5th Update: Except for the "Pilots" section, the campaign portion is edited, formatted, and ready to go. Tonight I'll proofread the pilot's section and get started on importing the bombers portion of the manuscript.
Campaign Sneak Peek: Your squadron is responsible for protecting your territory and key installations from your enemies while simultaneously locating and destroying their installations. There are five key installations, and each one delivers a necessary component to your unit.
Aerodrome - This is your squadron's heart and soul. This is the king on your chess board. If this falls, the campaign is over. It contains runway and flight line, hanger(s), tower, ops building, ground defenses, etc. (Unless you opt for a zeppelin.)
Ammo Dump - This installation contains all of your ammunition minus a small amount you can keep on hand at the Aerodrome. If you want to load all your fighters for a turn, the Ammo buys more (with your money) to resupply itself. Losing this installation inhibits your war-fighting capacity.
Supply Depot - The supply depot maintains a parts inventory for all of your aircraft. When you need a new canopy, radio or engine block, this is the place that delivers it to you. If it gets destroyed, you have to order from the manufacturers, which takes a lot longer and can cost you in a war of attrition.
Train Station/Sea Port - When you need new pilots, they arrive either via train or ship (depending on which one you chose during set up.) If this location is lost, your ability to replace pilots killed, wounded or captured decreases and makes it harder to keep eyes in the sky.
Fuel Depot - Underground tanks hold all the fuel your aircraft will need, as long as you can afford to keep buying the juice. If the fuel depot is destroyed, your aircraft must be fueled via delivery trucks, which can ground your fleet as quickly as anything else.
5 installations, 7 zones to put them in, 7 zones to find them in, 24 turns to do it.
Onward and upward! Stay tuned.