1. I had a sub in a port, protected by 6AA. When they are bombed by land aircraft it works OK, the aircraft take some losses and may sink the sub. When they are bombed by carriers it is not OK, the carriers get to bomb risk free because their aircraft regenerate for free.
Carriers need to have separate hit points for aircraft and hull. Then when they take some air losses they should have to go back to port and pay to repair them.
2. Carriers are too hard to kill. I did a test, move a carrier out to sea and attack it with a battle fleet.
The carrier gets a free hit as the battle fleet moves adjacent.
Then when attacked they carrier is either not found OR does fairly even damage (despite being attacked by a whole fleet of Battleships, Cruisers and destroyers).
Then the next turn, if they are not sunk, the carrier will get another free attack before running away.
That makes 3 attacks against 1, and given that often nothing is found and I think the Interdiction attack has a better chance of hitting, it make the odds weighted heavily in favor of the carrier.
It all needs to be more nuanced, a fleet with a carrier beats a fleet without one but a carrier on it's own should be at high risk.
3. Axis invade Canada. Not that difficult in the game, an unescorted invasion unit can head out from Europe and reach Canada before the Allies can react because they have a turn head start. This is what happened on the next turn.
Axis had taken the port in Newfoundland. They were surrounded by British carriers sinking my battle fleet while it refueled.
This turn they sail South and take another port, evicting more British ships that were refueling in the process.
The UK will have to garrison every port within 24 hexes to stop me doing the same next turn.
Clearly a few things not working here.







