I'm going to add in a few things:
Reactions -I think I need to rework these in several places
**Tactical bombers draw a reaction but I never noticed any damage - I could have been lucky as it was just a few times, but I'm not sure
**Flak seems very powerful, but only if you get to the point of having 11 batteries firing in one place. Nonetheless, I probably need to rework it.
**Honestly, I'm considering if modulizing this and restarting with the reaction module you built would make more sense. I'll have to look at the two of them.
**All in all, I am not that crazy about a player losing 5-6 aircraft before they can even drop a bomb, especially considering how hard it is to hit targets
Flak in general
**Reactive is probably best just not to be a PITA in the game
**I had made it cheaper than aircraft as an "alternative" to aircraft but I'm wondering if it really should have its price upped a bit considering it is unlikely it'll ever be destroyed by anything. Certainly, aircraft are much more likely to be destroyed.
Sunderlands and Condors
**I never bothered to build a single one in any playtest. I'm not sure if anyone has. They're totally outclassed by the A-20s for anti-sub work currently. I was thinking of doing this: Maybe they stay expensive, but they aren't payload aircraft. Perhaps they can attack with bombs twice per turn. I think if they could stay aloft hunting and could take out 2x U-Boat/freighter per turn, they might be worth their cost.
Allied Production
**Allies might need a little tweak in unit costs downward.
Veteran status should probably be removed from new U-Boats.
That makes sense... I don't know the data on it but can't imagine many (if any) U-Boat crews that were sunk ever made it back to Germany.
Veteran status should be given to at least some convoys. I'm inclined to think that the chance of veteran status should depend on the number of recent losses. So, if few convoys are lost, it is relatively easy for the Germans to score a kill if they get into position, but if the Germans have had a lot of success, the convoys get tougher to kill.
That may be a decent way to auto balance things if you think it's easy enough to implement.
Task Forces should perhaps be made direct attack units.
Agreed.
I think Wilde Sau is nuclear power, and gives a movement bonus to my sea units. This issue is largest if a sub starts its turn right next to a convoy, since at the moment it gets 3 attacks (I don't think I used all 3 in the couple of occasions where this was an issue).
I'll have to see if we have a free technology, or at least if I can swap out NP for another one.
Hard to kill is only for strategic bombers and P47s, I guess. Perhaps the P51 will need a to be hard to kill, but probably have a lower survival rate.
I'm on the fence about hard to kill fighters of any kind, though I think the bombers make sense. If we leave hard to kill on the P-47, I think we need to make it so they won't defensively react if they don't have at least 50% HP. We could make it pretty hard to kill simply by upping its defense by 1, too.
ME110 and ME410 need their Wilde Sau bonus removed. Maybe they don't get rockets at night.
Yes, rockets make no sense at night.
We might consider making rockets less effective against fighters (by using onResolveCombat).
Honestly the rockets at the time were unguided novelty weapons that slowed down the fighter carrying it significantly. It would have made zero sense to use them against enemy fighters and they were exclusively used to try and break up bomber formations. I'd just say "they don't work against fighters," period. If we do this, I could up their strength so they're more likely to damage the bombers badly. Right now it is set where it is because I needed to take into account it being used against fighters.
We might want to consider a less severe penalty than deletion for aircraft that land in cities. Moving units on the low map feels dangerous, and I've probably had to disband several units over the course of the game. Perhaps aircraft activated in a city have their movement and hitpoints reduced to 1?
I had to disband several as well. Your solution is better. I'd also like to see how you implement it because I want to implement the MP reduction on another project.
Do we only want reactive flak?
I think so... It was a chore to use it any other way.
Do we need flak trains? I didn't build any new ones, and probably wouldn't have missed the two I was given very much. The SDKFZ 7/2 was slightly more useful, but really only for going to defend relatively remote radar installations. One or two extra 3.7s placed at the start of the game would probably be sufficient.
If we have a desperate need for another unit slot, they'd be next on the chopping block, but I think they might be useful. I built several of them in past Germany games.
Installation terrain needs to be placed for at least some potential radar stations.
I took care of this but haven't uploaded it yet.
Information should probably be updated to reflect current mechanics and settings. This could perhaps wait for one or two more playtests, just in case we find we must change a couple more things.
This will be an ordeal and I agree it should wait for a few more games.
Industry at (274,82), (277,81) and (279,81) should be removed. An airbase or two near these would have been quite useful for the shields, and they aren't vulnerable to bombing, so even better for supporting fighters.
I think these are from the aircraft factories but I could be mistaken. If you're saying there is no corresponding industry unit above them, then I'm mistaken and they do need to be removed.