From: Toulouse, France
It seems to me that since the game allows the player to look at EACH unit on the map and see its TRUE state/status (and even give instantaneous command)
he can deduce which damages were taken from the previous actions and THEN a good aid of play SHOULD help him doing that rapidely !
An ON / OFF DAMAGE REPÖRT could be added to let every body decide this level of friendly-FOW.
My suggestion in case of ON is to improve and/or reorganaze the already useful OPS report by adding lines like the following ones, summing up hits endured
by units in the just executed turn :
"XXX merchand ship (severly) was hit by a torpedoe at hex HHHH"
"CA XXX was hit by 5 bombs and 2 torpedoes and was sunk at hex HHHH"
(...then next hurted boats indexed by hexes).
"XXX squadron on YYY airfield suffered 2 kills, 6 damaged and claims 1 kill" (the true data this time, but summing operational losses, several air to air combats, straffing)
"Pilot ZZZ is credited with kill number 3" (already done but listed here for the right squadron, to help the reader)
"Ace AAA is promoted to the rank RRR" (again a guy from this brilliant squadron, a good role playing touch here I appreciate)
"A/C of pilot PPP did crash in landing" (again the oerational losses from the above squadron)
(...then next squadron damage/credits report and its credited guys and operational losses...)
A very instructive synthetic report on air / naval units like this would be applaude I guess. Otherwize ignore it and don't open the OPS or turn the new button OFF.
I point out that the OPS report already contain important intelligence on the enemy like "BB xxxx is reported to have been sunk the 15 of august at hex HHHH"
and thus is checked every turn in principle, and is very easy to read since very synthetic and chronologic. The last part could be this "overall damage report"
which may avoid players flying from "hot airfield" to "hot airfield" look at the hurted units by himself... and would help him reminding the various combat reports
by feeling at that final stage the cumulative effect of events on each unit. Then finish the cup of cofee and ready to go for a new turn with all the essentials
top of the head!
There is only two kinds of operational plans, good ones and bad ones.
The good ones almost always fail under unexpected circumstances that often make the bad ones succeed.
With AE immortality is no more a curse.
-- A lucky man.