Set-up:
Both players roll a die. The highest scorer picks a table side.No units are set up on the table at the start of the game. Both sides must nominate at least of their force to form their first wave. This can be the entire first wave if desired. Any units not included in the first wave are left in reserve (See reserves on page 199 on the rulebook).
Objective:
The Kittyhawk crashes at the beginning at turn 4 before any dice are pulled. Nominate one side of the board (the left side of the board or the right). On the roll of a 1, 2, or 3 the plane comes in on the nominated side. On the roll of 4, 5, or 6 it comes in on the opposite side. Roll ten, six sided dice and add up the results. Measure that distance, in inches, from the determined side of the board. Place a crater at centres on the impact point exactly 24 inches from both long table edges. Craters should be roughly the size of a compact disc or DVD.Any unit under the crater when it lands counts as getting hit by a medium howitzer (having a crashing plane land on you hurts!). Any unit not under the crater but within 12 inches of the impact point (not the crater) must roll on the chart below.
1: The unit or vehicle sustains 1 pin
2-3: The unit or vehicle sustains 2 pins
4: The unit or vehicle sustains 3 pins
5: The unit or vehicle counts as though it is hit by a light howitzer
6: The unit counts or vehicle as though it is hit by a medium howitzer