It becomes a balancing act between how many squadrons to commit to this raid and how many to retain for later in the day. The number of gruppen in the raid, and their make up of fighters and bombers, are decided by cards drawn from the force deck. After this, a card is chosen from the event deck which adds an element of randomness, such as increased fighter escort or German gruppen failing to meet their rendezvous point and missing the raid. The shuffling of these decks during and between games creates great replay value that some solo games lack. Air to air combat gives split results on the CRT and sees both air forces shrink through attrition.
Raids continue till the end of day phase.
The player earns victory points for German gruppen destroyed but loses them for his own losses and successful German bombing raids. The end of day sees both sides' formations recover from fatigue and damaged or resting formations make their way back onto the map. An optional rule allows night raids. As German victory points rise, their target priority switches from the effective airfields and radar stations to the less effective terror bombing of cities, simulating the actual course of history. I have to say that this is the best solo game I've ever played and must represent a high water mark as such games go.