Well going for A2A was always risky, but with a +4 and -3 I figured I would kill a couple of aircraft even if some of the attackers then got through - and the Japanese can't afford the losses. But then.....
Orm will be distinctly unimpressed
Yes, Singapore is fine.
Such things happens.
Air combat is indeed risky and there is usually little to gain when defending against port strikes. So may I suggest, for the future, that the option 'avoid combat' is considered as a alternative?
Edit: Another alternative, for surprise points, during port strikes is saving three points to select the target suffering the X.
I think that 'avoid Combat' is often appropriate but given where we are in this game, if I had to do this again then I would not seek to avoid combat. With a 1 vs 10 throw and with Japan in the position they are in (resource wise), I believe that would be totally the wrong decision.
However, what was also totally the wrong decision was putting all surprise points on the air to air combat. Yes, the dice were unlucky, but yes, I should have considered that they were possible - and what the consequences would be. It's not as though I hadn't had recent experience - I had actually lost a battle with a +4 modifier earlier in the game so should have been even more aware of the potential pitfalls.
So, as a learning point, if I was faced with exactly the same circumstances again, I would either make one or perhaps two (at very most) tweaks to the A2A table, and then maximise AA fire and/or get the choice.
What is clear is that, with the very lucky 1 vs 10 throws in my favour, I had many options here and should have taken my time in choosing the best mix of options. The one I chose could have been brilliant - but the downside if it wasn't was too great to take such an unnecessary risk.
England expects that every man will do his duty.
Horatio Nelson - October 1805