I have played a couple of hex based turn based strategy video games, and there is an issue I see in most games that I would like to avoid when I design my own game.
Let say at the start of the game I have bombers, I cannot really use them because my opponent has fighter and anti-air ground units. So I am stuck leaving my bombers at home and wait until the annihilation of all my enemy's fighters before deploying my bombers.
I would like to avoid that issue, I would like to prevent needing to destroy an entire family to use some of my units. I tried to come up with certain solutions, but I wondered if you knew other mechanics that could prevent this syndrome:
1- Make production of flying units easier by dropping their cost and making them more accessible. So that the sacrifice of a unit is less dreadful. Normally air units are the most expansive to produce, so you keep them preciously.
2- Allow the use of escort, have a fighter and a bomber occupy the same space or adjacent fighter can protect bomber units if they are attacked.
3- Prevent ganging up units on the same target. Once a unit was engaged in battle it cannot be engaged again by another units. Since even if units are moved one at a time, they almost all fight at the same time.
4- Give anti-air ground unit only passive over-watch capabilities, or change them for "move OR attack" instead of "move AND attack". So that moving near a unit, but outside it's range, will still leave your air unit safe.
5- Limit the number of units moved each turn, if you attack with many air units, the opposing player might not be able to intercept them all.
Could there be other solutions to this problem?
Here are some screen shots of 3 different games that has this issue:
https://i.ytimg.com/vi/-eZhn3KD5_8/maxresdefault.jpg
https://gamefaqs.akamaized.net/screens/0/6/8/gfs_40426_2_5.jpg
https://images-na.ssl-images-amazon.com/images/I/51t9h1Ld51L.jpg
So it's modern hex war game without unit stacking, except for 1 game where different height can stack. The second exception for one of the game is that you can have a plane hangar on airports, carriers and factories.
The notion of air superiority is interesting, I have seen it in some pacific WW2 game. The problem with the games above is if I have 10 fighters and my opponent has 1 fighter I clearly have air superiority, but sending my bomber still makes it vulnerable to attacks. The only way to prevent it, in certain games above, is to surround the bomber with 6 different units to make the attack impossible. Rarely occurs during the offensive.
In certain WW2 games, fighter will encounter each other, and the excess fighters of the player with air superiority will target the bombers. Here such mechanism is not possible. The only way to do that is using escort and interception. There are 2 ways to do that:
1. Allow unit stacking, which I don't like much. In that case I might be more tempted in using larger hexes with unit stacks, but that would change the look and feel of the game too much.
2. Allow interception of the surrounding area. If the interception range is more than 1 hex, a bomber could be covered by multiple fighter which would protect the unit.
It's OK for the enemy to have a defensive position, and try to work on disassembling that defense. But when I cannot use any bombers because there is 1 fighter in range on the map (fighters have large range), it's just boring not to be able to use those units. I should be able to use those units to target certain objectives, with some degrees of risk. Else it's like playing rock paper scissors without any rock.
I think escorting, even a 2 hex radius escort could be a solution. Not sure which other kind of unit could be escorting other units. I thought of maybe infantry, but they have a slow movement compared to fighters. Or tank destroyers since they are fasters.
I consider that Air units does have a certain advantage over ground units, since they are not restricted by terrain and they have higher mobility. But they don't get terrain defense either. In dai Senryaku, some assault helicopter can even capture locations, making it possible to win by using only air units, still, you will not be able to defend cities without ground units unless you blow them first using air attacks. So I am wondering if both air and ground units not equally strong.
The problem in many of the games above is that air units is a rich man's thing. And if you are short in cash because you are losing the game, you lose all possibility to make air units, cutting yourself severely again in the rock paper scissor relationship. So I was thinking either using similar price air vs ground, slightly more expansive air, or all units have the same price, since each unit has it's role to play.
In the games above. The older games only use adjacent attacks, so AA can run after planes to attack them, which makes no sense. In the more recent game, AA have a range, but using move or attack remove the running after planes syndrome. The drawback, is that now ground units are paranoing and moving constantly escorted by AA, which is in theory logical and it allows the player to take certain risk of not using AA cover to reach certain critical targets.
So the best solution so far seems escorting. It also seems to make sense with real life combat. Not sure if escorting is effective against ground AA, they could simply wait and target the unit they want. But ground AA is less a trouble because it defends a small area than you can deal with it using ground units, or low altitude units.