5) Building on the present airbase rules, say that every clear territory is a Level 3 airbase and every flag territory is a Level 5 airbase. I don’t know if this would solve the problem or not, but it would at least force players to be a little more historical in the deployment of aircraft. I know some might carp about it, but this wouldn’t be the first time stacking limits were used in a game to force historical play. If this limit is too harsh, you could allow Level 5 airbases to be built in clear territories and Level 3 airbases to be built in flag territories; this would up the stacking limits in a clear territory to 5 and 8 in a flag territory.
. . . In our games we are currently using all of the airbase rules, with the addition that aircraft on a coast or island block supply into or through that sea zone unless there is a combat ship in that zone. We also allow the defending aircraft to react to an amphibious assault, and allow the attacker to send aircraft into the sea zone containing transports for the amphibious assault to fly CAP. Good ideas here. I'd like to see each numbered and un-numbered area be able to have air units on them equal to +1 of the resources available, for instance:
No resources= 1 air unit (This would include islands.)
1 resource= 2 air units
2 resources= 3 air units, etc.
This would take into account the infrastructure needed to utilize airpower. 3/5 airbases could still be constructed, adding to the amount of air units able to use the territory/area.
This probably was talked about somewhere else in the forum area, but I think it could be applied here.
And while you could use the square flags to say that the navies control the sea zones, you could use the A&A roundels to say that the air forces control the sea zones. Just a thought.
4) When the attacking planes roll, any result of a 5 or 6 results in an abort for the defender; aborts are scored before any kills can be recorded. In other words, if there are two defending aircraft and the attacker rolls two 5’s or 6’s, it doesn’t matter how many other dice result in kills – the aborts mean that the defender may retreat his aircraft.I tried this idea at Gen Con Indy a couple of years ago and it seemed to work with the Axis and Allies Wakoras I was trying to run. (The game didn't run very well, but some of the rules did.) When an air or naval unit rolled a six (6), that unit had to withdraw, signifying all sorts of stuff, mechanical difficulties, lack of sufficient ammo, fuel, other supplies, poor coordination/communication, any kind of logistical difficulties. This might not be workable for tS4EnA though.