Sorry - this is a long post, but I'm really hooked by this game.
I didn't realise I could do the airflield interdict with the strategic attack function - seems obvious now that you say it!
Regarding production and micro-management, as raised by Serg, I do think there are at least 2 different communities playing the game. One wants a simple, fast and exciting set of battles that can be played in a few hours or less. The second wants to be able to build convincing historical representations of major conflicts, with economic, military and diplomatic facets all modelled to a fair level of detail.
Now, I think AT has BY FAR the best engine ever built for both such communities and I've played almost everything ever built. As a member of the second (let's call it the 'I was really a world conquering dictator in the last life' group) I can see a huge number of ways that this could evolve. I think (again) that a 'basic/advanced' set of options is the key to this. In fact, at the basic level I wouldn't even display air units on the map. I would:
1. Allocate a % of production to the air war.
2. Set the ratios for air supremacy, CAS, Interdiction and Strat Bombing.
3. Let the a 'random dice roll model' do the rest and report the results each turn.
The AI could always use this basic approach, even if the human player wants to get technical. The scenario designer could input some parameters for the AI to use, including a set of responses to the Human player's status and priorities (e.g. if AI Air Supremacy is less than 50% then assign 75% of fighters to Air Suprem and build more fighters, etc.). Overall, if the odds of misses and bad intel are set right, it would probably work out about even anyway. (I know, so why add the feature? Because we can at least imagine we're influencing the outcome!)
At the advanced level I want to be able to target worker's housing and a ball bearing factory tonight, followed by the submarine pens and a secret rocket complex tomorrow. Speaking of submarine pens... hmmm, version 5?
As far as intelligence about targets goes, a fog of war approach is needed. As the war goes on, I should learn more about the other side's dispositions, industry and infrastructure, etc - assuming I'm winning the air war and have experienced crews (there's no need for setting specific recon missions IMO because there are too few on-map air units). If I'm losing in the air, then I would expect to know less about everything on the enemy side. The same applies to bomb damage assessments which would always have a variable accuracy parameter anyway. This might need to be supported by an enhanced strategic map view, with overlays for strategic issues such as:
1. Air warfare - showing bomber ranges, figher ranges, air control % per front and allowing for the transfers of assets (sliders) and setting of priorities. Am I dreaming now? We're talking version 8.0...
2. Submarine AS warfare
3. Anti-partisan and policing - rather than units, let's just allocate a % of manpower and receive a report on how effective it is. Partisan attacks should really only be AS attacks in this game IMO.
Don't forget that on many missions the bombers couldn't even find the correct city, much less hit it. When supporting their own ground units there were many cases of 'blue on blue' as well. Let's have them in Version 10.5!!!
Vic - if you ask me, this game knocks the socks off TOAW, HOI, CEAW etc. and has way more potential. It looks so much better too. Many of the players of those games are frustrated with them. There's your market - don't wish to sound patronising.
R