Newbie here working out the kinks of my rules knowledge. Here's a summary of what I think the rules are for AAM aircraft. Anyone want confirm, or point out where I'm wrong?
Flight phase - deploy aircraft anywhere on the board. Airstrike phase - aircraft can attack, but must have line of sight to unit they are attacking Assault phase - any unit within range can attack the aircraft on the board. The attacking units still need line of sight, use their anti-soldier attack, and get -1 on their attack rolls unless they have a special ability. Casualty phase - apply hits that aircraft sustained in the assault phase (or airstrike phase, if they were attacked by another aircraft)
So, if I'm right about the assault phase above, it would behoove you not to use aircraft to attack in a crowded area unless you want to let your opponent take several potshots at your aircraft with their neighboring units in the assault phase.
Flight Phase: The first player places one Aircraft anywhere on the board. Then the second player places one Aircraft anywhere on the board. Continue alternating placement until all desiredAircraft have been placed. Only one Aircraft can occupy a hex. Aircraft can beheld off the map, but once a player declines to place an Aircraft, he can't place any more that turn.
Thank you! So I was wrong about the line of sight issue, which is good to know.
Also, what version of the rulebook is that from? I've got the 2007 "Expanded Rules" (the one that came with maps in the green folio) and the "Advanced Rules" that come with the 1939-1945 starter set.
To the best of my knowledge, the 39-45 is the more current & up to date in answer to your question. You might also try to locate & acquire the Expanded Rules as well, there are some additions to things pertaining to aircraft in those. Happy Gaming & Welcome to a fun & enjoyable game!
Nice - that's the clearest statement of the rules for aircraft, it's great. Neither the Advanced or Expanded Rules answered the line of sight question, so we took a guess (a wrong one, it turns out). Thanks!
AH_SgtFury 2012 - From the Expanded rulebook pg 27: "Aircraft and Antiair: If an Aircraft is placed in a hex adjacent to a unit with the Antiair ability, then the Aircraft provokes a defensive-fire attack from that unit. Other than the condition that provokes it, this attack is a normal defensive-fire attack."
Defensive fire verses aircraft are handled the same way as soldiers or vehicles. The difference is that aircraft are placed on the board while soldiers and vehicles have to move to provoke defensive fire. So for example: Player A places an aircraft figure adjacent to a ground unit with the Antiair SA. Player B opts to fire at the aircraft with defensive fire. He rolls enough successes to equal (or exceed) the aircraft's defense. A face up disruption counter is immediately placed on the aircraft. In the air strike phase, Player A opts to attack with this plane. Because it is face-up disrupted, it rolls its' attack dice with a -1 penalty.
In the following assault phase, Player B opts to attack the disrupted enemy aircraft. It now has -1 to its' defense because it is face-up disrupted. Enough rolled success' equaling or exceeding the current defense of the aircraft would result in face-down counters being placed onto it. At the end of this turn during the casualty phase, the face-up disruption counter is removed and any face-down counters on this aircraft are now flipped face-up. If it now has a disruption, it will have to sit out a turn before it can be placed on the board again. if it now has a destroy counter, it is removed from play.
Here are the combined Angels 20 & Bandits High AAM Stats errata:
A6M2 Zero Ace - Reduce Def to 3 I-16 "Abu" - Add Antiair P-40C Flying Tiger - Change Nation to CH Typhoon Interceptor - Reduce Cost to 16, remove Rockets 8 (this is an early version of the Typhoon, the Typhoon in set 2 will have Rockets 8) A6M3 Zero Rookie - Reduce Def to 3 Fulmar Mk II - Add Antiair