@Craig:
I did come up with with a naval air unit for the US and Japan to be used in this game, but it was more of an attempt to power down the generic fighter and its attack value against surface naval units rather than an attempt to come up a unique figurine for differentiation.
You also cut down the attack value for naval planes? So land fighters attack @ 3 but carrier fighters attack @ less? I understand your limitations on range but I think limiting the attack is too much.
@Flashman:
Something else I’ve tried is that planes operating off carriers have to land back on the carrier to rearm (takes one cr) after 2 combat rounds, since we’re assuming that fighter vs ships are using bombs and torpedoes of which carrier planes could carry very few.
Should carriers and their planes be permitted to participate in different battles in a turn? If not, should the planes always have to be taken as casualties before the carrier?
So if you have a big naval battle between two large fleets that takes, lets say 5 rounds of combat. Your carrier based planes fly out and participate in this combat for 2 rounds, sit out a round of combat for re-arming, then participate in another 2 rounds of combat? Does this include if the carriers moved into the combat zone as well? What about defending planes?
This seems to me like you could really threaten your own attack. Say you are attacking with 2 BB, 3 CA, 3 DD and 10 carrier based planes. After 2 rounds of combat, you suddenly cut your attacking force in half. Your remaining warships could get creamed in that 3rd combat round.