Air_Rules_10505
Air_Rules_10505
Version 01.05.05
5. Anti-aircraft defense:
A) All ship counters attack air units before they can make their attack. Warships roll two dice to
attack an oncoming air unit. Any grenade or star rolled destroys the air unit and the attack is
over. Ships can shoot air units up to two hexes away.
6. Air Interdiction:
A) If you have an air unit “in the air” or activated, and an enemy air unit has been ordered by a
section card, or tactic card, when the enemy air unit is placed on the board before any dice are
rolled, you may place your air unit adjacent
to the enemy air unit and attempt to “shoot
it down” Roll two dice and a grenade
result destroys the enemy air unit before it
finishes it's ground attack. If successful, Both
air units are then returned to their airfields,
carriers, or off board. If not successful,
attacker is returned to airfield or off board and
enemy air unit resumes it's ground attack.
7. Ground Interdiction:
A) An air unit may perform a ground
interdiction attack against the following
targets; road hexes, rail hexes including rail
station, bridges, airfield hexes, radar station,
supply depot, hospital, castle, HQ, Pier or lighthouse. To attack, place air unit in adjacent hex
when ordered by section card, or tactics card, and roll two dice. The attack is successful when
a grenade or star is rolled. Place a crater marker on the hex. If the target is a bridge, and you
have the air pack, use the destroyed bridge obstacle. The effect is that the attacked hex is not
there; i.e. a break in a rail or road, or resupply or reinforcements at a rail station is stopped, ect.
allowed to attack the air unit as per rules in section 5 above. So if an air unit flies from hex a to
hex b and there are three hexes in between a and b, any unit in, or adjacent to those three
hexes can attack the air unit before it lands in the clear hex. If the air unit is destroyed, the
heroic leader is killed as well. Immediately after play, the air unit returns to the hex or off-board
where it started from.
Note: in photo below, ready to take off marker is just used to show where flight path ends. Do
(C)-When playing with overlord and Eastern Front rules, remember these two things: air
sortie cards are always played from the hand, not under the commissar chip. And air sortie
cards are only played when there are less than three cards under the commissar chip (or one
card if playing two air sorties).
By “Rongammer” on Boardgamegeek.com
also known as “50th” on Days of Wonder forums