Originally posted by silkworm:
CAP's from only one HQ will intercept any given enemy mission. This seems unrealistic, and makes it pointless to mass HQ's and ineffective to disperse airpower.
Don't understand you here.  As far as I can tell, CAPs protect only the HQ where the planes are, plus the ground units assigned to that HQ.  We decided it was unrealistic for bomber air groups to fly only one mission, so they now fly in one player directed mission AND ground support in the combat phase.
Its true though that the game defaulting to "Escort" no longer makes much sense, it should default to "CAP" instead (you had this problem with the original WiR too).  I'm going to ask Arnaud to consider having fighter units that are still usable (not "used") to automatically switch to CAP at the end of the turn, just before combat.
  
Also, why not limit units to be able to change HQ only once per turn, to avoid the unrealistic pattern of using a few HQ's for combat and the rest for special supply?  
Well, I loaded Campaign '41, went to the soviet turn, and gave special supply to one of the units near Moscow, attached to the Moscow front.  I then reassigned the unit to STAVKA and tried to give it special supply, but it failed, saying the unit had already received supply.  This is the change Arnaud made to make the "switch to another HQ for more special supply" cheat useless, units can only get special supply once per turn now.
As far as I can tell, its working.  Do you have an example of a unit getting special supply more than once in a turn?  We already know about the change-korps-name cheat to get around this, but if you've got something else, send me or RickyB a save game file that demonstrates the loophole.