For the guys that seriously want to discuss this in hopes for better game play, then I will add my 2 cents.
Goob that list is good, but it takes a keener sense to understand where the battle is and at what point things need to be hit.
DO
1. Establish air cover.
2. Knock out the VH.
3. Destroy all AAA, don't forget those manned acks!
4. Knock down the town.
5. Call in the troops.
DO NOT
1. Destroy the FH or BH.
2. Pork the fuel.
3. Pork the ord.
4. Pork the troops.
Your list is the perfect base capture. Taking a field with it's full capacity to wage against the enme. In AHI this was and easy recipe to make.
Now with change in down times, the fuel mult, and the bigger city this objective is a much more challenging prospect and reward.
So many base captures go through stages, especially ones that just start to happen without any formal leadership or organization. The stages are what many people miss and don't get about AHII which is this new level of complexity that has been nicely added to the game play.
For example...
Many base captures start out as base defense. Then as the defense grows it pushes back the offense to where they are now in defense. It is at this point that two things can happen.
1) The fighters will have enough fuel and ammo to cap
2) They will have to rtb, thus giving the enemy a chance to
reupp.
Lets look at number 2. The fighters will have to rtb, thus giving the enemy a chance to reupp.
At this point, you are left without adequate CAP by all means drop the hangers. Give your cap time to get rearmed and reorganized. At the same time the Attack guys should be switching over to attack rolls and heading back just behind the fighters.
Once the cap has been established, it seems the wise choice would be to concentrate on the VH and City. I lost count of the number of times I have seen goons make it to the city only to get killed 5 mins on station because it was still up.
I think the trick to all of this, might be to look at dropping the Fighter hangers as a last resort. If you start out this way, you might first take into consideration what kind of Cap is there, is it adequate? If so then hit the primary target the VH and then the secondary target the city.
Many times though, a decent defense is put up and the fight may go back and forth creating a great melee that provides hours of fun and fighting. This is the part of the game I really enjoy when the AtoA fights are really raging.
For discussion sake lets classify the stages as follows,
Furballing - The melee between two fields, neither getting close enough to e3stablish a cap and bombers not able to get into drop the Fighter Hangers.
Suppression - dropping the FHrs or establishing a CAP. The two don't go together, unless you like flying around not killing planes. But they do both have their place, time and effectiveness.
Preparation - Dropping the VH, Ack and City.
Domination - Dropping the troops and taking over.
The the ebb and flow between Furballing, Suppression and Preparation are where the bases are won and lost, where game play can thrive or 5uck.
Honestly this game is only as good as the people that are playing it. If everyone is out for themselves or aimlessly dropping bombs then we get the status quo.
If people are just doing things cause they are there to do, while that can't be stopped, it will have an affect on someone’s game and the overall game play.
Now granted this is the Holy Grail of skill and cooperation in the MA. But I have seen dummer things happen.
Also yes there are many other ways to play this game, but this view tries to get all facets of the game involved.