My air unit strategy, in general, goes like this:
1) Air unit should be based at an airfield w/ AAA, either SAM or SPAAG or other ground-based anti-aircraft fire (so as to mitigate any enemy airfield attacks on their location);
2) Air unit should be based as close to action as possible, following rule 1;
3) Limiting air unit movement (this is a tough one) .... you can limit your air unit to a Zone of Operation ... e.g., "combat" or "air support" only for a certain zone of control, to keep it from flying off into fur ball territory; j(I use this only sometimes, to limit e.g. Dutch or Belgium to operations only w/in their own air space ... this will help prevent fur ball into enemy territory)
4) Pay attention to the more detailed air unit reports ... e.g. clearly air unit air defense support units (w/ high anti-air defense numbers) should be only on air superiority ... other air units have higher anti-personnel and anti-armor values than their air defense values ... so for those air units, you want to use for combat support, interdiction, or airfield attacks.)
Example: I have found that most Soviet air units w/ "F" in their name (e.g., Fishbed, Fishpot, Fireball) etc. are clearly to be used only as air superiority units .... while "Su" units are for more combat / interdiction / airfield attack roles) ... there are little hints like that scattered throughout the game ... for US, Starfighters are of course for air superiority, while A-10 are combat roles ....)
I hope this helps!! This is my strategy that I use and it seems to work fairly well for me.
Your mileage may vary!
< Message edited by Hellen_slith -- 4/17/2019 4:56:17 PM >