Air Interception
The regular antiaircraft gun unit is dismissed and replaced by a an artillery unit and the Air Interception rule. This rule says that if a battle includes air units from each side, then an air-to-air combat always takes place during the opening fire step of the first cycle of combat only. Roll one die for each attacking and defending air unit, they are considered to fire simulanteously. Roll for attacking air units before defending air units. Fighters hit on a 3 and bombers on a 1, apply to both attacking and defending figthers and bombers. For each hit the enemy must pick a bomber or a fighter as a casualty, as long as any air units remain. Any surviving air units may then engage in a regular land combat or naval combat during the second cycle of combat. This rule doeas also apply to Strategic Bombing Raids, were any surviving bombers may conduct a SBR during the attacking units fire step.
This is something i posted a long time ago… its time to repost:
AIR UNIT CAPABILITIES
During a country’s turn, each nation’s air units may participate in either one, but only one, Ground Movement and Combat. Air units may escort bombers, or they may escort bombers or move to attack a territory, provide defensive air support (DAS) to ground units under attack within flight range or strategically bomb an IC during Ground Movement. The country’s air units return to land during Returning Air Movement segment of the combat phase. During the base change sequence, air units may move again to change bases but cannot land in just-captured territory. Defending air units can be used once per turn for air interception, or defense of attacked territories.
Interception of Air Units (Counter air):
During your opponents turn, your fighters may intercept and may fire at moving enemy air units in range of their territory during the combat movement phase. The maximum range of interception is two territories distance from the enemy air units. One round of air interception combat occurs in any territory or sea zone that is within the two-space range of the enemy air units. Your Intercepting air units are using their attack values, while the planes from the phasing player are defending. The planes performing the interception must now move back to their original territory. Following interception combat, the active player’s remaining planes are simply moved to conduct their originally intended attack. No air interception can take place during returning air movement, non-combat movement or during air base changes.
Air Interdiction of Ground Units:
Each Bomber can attempt to stop the movement of units out of a given territory. For each Armor, or Artillery unit that attempts to leave the territory is subject to a roll of one D12. A roll of 1 and the unit is destroyed. A roll of 2-3 and the unit may not leave the territory that turn. Air units that move out of territories where Artillery units reside are subject to being fired upon. Also a player can call in for one round of air interception combat (if he has planes in range) in an attempt to destroy enemy planes used for this purpose.
Close Combat Ground Support:
The use of planes to support ground attacks is a basic use of airpower. Each Fighter or Dive-bomber can aid one armor class two unit with a +1 attack modifier at a 1/1 basis. Defending ground units can call on DAS if they have fighters in range (see below).
Defensive Air Support:
During Ground Combat Resolution, defending air units (including bombers) may move to an adjacent territory within flight range to participate in the defense of friendly ground units being attacked. At the end of ground combat resolution, surviving Defensive Air Support (DAS) units must return to their original land territory, if possible.
Strategic Bombing of Industrial Complexes
Each player can bomb enemies Industrial Complex as follows: 1) each bomber (and possible escorts) moves over a targeted IC. 2) The defending player can fire preemptive artillery shots on each plane and/or he can call in defensive air support for one round of air combat. 3) Each surviving bomber rolls one D12 with the result equaling the number of IP that is lost from defending players next turn. When you attack/perform SBR attacks you take of the money from those nations IP balance. When they count the economic basis for determining how much money they receive it is then accounted from their IP levels. An IC may lose more IP than its printed value.
Fighter Escort:
Fighter may accompany moving bombers or naval units as far as their range allows them and participate in air interception combat, but they may only enter two sea zones to the target territory and two sea zones when returning from the target territory. Escorting fighters may escort either naval units or bombers (not both) and may not attack naval units or a territory during the same turn they escort bombers or naval units.
Strategic Air Defense:
Directly before strategic bombers roll for damage on an Industrial Complex or Oil Center, defending fighters and artillery in the territory may defend against bomber (and their escorts, if any) with one round of combat. Defending artillery has a first-shot preemptive attack against each attacking air unit. The strategic bombers and their escorts can only target defending fighters (and not any ground units). Any surviving bombers may then bomb the city / oil center.
Combat Air Patrol:
During the Non-Combat phase, you may establish Combat Air Patrol (CAP) by moving Carrier based planes into sea zones up to two sea zones ahead of Carrier units. Simply move these air units to an empty sea zone. They remain in this sea zone until the following turn. Any enemy naval units (except Subs) that move into this sea zone must now stop and engage the CAP and a battle will then be fought. An enemy player must move planes to engage the CAP in combat before any ships or planes can move out of the sea zone or support an amphibious assault in the same zone. If enemy planes or warships attempt to move into a CAP controlled sea zone then The CAP planes gain a +2 modifier for the duration of naval combat rounds. During the following turns regular movement phase, remaining CAP planes must then land on the original friendly Islands or Carriers and can be then be sent that turn for additional missions. Carriers that dispatch planes for CAP cannot accommodate any additional planes because the CAP planes must return to their original Carriers. This is considered one mission during the active players turn. Units conducting attacks as CAP are considered the attacker even though it’s done on during your opponents turn.
Coastal Defense:
During Naval Combat Resolution, defending air units (including bombers) may move to an adjacent sea zone to participate in the defense of friendly naval units being attacked, or where defending naval units are conducting combat against enemy naval units that have ended their movement in the defender’s sea zone (including during amphibious assaults). At the end of naval combat resolution, surviving coastal defense air units must return to their original land territory, if possible. Air units may provide coastal defense even if the land territory they are from is under attack. They may provide coastal defense, defend the land territory, or provide strategic air defense; they may not do more than one. At the end of combat resolution, if the territory a defending air unit flew from is captured, the air unit must fly to the closest friendly territory within its flight range. If no friendly territory is available, the defending air unit is eliminated.
Air Transport:
Bombers can transport up to two infantry class units from one friendly territory to another. The transport path can be over either land or sea zones.
Paratroopers:
Only Paratroopers (regular or mechanized Infantry units only) can carry out such missions and a drop cannot be greater than two territories from any friendly unit. Bombers are the only units that can drop such units. And they cannot perform any other functions on the turn they drop Paratroopers. Note: each bomber per turn can drop no more than two paratroopers. Paratroopers must start out on the same space as the Bombers that carry them.