Trying to simplify what I threw out a while back. The 'map' below is just to illustrate the point and no way meant to show scale etc.
My first time around I wanted Neutral fields that had to be taken and held. That apparently wouldn't work.
So, to simplify it. There is a single field on the center isle. If possible, the country that won the reset starts with this field. It has to be held or captured and held by a country to win the reset 'war'.
-The Moat, has a carrier battle group from each country so the navy can get involved. The moat is also ringed by fields that hold mediums and fighters. No heavies. Because the central isle being held is essential to 'winning the war', there will always be a fight there. With airfields ringing the water plus the carriers it would be tough to knock em all out so people will have a chance to get into the fight. In essense it creates a pig pile in the center of the map, but because of the fields ringing the moat, it shouldn't all be right over the center.
Note that the heavy bombers have to go from further out. That was true to life in the real war. And note that HQ is deep so that to go after it will require escorts and time.
Also note three seperate 'tank towns' for the GV crowd. If I ever get the time to figure out how to make a map, I'd have each with a different type of terrain so that the tankers could fight some open field warfare, hide in the trees, deal with hilly terrain etc.
There are also fields that would be dispersed along the rivers so that seperate fights could develop.
The key though for me is the center. Fighter guys have reason to go because there are going to be targets. And the Strat guys are going to go because they have to get that center isle to win the reset. Heaven forbid, everyone might find a reason to help each other in that kind of fight.
Again, it's the only way I can think of to get the mobs together and keep everyone involved.
