By The way if you want my opinion of a better way to represent an Airfield, make the targets what they were. Fuel ammo etc should be as it is BUT fuel should have more units and more steps (ie ten fuel lose ten percent per one lost) and fuel should be able to go to Zero, then you can't fly at all. Next, you can have hangars and sheds. Each one represents a percentage of the fields ability to work on planes. If thats damaged the time to rearm on the runway increases (instead of 30 seconds may be as long as five minutes if field totally beat down) and when you hit Take Off in tower you get a message Time to Take Off X Minutes, which counts down and gives you an option to cancel. This would vary from zero on untouched field to ten minutes in a beat down field, adding a minute per level of damage to the hangars and huts. Next you would have to have runway damage. Runway craters would need to be regular damage - 30 minutes to repair (or better yet vary the time on the size of the bomb - 100 lber 5 minutes, 1000 pounder half hour, 4000 pounder heh well say an hour just for playability). If you roll over a crater, you prang. If a runway has more than 10 K of ordnance in it the Button for it dissapears from the Take Off button area. Here the ONLY thing that will work is Bombs and Naval bombardment - no runway cratering with MG, Cannon or Tank Guns. Now finally you need to represent available aircraft. Have ten planes (15 for medium field, twenty or more for large field) parked around the field. You could break em up to types (e.g. three buffs seven fighters). If these are all destroyed, you can't fly from the field (or again break it into types). There are no planes there to fly. These would regenerate quickly, like hangars. AND could be regenerated faster by landing planes on the field (ie flying up replacements or sortied planes returning). Say add thirty seconds of regeneration per plane landed successfully. These steps would add alot to the sim of attacking a field. You would be looking to crater runways and strafe planes and blow up fuel tanks mainly, while hitting whatever else you could. Now the fact that many fields had grass runways that were hard to Knock out due to size adds an issue here, but that is simmed to some extent by the fact that if runway is cratered but not all runways destroyed you could still fly, just do so on the grass off runway.