There are several interesting comments and I think we are in substantial agreement that fighters are not the factor in AAG as they are in AAR. I can’t speak to other A&A games because I don’t have them.
First regarding a comment on scale … This version is strange. Carriers are still carrying two aircraft units so I would think the units are about the same scale, but they definately don’t have the same punch. Could it be that time as changed scale in this game and this has an effect? Guadalcanal is a small place compared to Europe or Asia, but I still see ‘stacks’ of infantry and artillery in AAG. Granted, these stacks are five or seven deep, and the AAR stacks are twice that, but this is nothing compared to the scale of the two theatres.
I see the battle box as the factor that has changed everything. We no longer have stacks of infantry to absorb the blows to let our fighters eat away at the enemy on a 50% chance of killing an enemy. Now the fighters have only a 17% chance of killing a destroyer with a 17% bonus chance of at least damaging him. AND they have to survive the air combat phase just to get that chance. It is a massive change from what we are accustomed.
For my part, I see bombers as the real strike aircraft and fighters as bomber escorts. With an abundance of fighters, your bombers chances of getting hit are 33% due to the battle box arrangement. However, it doesn’t appear wise to attack a substantial fleet with aircraft alone. The additional AA capacity of ships will make it hurt. If you are bringing your ships along, at least he will feel the same pain. No, the air threat appears to be notable when sending a small force to drop off supplies and reinforcements. Two or three destroyers added to a convoy of transports is a tasty target if the enemy is within range of four adequately escorted bombers. Now the tide can be turned against them. If you don’t get some really bad dice in the air phase, you start sinking loaded(!) transports. These supply expeditions need CAP and this is one reason you need fighters in abundance. You can’t send your fleet CAP everywhere, so you have to choose.
And there is the invasion itself. Adding fighters and bombers to the ground assault is a major factor if the enemy hasn’t dug in and added AA guns. The problem is there are not may places where you can bring that many bombers to the fight because of range restrictions. Finally, the big gamble bombing mission on the enemy airfield is always good for some excitement at the end of the game. On the whole, it is a game with good play balance and a lot of tension because time is running out from the first turn. I hope y’all enjoy it as much as I do.