Hockey Mask wrote:
I have read the Air Pack rule book three times now and still don't have a handle on the rules. It may be that my brain is just misfiring but the rule book really seems to be lacking clarity.
Can someone maybe post a typical turn overview when using a plane with the Air Pack rules?
Going from memory here so some of the details may be off - but this is the general flow.
First, you can only order a plane if A) one is on the board or B) you have an Air Sortie/Air Power card in hand.
If you already have a plane on the board, you can order it with any card that matches the section it is currently in. And in fact, if it is flying, you must
order it when it is flying or it gets removed from the board (to be used later potentially and does not count as a medal).
If it is not on the board, the only way to bring it on to the board is to play the Air Sortie card. You can play it by itself to order a plane and that is the only thing you do. Or you can play it with another section card which then takes up an order on that card. If it is the Air Power card, which can only be in your hand, then you must play this by itself.
So the turn would be:
A) Command Card Phase: Play a card and/or the Air Sortie Card
B) Order Phase: Order your Plane and/or other Units
C) Movement Phase: Move your Plan and/or other Units
D) Combat Phase: Engage in Combat.
E) Draw Phase: You only draw a card if you played one from your hand. If you played the Air Sortie, you don't replace that card. If you happen to draw the Air Sortie (because they started in the deck or got reshuffled back in), then you place it face up and draw a replacement for your hand.
The plane actions take place during different phases, depending on what it is.