There are a few non-city airfields located on railway lines which are a bit inconvenient for the German Army. Would it be possible to shift them a square away or add sidings for the Locos to pass?
That should be an easy enough fix for the release version! How useful are you finding the airfields, anyway, because that is a unit that could be recycled as something else... I'm finding them very useful as the USAAF but of course I could always add one or two "RAF" city-airfields near Plymouth and Portsmouth.
To be honest, I would rather use them as some sort of generic "target" unit to be placed in France, (Perhaps "D-Day Target?") that would re-spawn randomly and give a cash infusion to the Allies. There's really no reason to ever fly a mission over France after the Sub Pens and Paris (BB) are destroyed at present, and this needs to change.
Did you think of using the impassable terrain trick keep trains on the railroads? This would make the effects of bombing RR much more disruptive.
What would be especially great about this is that then only units actually ON the railroads would be destroyed, too.
The only way I can make it happen is to remove the "supply dump" terrain, and just ensure that each USAAF airfield has 2-3 "H.Q" terrains nearby (renamed to supply dump, most likely).
From a German perspective it would be much better for me if the Army was in control of the TENO Brigades. The Luftwaffe gets very few Supply trains!
I can't give Germany the TeNo's for technical reasons (RR), but I am not opposed to giving the Luftwaffe more supply trains per production run, if you feel they are unfairly behind the eight ball.
I just realised the Mobile Flak unit does not help protect the high altitude targets (obvious when you think it through I suppose, in fact so obvious I feel like a fool) and I'm a bit annoyed with myself!!!
I have already removed mobile flak because they are essentially useless. I replaced them with a Fw190F for jabo raids against England, because England will now get supply trains of its own on occasion, and the Luftwaffe had to have some way to stop them (it also gives some meaning to garrisoning your western airfields after the initial targets are destroyed).
My air units cannot directly protect them either unless I form a fighter ring around them. I should have some way of protecting these units!
There's not really a very good option. In the pre-release, the bombers could move 50 spaces per turn, which essentially made all targets completely defenseless. With their current movement of 25 per turn, at least you can intercept them before they strike most targets (Brest is an exception).
In the new version, you will have more flak batteries, though they will also have less total shots (I've reduced the amount of units fundamentalism can support, and the flak bursts are no longer free).
Also, would it be possible to include a unit like a barrage balloon to protect hight altitude targets? It could be paradroped in place and then become static. Again, just an idea.
I prefer to force the German player to intercept the raids (or blast them out of the sky with flak), but I think a major issue we have encountered is that I haven't felt the need to advance without escort for very many raids, and thus you have been compelled into an early war of attrition that is taking its toll too soon. This needs to change in the new version. I may have to delay the entry of P-38's and P-47D's a tech or two to make waiting for escorts a less viable strategy. The Allied player will now start with P-47C's, but they are short-ranged (30 spaces per 3 turns - enough to fight over Belgium and not much else).
Ideally, you should be able to wait for the escorts to retire before attacking the bombers for all but the closest of targets. That's not happening right now, which is a major problem.