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.
Air Power Dice are used to determine how many aircraft are available each turn.
World War Two saw extensive use of air power with planes attacking enemy forces in conjunction with ground forces. Air power is not essential – you can easily ignore it. Maybe bad weather prevents attacks onto the battlefield, or air superiority is so contested that no planes ever make it past the enemy fighter screens.
There are two types of Reaction Dice (RD):

