Originally posted by alexman
Interceptors use attack, attackers use defense. So the odds are again in favor of the defenders (I thought fighters had a higher defense for some reason), but at least fighters are cheaper than bombers.
The whole reason to have fighters was to protect your bombers from enemy fighters, not to send them on bombing missions. And in this regard, I don't see how either attacker or defender should have an advantage, since the defenders were up there specifically to look for incoming enemy planes, and the attackers were there specifically to look for the defenders. Maybe a slight (1 point) advantage should go to the defenders.
Perhaps I can get around this limitation by upping the defense number and lowering the bombard number (currently 2). If you reduce the bombard number to 0, will that remove bombard as an option, thus making the fighter unable to attack the enemy?
And, like others have said before, I definitely don't like how it is an all or nothing thing...either your plane (fighter or bomber) survives or is totally destroyed. Since each plane unit represents
at least one squadron, you didn't often lose an entire squadron in one battle (the Battle of Midway the obvious exception that I can think of), but you did lose individual planes, thus damaging the squadron as a whole.
Of course, this would go back to my earlier post about damaged units requiring shields to heal. Otherwise, there would be no real consequences of sending planes into battle from cities. If they were damaged in the battle, they would automatically heal completely on the next turn (assuming you had barracks, which all my town do). Even based on carriers, you could just use the rebase option to rotate planes from a city to a carrier, thus giving you a completely healed air force ready to do battle every other turn with no cost to you.