Okay. Some specific BO's.
Standard Air buildup: AF >> 2 Pgen >> 2 Mex >> 2 Pgen >> 2 Mex >> 3 Pgen >> AF (spam engineers on reclaim, hydro, and Mex capping) >> Build 5 T1 Pgen >> 3 LF spam engineers on reclaim >> 6 T1 Pgen >> 4 T1 Radar for area control and devote 1 air fac to T1 interceptors and scouts. You need to be immediately useful for your teammates, and you don't want any suprises
Supercharging your eco for T3 air spam: T2 engineering suite on ACU >> 4 T2 Pgen >> 4 Energy Storage >> Get ACU RAS >> Get ACU ARAS (Aeon and Sera). Reclaim the T1 power >> Get all those engineers assisting the air fac, and get it to T3... It is now 12 minutes into game. By this stage the reclaim should have got most of your mexes to T2 and you can surround them with storage.
First bomber start: Pgen >> AF (build bomber + scout) >> ACU assist first bomber >> Pgen >> 2 Mex >> 2 Pgen >> 2 Mex
First Jester start (Cybran): 2 Pgen >> AF (build jester+ engineers) >> ACU assist first jester >> Pgen >> 2 Mex >> 2 Pgen >> 2 Mex
1) One important thing to note is that air players often rush to T3 air too quickly. Which leaves their team vunerable to snipes and lower tech air. Consider using lower tech air units like T1 bombers, T2 fighter bombers, T2 gunships and Mercies. Remember that your job is to SUPPORT your ground team. So make sure you are proactively scouting and attacking. Sometimes your team would much rather have a few interceptors now, rather than those ASF in 5 minutes. You need to prioritise immediate lethiality. Find ways of being immediately useful to your team.
2) Another thing to remember is that there is a difference between "
Air Dominance" and "
Airspace Control". Air dominance means having more planes. But airspace control means actually putting them out there and controling the sky. It is no good having all your planes clustered at their home base if you allow your opponent to make bombing runs. You could have 50 ASF, but if they arrive 2 seconds after the Mercies hit your buddies ACU, they are
USELESS!!!. The best way to achieve airspace control is to have a T1 or T2 air factory spamming interceptors, scouts and swiftwinds on patrol. Even when you are building ASF. Use the interceptors as an expendable patrol and keep the ASF in reserve.
3) Air units have different economic requirements. They need more power and less mass than land or naval units. T3 air is particularly power heavy and also needs a lot of build power. So this should be factored into your BO.
4) Just because your the air player doesn't mean you have to confine yourself to air units. Some targets are best taken out with ground forces. Tech up one of your land factories and build a small number of high tech ground units Like T3 Bots, SCU's or Obsidians. Load them into transports and use them as a kind of "SAS unit". With aerial support, those land units can do wonderful things
Air to ground capability isn't just about bombers and gunships, it is also about transports. So don't ignore them.
5) Another thing to consider is using Ground AA as a way to re-aquire air dominance. Build SAM's to keep ASF out of your base. Load mobile flak into transports and drop them into combat areas to defeat gunship swarms (esp. Restorers). Sometimes just building more ASF isn't the answer.
6) After a major battle. Get a transport with some engineers and drop them on a reclaim mission.