Is there a reason why you haven't put flak on the squares that can hold special targets? That would probably make my attacks almost impossible, if I had to kill a light flak unit (or two) also.
The only targets I can do this with are the three dams and I just haven't put the resources into it to be honest. I'm sure you've noticed the Atlantic Wall I'm building. We'll see if that was a complete waste or not!
I'm wondering how balanced the historic missions are. They seem like something that has a good chance of helping whoever is winning. If Germany is in the lead, the missions force the Allied player to act at an inopportune time, or forego the mission entirely, giving the Germans a bonus. If the Allies are in the lead, then they have the forces to make the mission a success. There is also a great deal of variance based on exactly when the missions are issued. If they're issued just before an attack is made, the forces can be diverted to make the attack. If the mission is issued just after an attack is made, then most of the existing force has to fly home and repair before an attack can be made. Schweinfurt-Regensburg wouldn't have been a possibility if it started this turn, and I had just finished attacking Cologne or something.
You raise several excellent points.
-They can't be timed;
-They force your hand;
-They don't represent the current state of the war; and
-There is a huge random element to them.
I've done a lot of reading on the air war while building this and even more so over the past year or two. I can tell you a few key takeaways:
(1) The raids on Schweinfurt and the Mohne Dams were not that successful, but were made all the less so because there was not repeated and deliberate follow ups;
(2) Operation Gommorrah was outrageously successful
but a lot of that had to do with random chance (the weather was just perfect for a fire storm and most of the fire brigades in Hamburg were on the opposite side of the city at the time dealing with other fires. Also I believe much of the utility infrastructure was knocked out so they had a lot of trouble bringing water in.
(3) While Albert Speer said that a half dozen more Hamburg's would cost Germany the war, it wasn't for lack of trying that this wasn't attempted - Harris certainly envisioned destroying Berlin - but the conditions just weren't right and there wasn't a repeat of Hamburg-esque proportion until Dresden later.
Currently, everything is "one and done" with Schweinfurt, Peenemunde, Mohne, etc. and heavily scripted for those as well as Hamburg. Ideally, what I'd think we want to do is something like this:
-Rename "historic targets" critical industry. Schweinfurt, Regensburg, Mohne Dams, Peenemunde, and perhaps a few other places would have it.
-If possible, have these respawn, but maybe 1-2 turns after they are destroyed (not sure if that is possible or not but assume it is with flags/states) - this is so that the Allies can't just hammer them over and over again
on the same turn, but could make repeated attacks in a row if they wanted to.
-Have a detrimental event occur for the Germans that can scale. So right now, Schweinfurt costs the Germans all three of their industry techs. What I think would be better, is if the game checked along these lines:
if criticalIndustry killed @ [location] and Germany has tech (Industry III) then
remove Industry III
but if they don't have Industry III then if they have Industry II
remove Industry II
but if they don't have Industry II then
remove Industry I
If they don't have Industry I
text: "Our repeated air raids have obliterated Germany's ball bearings industry, severely hampering their war effort. It should be some time before it recovers. Perhaps we should seek a different target..."
So basically, if you wanted to knock the Germans down three pegs, it would take 3 attacks on 3 different turns, but if you committed to it, you could really set them back.
I could come up with other "issues" for each of the other main targets but you get the point - sustained, repeated pressure to destroy the industry and keep it down. These targets would also provide points. Perhaps more than a usual target.
I think an approach like this would make the game much more fluid, less predictable, and up to the player to come up with a strategy. Replayability would be enhanced as people wouldn't simply put forces somewhere because it was "around the right turn."
As for the random nature of the perfect conditions at Hamburg, I'm wondering if we would be better off having a random chance that if you manage to kill all the urban centers in a city, there is a small (like probably 5-10%) chance that you would also destroy ALL the other targets as well... Because I will tell you, Hamburg is destroyed and isn't coming back in this scenario, but why does it "have" to be Hamburg? Why couldn't it be any other city? We already have the table ready-built with coordinates...