From: Utlima Thule
Go back to a modification of the old rule, that had air strikes on bases if the air group had used <33% of its miles.
Won't it translate into the old problem of razing enemy air bases, one at a time? I know being prevented from doing a mission because the group has used 1% (because air base moved tiny bit etc) is totally annoying, but I think all these restrictions were added because of a snowballing effect of multiple strikes at the same target. If there would be a limit of 1 strike of given type per hex per turn, without any miles flown restrictions, I think this could make air power easier to use, without having to think about % flown, and air power having greater impact due to more various missions flown. However players would try to reduce targets by, for example, keeping 3 air bases per hex. How to solve that problem?
Well most of us have house rules that stop that. I've offered opponents a combination of no more than x attacks per base and y in total in the turn (my inner statistician is clearly on show here ), if they are worried. Other than that the 3 raids per turn rule works out pretty well, I can rarely muster more than 2.
thing is with the Soviets you have to be able to reach into German airspace for 3 reasons. One its a tool to reduce recon capacity (and that in turn allows you to think in terms of gaining a strategic surprise in the land war). Two its a tool to hit their resupply capacity, both if they are advancing or if they have units where you are constricting overland supply missions. Finally it allows you to counter a sustained city bombing campaign - usually a port you are using for supply yourself.
None of this is the gamey spam bomb the Luftwaffe off the map tactic. Each is a specific response to a specific problem using the WiTE game engine.
The current coding ends all this. In WiTW its not important, you can use air superiority missions in their air space, leave your fighters set up to defend you own (with no mission) or go hunting critical airfields (and as LS notes, you recon as you bomb so that solves the problem of perfect information).
If you want to hard code a limit/base attack - set it at 2. I think that is a decent balance point.