Axis and Allies has a scale problem, which is the nature of the beast when you try to put ww2 in a box.
A turn is supposed to represent several months, and in a single turn A bomber can fly from the UK and hit the Mediterranean sea sinking infinity transports
I do enjoy creative use of plans and figuring out weird flight paths, but it does give air power an insane ability.
historically/thematically, air power was more powerful when the bases were closer to the fight. (why fighters defend better than they attack) So could we have a feature where air power is reduced at greater ranges?
Some ides I have,
1)
Air Power uses 1 movement every time they don’t retreat. (let plains retreat, individually & separately whenever they want) my favourite but tricky to track
2)
Air power only stays for 1 or 2 rounds of combat unless they are adjacent
3)
Air power’s attack is reduced to the remaining movement the plains individually have
I’d like to see if there are other rules like this but i did not find them