Air Power – Part Three: Aircraft Arrival

After the number of aircraft has been determined, a roll is made for each aircraft’s arrival. The player with air superiority rolls one Air Mission Dice per aircraft, then allocates the dice to his Dice Chains.

  • Air missions must be used in the current turn.

 

Gaming Tip: To avoid confusion in the heat of battle use different coloured dice for Air Superiority to those used for Command Dice.

Arrival Results (Roll 1D)

1 The aircraft’s mission is aborted due to mechanical problems, inclement weather or faulty navigation. The aircraft is unavailable this turn.

2-5 The Air Mission Dice is added to an existing Dice Chain, or of there is no existing Dice Chain, it is used to form a new Dice Chain.

6 Special Air Mission Dice (see Special Air Missions).

Gary has four air missions available this turn.

  • He rolls a dice for each one: 1, 3, 4, 6.
  • The 1 means that the mission is aborted.
  • The 3 is allocated to a Command Dice Chain consisting of two 3s.
  • Gary doesn’t have a Dice Chain of 4 so he uses the Air Mission Dice to form a new Dice Chain.
  • The 6 forms a Special Air Mission.

Air Missions and Command Pulses

When using a Dice Chain containing both Command Dice and Air Mission Dice, a player can use his dice in any order he likes.

A player with a double Dice Chain plus an Air Mission dice could use one Command Dice to activate ground units, then use an Air Mission Dice, and then use his second Command Dice.

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