Just reposting this.
Turn Order
Production and Research Phase:
(production is as explained in the GW36 rule manual).
(research is as explained on the National Reference Sheet).
Combat Movement Phase:
1. Air Combat Movement Rounds:
1.1 Flying to the destination:
1.1.1 The attacker declares which territories or sea zones the aircraft is/are going through.
1.1.2 Defending Combat Air Patrol fighters in sea zones may intercept at 1D12@3 once each, or @4 once each with Jet technology. Attacking/escorting fighters may roll 1D12@3
once each, or @4 once each with Jet technology, and all bomber aircraft types roll 1D12@2 once each versus defending aircraft units. Casualties are removed immediately and
combat ceases after one round.
1.1.2 Defending fighters on airbases and/or aircraft carriers (both with the RADAR technology) may scramble to intercept and roll 1D12@3 once each or @4 once each with Jet
Technology. Attacking/escorting fighters may roll 1D12@3 once each, or @4 once each with Jet technology, and all attacking bomber aircraft types roll 1D12@2 once each versus
defending aircraft units. Casualties are removed immediately and combat ceases after one interception round.
1.1.3 Defending anti-aircraft guns may fire once (1D12@3 once each, or @4 once each with RADAR technology) at aircraft units flying over the territory. Attacking/escorting fighters
and all attacking bomber aircraft types may not fire back. Casualties are removed immediately and combat ceases after one round.
1.2 Arriving at the destination:
1.2.1 Defending anti-aircraft guns may fire once (3D12@3 once each, or @4 once each with RADAR technology) pre-emptively at attacking aircraft units arriving at the territory.
Attacking/escorting fighters and all attacking bomber types may not fire back when pre-emptive shots are made. Casualties are removed immediately. Defending anti-aircraft
guns that fire at this point do not fire at all on the first Full Combat Round that proceeds this Combat Movement Round.
1.2.2 Defending fighters and tactical bombers may scramble from territories containing air bases and/or aircraft carriers with the RADAR technology to adjacent territories or sea
zones.
2. Land Combat Movement:
2.1 (As explained in the National Reference Sheet).
Should I cover our blitzkrieg rules? They’re in the reference sheets I think: better than original rules. I mention this because this also involves aircraft.
Combat Phase:
3. Full Combat Rounds:
3.1a Air Combat round (meant for engaging military units):
3.1.1 Attacking fighters roll 1D12@6 once each or 1D12@8 with Jet technology once each versus defending aircraft units. The defender assigns casualties for defending aircraft.
3.1.2 Defending fighters roll 1D12@6 once each or 1D12@8 with Jet technology once each versus attacking aircraft units. The attacker assigns casualties for attacking aircraft.
3.1.3 Attacking bomber aircraft that have been assigned as casualties roll 1D12@2 once each versus defending fighters (never other bomber aircraft).
3.1.4 Defending bomber aircraft that have been assigned as casualties roll 1D12@2 once each versus attacking fighters (never other bomber aircraft).
3.1.5 All aircraft casualties at this point are removed.
3.1.6 The attacker may also chose to retreat a portion of or all aircraft (refer to the Retreat section for more information). The defending fighters may chase if conditions are met
(refer to the Chase/routing section for more information).
3.1.7 The defender may also chose to retreat a portion of or all aircraft. Refer to the Retreat section for more information. The attacking fighters may chase if conditions are met
(refer to the Chase/routing section for more information).
3.1.8 If the Full Combat Round has finished, all attacking aircraft units may proceed to land in the Non-Combat Phase, and retreating/scrambled defending aircraft units may land in
the Non-Combat Phase if they’re able to.
3.1b Strategic Bombing Combat Rounds (meant for devastation to industry and base utility):
3.1.1 Interception:
Defending fighters on airbases in the targeted territory, adjacent territories containing airbases and/or on aircraft carriers (with the RADAR technology) in sea zones adjacent to
the target territory may scramble to intercept at 1D12@3 once each or @4 once each with Jet technology. Attacking/escorting fighters may roll 1D12@3 once each, or @4 once
each with Jet technology, and all attacking bomber aircraft types roll 1D12@2 once each. Casualties are removed immediately after and combat ceases after one round.
Defending facilities may fire once (D12@3 or @4 with RADAR technology at each attacking bomber aircraft targeting the facility). Casualties are removed immediately after and
combat ceases after one round.
3.1.2 Strategic Bombing:
Attacking tactical bombers roll 1D6 to determine the number of damage on a targeted facility.
Attacking naval bombers roll 1D6 to determine the number of damage on a targeted facility.
Attacking heavy bombers roll 2D6 to determine the number of damage on a targeted facility.
Attacking strategic bombers roll 3D6 to determine the number of damage on a targeted facility.
3.1.3 The Strategic Bombing mission/s end/s and all aircraft participating in the strategic bombing round/s proceed to land in the Non-Combat phase.
3.2 Land and/or Naval Combat round:
3.2.1 Attacking aircraft units that have not rolled any combat dice in the Air Combat round may fire in the Land/Naval combat round:
Attacking tactical bombers roll 1D12@7 once each versus defending land units OR 1D12@4 once each versus defending naval units.
Attacking naval bombers roll 1D12@4 once each versus defending land units OR 1D12@6 once each versus defending naval units.
Attacking heavy bombers roll 3D12@2 once each versus defending land units OR 3D12@1 once each versus defending naval units.
Attacking strategic bombers roll 5D12@2 once each versus defending land units OR 5D12@1 once each versus defending naval units.
Attacking fighters roll 1D12@2 once each versus defending land units OR defending naval units.
3.2.2 Attacking anti-aircraft guns roll 1D12@3 (1D12@4 with RADAR technology) versus defending aircraft or 1D12@2 (1D12@3 with RADAR technology) versus defending aircraft
that have retreated in the Air Combat round.
Any hits scored on defending aircraft units by attacking anti-aircraft guns are not considered pre-emptive while attacking on any combat round.
Defending anti-aircraft guns may not be assigned as casualties before other land units if there are no attacking aircraft units present in the battle (the exception is the German
Flak 88 if it is used as artillery, not AA).
3.2.3 Attacking land units (excluding anti-aircraft guns) may engage defending air units:
at the value of 1D12@2 instead of engaing defending land units during a combat round at a ratio of 2 land units per 1 air unit when defending land units are present.
that are stationed in the contested territory at the value of 1D12@2 for only one combat round if there are no defending land units in the combat round. Combat ceases after one
combat round and the attacker may take the territory if there are attacking land units that have survived combat. The defending aircraft units must then retreat as described
under the applicable section under the Retreating mechanics.
that have scrambled from an adjacent territory’s air base at the value of 1D12@2 (no ratio) for an unlimited amount of combat rounds if there are no defending land units.
at the value of 1D12@1 vs defending aircraft units that have retreated in the Air Combat round instead of engaging defending land units during a combat round at a ratio of 2 land
units per 1 air unit when defending land units are present.
at the value of 1D12@1 vs defending aircraft units that have retreated in the Air Combat round with no ratio for an unlimited amount of combat rounds if there are no defending
land units.
3.2.4 Defending aircraft units that have not rolled any combat dice in the Air Combat round may fire in the Land/Naval combat round.
Defending tactical bombers roll 1D12@7 once each versus attacking land units OR 1D12@4 once each versus attacking naval units.
Defending naval bombers roll 1D12@4 once each versus attacking land units OR 1D12@6 once each versus attacking naval units.
Defending heavy bombers roll 3D12@2 once each versus attacking land units OR 3D12@1 once each versus attacking naval units.
Defending strategic bombers roll 5D12@2 once each versus attacking land units OR 5D12@1 once each versus attacking naval units.
Defending fighters roll 1D12@2 once each versus attacking land units OR attacking naval units.
3.2.5 Defending anti-aircraft guns roll 1D12@3 or 1D12@4 with RADAR technology versus attacking aircraft starting on the second Combat Round.
Any hits scored on attacking aircraft units by defending anti-aircraft guns on the second combat round and combat rounds thereafter are not considered pre-emptive.
Attacking anti-aircraft guns may not be assigned as casualties before other land units if there are no defending aircraft present in the battle (the exception is the German
Flak 88 if it is used as artillery, not AA).
3.2.6 Defending land units (excluding anti-aircraft guns) may engage attacking air units:
at the value of 1D12@2 instead of engaging attacking land units during a combat round at a ratio of 2 land units per 1 air unit when attacking land units are present.
at the value of 1D12@3 if there are no attacking land units and only attacking aircraft units in the combat round (no ratio).
at the value of 1D12@1 vs attacking aircraft units that have retreated in the Air Combat round instead of attacking land units during a combat round at a ratio of 2 land units
per 1 air unit when attacking land units are present.
at the value of 1D12@1 vs attacking aircraft units that have retreated in the Air Combat round with no ratio for an unlimited amount of combat rounds if there are no attacking
land units.
3.2.7 Attacking and defending units that are assigned as casualties are removed from the board.
Note: Land units that are taken as casualties are still considered present before the end of the round (part 3.2.7).
Note: Submarines are considered to be revealed to all units if they fire (roll) on a combat round, therefore making submarines able to suffer casualties from any air or naval unit. I
figured this had to be written down because of past experiences of lacking clarification.
Mechanics section
Retreating mechanics (for aircraft):
Attacking fighters, jet fighters, tactical bombers and naval bombers may chose to retreat up the amount of movement they have left after the combat round. A sea zone must contain
a friendly aircraft carrier capable of being in the sea zone that has available space if the aircraft unit is landing in a sea zone. Aircraft carriers may provide a landing area by moving
into the sea zone in the Non-Combat Phase, when planes land. Long Range Aircraft technology permits retreating up to a maximum 4 territories/sea zones away (5 from an airbase) for
attacking fighters, jet fighters, and tactical bombers, and 5 away (6 from an airbase) for naval bombers.
Attacking heavy and strategic bombers may chose to retreat up the amount of movement they have left after the combat round. Long Range Aircraft technology permits retreating up
to 7 territories/sea zones (8 from an airbase) away for attacking heavy and strategic bombers.
Defending fighters, jet fighters and tactical bombers may chose to retreat up to 2 territories, or two sea zones, or a combination of a territory and a sea zone away (or 3 from an
airbase). A sea zone must contain a friendly aircraft carrier that has available space if the aircraft unit is landing in a sea zone. Aircraft carriers may provide a landing area by moving
into the sea zone in the Non-Combat Phase, when planes land. Long Range Aircraft technology permits retreating up to 3 territories/sea zones away (remains at 3 from an airbase) for
defending fighters, jet fighters, tactical bombers and naval bombers. If there are no friendly territories or friendly aircraft carriers available for landing, the aircraft is/are destroyed.
Defending heavy and strategic bombers may chose to retreat up to 3 territories, or two sea zones, or a combination of a territory and a sea zone away (or 4 from an airbase). Long
Range Aircraft technology permits retreating up to 4 territories/sea zones (remains at 4 from an airbase) away for defending heavy and strategic bombers.
Chasing (or routing, or whatever name, I don’t know…) mechanics:
If all attacking aircraft units retreat, defending fighters or jet fighters may choose to chase all attacking aircraft by using mechanics similar to interception; 1D12@3, or 1D12@4 for jet
fighters only once each. Remove all assigned casualties from the board after one chasing round.
Retreating fighters and jet fighters forfeit combat rolls.
Retreating bomber aircraft that have been assigned as casualties as a result of chasing may roll 1D12@2 once each versus chasing fighters and/or jet fighters
If all defending aircraft units retreat, attacking fighters or jet fighters may choose to chase all attacking aircraft by using mechanics similar to interception; 1D12@3, or
1D12@4 for jet fighters only once each. Remove all assigned casualties from the board after one chasing round.
Retreating fighters and jet fighters forfeit combat rolls.
Retreating bomber aircraft that have been assigned as casualties as a result of chasing may roll 1D12@2 once each versus chasing fighters and/or jet fighters.
If only a portion of the attacking or defending aircraft units have retreated and fighters remain on both sides, chasing may not occur.
Non-Combat Phase
Aircraft that are landing are subject to section 1.1 of the Air Combat Movement Rounds under the Combat Movement Phase.
Turn Order.doc