when they've got 2 more activated garrisons next door and artillery in the back. Surrounding Cairo is unlikely, but I 'have' tried to split up my units better and come at it from multiple angles. In my last push, I was able to take the city to the Sw, and the military complex to the SE, but could barely take out half of Cairo with 50+ FRES and tanks and artillery assisting...Coming at them from multiple angles is excellent when possible. When the garrisons are so dense and you have Arty to contend with, see #1 answer above, especially e and the NOTE.
4) I've read the ROE 101 thread, but still having issues with my units. I set it to lock minister controls, put global initiative on medium and individual initiative on high for all units. I want them to intelligently fall back to repair(which changing this seemed to mess with, they will often sit 1 hex back, still taking damage from mortars, and ignore me when i tell them to repair). I'm kind of at a loss as to what works best here :(You mentioned Global and Individual ROE, what do you have set in the Defense Condition window?
5) Is it a bug when my units run out of supply and decide to charge headlong into the enemy? This has nearly caused me to rage quit the entire game early on. I try to avoid running out of supply, but sometimes I make a mistake, and sure enough my units decide suicide is their only option.Is this ground units, air units or naval units? There is a serious flaw with the coding in my opinion with naval units. When they run out of supply they will head directly to the last port they were docked at, even if there is a supplied hex 2 hexes over. :( Ground units have a flaw also in that they will head to the nearest (distance wise) barracks instead of the most logical one. The best example of this would be a small island off your coast with a barracks. If it is nearest your ground units they will head to it, even though there is no way to reach it. Logically they should head for the closest reachable barracks, not pathing through enemy territory of course.