Ploesti
Rules

5. Fighter Entry and Exit

Fighters are diving from above to enter the battle.

1. Fighters are rolled for each turn until all available flights have entered the table.

2. Each turn roll one d10…

a. 1 - 4 - Nothing enters.
b. 5 - 10 - One flight enters.

Roll d6 to determine which flight enters. Roll until an available flight is rolled.

3. Once a flight enters, roll for formation's entry location:
Using the center road in the industrial complex…

a. Roll d20. 1 - 10 measure to right. 11 - 20 measure to left
b. Roll d20. Rolled number is number of hexes away from the center point
c. Roll d20. Rolled number is number of hexes into the table. The result is the center of the entry point for the flight.
d. Facing is determined by the controlling player

4. On the turn of entry the fighters may not move. They only roll for uncontrolled dive from high level:

Roll d10. If a 3 or less (4 for Me 110) is rolled the plane is in an uncontrolled dive. Roll again, adding two to the die roll each turn until the roll is beaten or exhausted. If beaten the plane ends its turn. If all rolls are exhausted the plane will crash in the hex it is in.

5. Once a plane flies off table it may not return


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