You can also count on a fairly large price as well. A game turn commences with the air phase. The number of aircraft available to a player is determined by each player drawing two aircraft mission cards at random from a deck. Each player plays one card offensively during his own turn and the other defensively when non-phasing. The values on the card determine the air craft received, but are modified by losses up to that point in the game.
Aircraft get up to their usual tricks of fighting each other and bombing ground units.
They also add an extra dimension to the use of anti-aircraft units. The indirect fire phase follows, during which targets within line of sight may be bombarded. Targets must be sighted by units belonging to the same formation as the bombarding units. You determine the type of unit making the barrage, find the correct column on the CRT and take into account any shifts caused by terrain before rolling the die. Next is the first direct fire phase.