All
attacks, which are not fallen under the
sea battles
described before, are air
battles
(also pure air raids on ships).
The
sequence of the air battles is based on coincidence, whereby attacks
with stronger and faster units are given preference in the
probability.
After all attacking airplanes and possible
reinforcement units of the defender (airplane
units with a ZOC value in the proximity, see 2.1.3.)
moved into the combat province, a menu appears over it with
informations about the involved nations and the name of the
province.
A click
on the 'calculation button'
at the lower end of the menu starts the animated air battle.
The course of events of an air battle corresponds likewise to that of an offensive, however with the following substantial differences:
if
the defender has sufficiently airplane boxes or air defense gun
boxes, these and the attacking airplane boxes fight exclusively
among themselves.
Only if the attacker has more attacking unit boxes, these could attack land or sea units in the province, whereby these targets can fire back.
Air battles persists at maximum for three rounds. Subsequently, the attacker flies back home. However, the attacker can be driven out by to high losses already before. Additionaö the airplanes of the defender could withdraw before this time due of high losses, whereby the attacker afterwards will bomb ground targets.
If a factory is in the province (not barracks), then the bombers of the attacker with a strategic attack value (see rules point 2.1.3.) attack the enemie's factory during the last combat round. The defenders will loose PP's, which are depending on the used capcity of the factory (ie, in factories where many units are built, the damage is greater than in factories where only a few or none units are under construction). The losses of PP are visible during the burning factory display (see screenshot above).