Well, the nay-sayers have a point, Fh2 is more tactical than Fh1 was. So flyable bombers, especially heavy bombers don't have a place or it makes the game more arcade than it already is...
However, its supposed to be WW2 so I feel bombers should be a part if we want to have the complete feel... And in Fh2, I feel that FEEL is as much a part of the game
I once suggested this earlier, but I will reiterate, I think bombers could be like in World in conflict, making commander control more interesting, and the winners of a battle not only being the one with the best players, but the best coordination and commander feedback
So the commander gets more than just arty and supplies, but different types of asset according to historical accuracy.
Now, the commander, unlike the rest of the game CAN be in a grey area between tactical and strategic, in that he can call in such assets as arty and bombers depending on the scope, and the type of target
Arty would be best against infantry, unless its major guns, then we have heavy bombing which is best for scorched earth tactics. And there will be varying kinds of bombing, from carpet bombing, to tactical bombing to close air support (Which is player controlled)
Heavy bombing
These are auto-planes that fly in based on commander targeting, and work like arty with planes, but with different concentration of the bombs - There are varying types of bombing with different radius of influence and concentration depending on the battle. Medium bombers bomb smaller areas with greater concentration, heavy bombers carpet-bomb larger areas with lower concentration per area. In some cases, there are tactical bombers in the form of a series of fighter-bombers or tank busters that streak in and attack the selected area.
Now, these vary from human-controlled attacks in the sense that, for such maps, air assets are only support role, and not large a role enough to justify human-controlled planes, or come in from too far off to be simulated
Human controlled
In this instance, the commander only targets an area, and this is showed on all maps as a line with a plane at the end, and perhaps the commander-arty-ground-zero symbol i.e. pulsing rings. This tells any pilot that the commander wants a bombing run on that area.... A different type would be a strafing run, which is also a line with a plane at the end, but with tracers coming from the image to signify a strafing run over a bombing run. Another option is that of a spot. The commander can target an area to be spotted, an a spotter plane would know where to go.
The commander has all these as options, although some may not exist depending the battle, and what assets were available
SL can call in the various kinds to be acknowledge by the commander - And some can be called in directly by SL without having to go through the commander i.e close air support.
This will make the commander role more interesting, and more inclusive, and battles more tactical, and victories more of a combined-effort.
*Oh,and yes, since the battles are based on varying scopes of battles, from simple battles like PDH and PHL, to major operations like Goodwood, El Alamein and Cobra, the types of assets available can vary greatly, and more freely
okay-thanks-g'bye