WitW has a brand new Air Base system which is a big improvement over the much more abstracted WitE approach. WitW reproduces both the infrastructure that is an Air Base with the unit that supports it and finally there are the Air Groups that fly the missions.
There are three sizes of Air Base - each with their own map graphic - the clue is the number of runways displayed. Larger Air Bases can handle more and larger aircraft and are less susceptible to damage. The Air Groups at overloaded Air Bases are penalised.
WitW Air Base Units which represent ground crew and AA defences exist in parallel with the runways but unlike WitE they are not stacked with the ground counters and they cannot move. You can however activate or close airfields by adjusting the %TOE. For those who don't have the time or inclination to micromanage there is an Auto TOE setting. When you capture a hex with an enemy airbase the assigned Air Base Unit flips to your nationality with a %TOE of 0. i.e. abandoned but ready to occupy. Smaller Air Bases can be expanded in size at the cost of supplies but in true GG style it takes longer in harsher terrain and weather.
The screenshot shows Ford Air Base selected - notice the new Air Base graphic showing it is a Size 1 Airbase and it is overloaded - hence the '!' on the map. In this view Green airbases have Air Groups and Red are empty. In the Unit Bar you can see not only the same basic information as WitE but also details on which Air Groups are stationed at the Air Base.
