In essence I use a chit-draw impulse procedure so neither player has to wait more than a few minutes for his turn, and the defense can react to an offensive in progress. Junk the sequence of play. Both sides refit airbases. Players bid for initiative using supply points. Skip if there is no active player.
Players draw chits and conduct operations.
All planes return to base. DG markers removed. The rest is removed from the map and the original owning player gets to set it back down on the map at a friendly HQ, dump or rail depot that is in trace supply at that moment at the start of next turn. This represents temporary disruption and re-routing of supplies. Similarly one truck or wagon can be captured, the rest are removed and replaced later.