It is easily the most frustrating part of the game, and why airborne decks in general have such a cancerous mantra of play.
No other unit in game is able to sustain heavy damage, go away for a few minutes, and come back fully resupplied and repaired and ready to engage again. Infantry squads cannot revive dead men, tanks cannot repair broken tracks or transmissions, but planes can sustain hundreds of rounds of AA fire, fly away smoking with damaged wings and hull, and come back in mint condition. This means air heavy players suffer no punishment to their playstyle, even if they fly in a braindead manner their planes still fall back and come back fine, no consequences.
Because of the way AAA works, and how 95% of the time it is only effective for suppressing planes, and since there is no limit to how many planes can be queued in the hangar, players can just send plane trains and only have the lead plane forced to fall back, while the following planes bomb without consequence. A division can field every single AAA piece in its deck and still get pummeled by brainless air spam.
Since fighters are the only way to reliably take out enemy planes, this means that airborne decks that have numerous vetted fighters already gain a huge advantage and are essentially guaranteed air superiority. This is especially problematic for divisions like the 101st which field an entire array of planes (minus their heavy bomber) that can easily outrun any plane the axis fields.
Suggestions:
Planes that repeatedly fly into enemy AAA and get damaged should have increased rates of getting shot down after every concurrent time. They should also not be able to consistently repair to full health every single time, perhaps speed decreases or ammo count reductions should be modeled in to represent concurrent damage.
AAA needs to do area of effect damage, and the higher caliber guns like the Flak 88's and Bofors need to do a lot of this, this should discourage bomber trains.
There needs to be a limit on how many planes can be in the hangar at any one time, Wargame Red Dragon had this system and it prevented airborne players sinking all their points in planes and fielding 10+ jets. This game needs it even more due to how much more resilient and dominant air is.
No other unit in game is able to sustain heavy damage, go away for a few minutes, and come back fully resupplied and repaired and ready to engage again. Infantry squads cannot revive dead men, tanks cannot repair broken tracks or transmissions, but planes can sustain hundreds of rounds of AA fire, fly away smoking with damaged wings and hull, and come back in mint condition. This means air heavy players suffer no punishment to their playstyle, even if they fly in a braindead manner their planes still fall back and come back fine, no consequences.
Because of the way AAA works, and how 95% of the time it is only effective for suppressing planes, and since there is no limit to how many planes can be queued in the hangar, players can just send plane trains and only have the lead plane forced to fall back, while the following planes bomb without consequence. A division can field every single AAA piece in its deck and still get pummeled by brainless air spam.
Since fighters are the only way to reliably take out enemy planes, this means that airborne decks that have numerous vetted fighters already gain a huge advantage and are essentially guaranteed air superiority. This is especially problematic for divisions like the 101st which field an entire array of planes (minus their heavy bomber) that can easily outrun any plane the axis fields.
Suggestions:
Planes that repeatedly fly into enemy AAA and get damaged should have increased rates of getting shot down after every concurrent time. They should also not be able to consistently repair to full health every single time, perhaps speed decreases or ammo count reductions should be modeled in to represent concurrent damage.
AAA needs to do area of effect damage, and the higher caliber guns like the Flak 88's and Bofors need to do a lot of this, this should discourage bomber trains.
There needs to be a limit on how many planes can be in the hangar at any one time, Wargame Red Dragon had this system and it prevented airborne players sinking all their points in planes and fielding 10+ jets. This game needs it even more due to how much more resilient and dominant air is.