A few things I didn’t see mentioned in this thread yet that are probably worth mentioning:
1) Airfield capture is different from capturing a Vehicle Base or Port. V-bases and Ports don't have towns that need to be white-flagged. However, they do have a VH and manable guns on the field in close proximity to the map-room that can prevent capture. The troops will run if all auto ack is down, so a base can be captured with only the auto-ack down, however it is fairly easy for an opposing player to up a vehicle or occupy a manned gun and shoot the capturing vehicles or troops. So, you may need to be aware of the down-time on auto guns and manned guns and VH's at Ports and V-bases. Manned guns use the object code BAS when checking on their status using the .dt downtime command. Auto ack uses the object code of GNG. The VH object code is VEH.
From a defender’s perspective, it can be worth it to run base supplies to a Port or V-base under attack to bring/keep the auto ack guns up (assuming the VH and all guns are down). If you see an auto-gun down for only 12 minutes or so, run an M3 with field supplies. By the time you get there, you will bring the gun up (each field supply load reduces object down-time by 10 minutes). Sometimes your M3 will even arrive just in time to shoot some troops!
2) Likewise, there are some Airfields where auto-ack from the field, manable 88’s at the field and even Shore Batteries can hit the town. This can stop vehicles/LVTs or troops preventing capture. At Airfields where the town is in close proximity to the airfield or shore battery, this is another dynamic to be aware of. A savvy player who has ranged the map-room from an airfield 88 can airburst shells just over the flag/map-room stopping the troops. Likewise, a CV nearby its attached Port can shell the base/map-room with a steady barrage of 5” shells.
3) Another dynamic to be aware of is resupplying of towns using Field Supplies to reduce the downtime on objects. A very effective way to stop an airfield capture is to have 3 or 4 players run field supplies into a white-flagged town via M3’s from a nearby vehicle spawn. This can quickly (often in a single run by multiple players) bring a town from white to red flag, preventing a capture.
From the capturing side’s perspective, it can be important to check for this if there is a nearby enemy vehicle spawn. Or as a precursor, drop the VH at the adjacent field that can resupply the town you are trying to capture.
Personally, I find base defense as fun as capturing, so the above tips provide a few suggestions not only for attackers, but also on how a single player (or small number of players) can thwart an otherwise overwhelming attacking horde with a few effective defensive surprises. (Other than upping your favorite ride and killing all the red guys.)
Have fun!
<S>