@Brain:
i think that the mech infantry is mainly for getting infantry to the front lines
Which is interesting given that they have no such power.
@bugoo:
But oh noes, the dreaded AA gun is in Berlin! This may be true, so lets up the numbers to 3 carriers for 6 fighters. You will lose 1 on average, so by round 2 you took 10 attack rolls at a 3. With your bombards you would get 9 cruisers for that cost, or 9 attack rolls at a 3. As the combat progresses, the carrier/fighter combo continues to outperform your bombardments! Now yes I know AA gun rolls are dicey, so are bombard rolls.
The vital aspect is that Bombard resolves before units fire, which means that you don’t simply inflict losses, but you deny them a chance to inflict them as well.
Lets compare a Cruiser to a Fighter when attacking France (which WILL have an AA gun).
Cruiser has a 1/2 chance of inflicting one loss, usually just 3 IPCs, and eliminating that unit before it can fire is usually a 1/3 chance of inflicting 3 IPCs worth of losses. Hence, each Cruiser deals 1.5 IPCs worth of damage and blocks 1.0 IPCs worth of damage.
Fighter has a 1/6 chance of being shot down, causing 10 IPCs worth of losses, and then has a 5/12s chance of inflicting 3 IPCs worth of losses. Each subsequent round, it has a 1/2 chance of inflicting 3 IPCs worth of losses. Hence each Fighter on average incurs 1.66 IPCs in losses and inflicts 1.25 IPCs in damage first round, 1.5 IPCs in damage each subsequent round.
Cruiser: 2.5 IPCs, weighting it by 10/12s gives 2.083 IPCs
Fighter: -0.41+1.5x IPCs, where x is the number of rounds beyond the first.
Hence, for Fighters to be worth it, combat has to last at least 3 rounds. Also note that the Cruiser carries no risk of suddenly having a weaker air/sea force, which could leave one exposed to a counter-attack.
Granted, the fire first has been removed, and as such, they should probably lower the Cruiser’s cost to 10. But in AA50, it was understandable.