Great feedback all, keep it coming. Got some great new ideas, support for existing ideas and even shedding light on what isn't that much fun.
Regarding the 12 hour scenario, that's going to be a once a year thing, running too many of those really limits the overall design options, only so many physical ways to keep 12 hours of activity going.
We spent a great deal of time figuring out how to balance the number of bombs in the air against how many targets there were, against how many times you could get to target. This all had to be set against keeping the frame alive for the full 4 hours. Had an objective been taken out in the first hour, that is 3 hours to lose people due to total boredom or "wiped, i'm out".
That does severely limit the design so we may run into boredom. Of course, always looking for the new idea that makes that concept irrelevant but that is a major part of the design, keeping the game play going the distance.
I do like the idea of a Euro evolution event, not unlike our Pacific event where we started in Pearl and ended over Japan. Each frame, new planes, new resources, advances and losses per frame sets up the next frame, each frame triggers new start points and map configuration.
Could even introduce an element of specific targets either gaining resources or denying resources to ultimately either acquire the ME262 technology or prevent it from coming online.
I'd like to grow into more "board game" elements of the events, where you are not only working towards objectives, but changing the map and ultimately the front. Certain territory gains give you a ground advantage, others gain an air advantage, picking targets to secure to allow a strategic choice of targets, not simply a points gain.
We laid the foundation in the Pacific war, the Euro map is perfect for this.