1 00:00:00,000 --> 00:00:00,000 2 00:00:06,019 --> 00:00:08,019 It's crucial that people understand 3 00:00:08,019 --> 00:00:09,963 sort of what the stakes are , what 4 00:00:09,963 --> 00:00:11,852 tools we have , what tools to our 5 00:00:11,852 --> 00:00:13,741 adversaries have , and relatively 6 00:00:13,741 --> 00:00:16,739 speaking , how capable they are . Hello , 7 00:00:17,110 --> 00:00:19,054 I am from the Air Force War Gaming 8 00:00:19,054 --> 00:00:21,054 Institute here at Maxwell Air Force 9 00:00:21,054 --> 00:00:22,888 Base , Alabama . I would like to 10 00:00:22,888 --> 00:00:24,999 introduce you to an exciting new game 11 00:00:24,999 --> 00:00:26,832 we've developed called Air Force 12 00:00:26,832 --> 00:00:29,180 Wargame Indo-Pacific or AFI . I 13 00:00:29,180 --> 00:00:31,402 recommend you watch this video with the 14 00:00:31,402 --> 00:00:33,458 game components and the instructions 15 00:00:33,458 --> 00:00:35,680 available for easy reference . Pause as 16 00:00:35,680 --> 00:00:37,791 you need to . I'll still be here when 17 00:00:37,791 --> 00:00:40,659 you come back . AFI is a near future 18 00:00:40,659 --> 00:00:43,029 tactical to low operational game set in 19 00:00:43,029 --> 00:00:45,740 the Indo-P Pacific theater . This game 20 00:00:45,740 --> 00:00:47,830 showcases the impact multi-domain 21 00:00:47,830 --> 00:00:50,450 actions such as cyber , space , 22 00:00:50,779 --> 00:00:53,139 maritime , and air . It is designed to 23 00:00:53,139 --> 00:00:55,250 serve as an introduction to Air Force 24 00:00:55,250 --> 00:00:57,306 war gaming , demonstrating the basic 25 00:00:57,306 --> 00:00:59,361 tenets of air power and multi-domain 26 00:00:59,361 --> 00:01:01,580 combat . The game will use one of the 27 00:01:01,580 --> 00:01:03,747 pre-defined campaign scenarios located 28 00:01:03,747 --> 00:01:06,889 on the last page of the player guide or 29 00:01:06,889 --> 00:01:09,260 can be used for free play or user 30 00:01:09,260 --> 00:01:11,870 defined scenarios . The campaign will 31 00:01:11,870 --> 00:01:13,870 tell you how many air tasking order 32 00:01:13,870 --> 00:01:15,981 cycles the game will consist of , and 33 00:01:15,981 --> 00:01:17,481 we will cover that later . 34 00:01:23,690 --> 00:01:25,690 Now , let's take a look at the game 35 00:01:25,690 --> 00:01:27,579 components . The complete list of 36 00:01:27,579 --> 00:01:29,690 components can be found in the player 37 00:01:29,690 --> 00:01:32,023 guide . First , you have one game board . 38 00:01:33,160 --> 00:01:35,309 54 US cards . 39 00:01:36,720 --> 00:01:40,699 54 PRC cards . 30 40 00:01:40,699 --> 00:01:43,290 blue US air unit tokens . 41 00:01:44,849 --> 00:01:47,680 Two blue US ground unit tokens . 42 00:01:49,330 --> 00:01:52,160 Two blue US Maritime Unit tokens . 43 00:01:53,330 --> 00:01:56,959 28 red PRC air unit tokens . 44 00:01:58,580 --> 00:02:01,569 Two red PRC ground unit tokens . 45 00:02:02,870 --> 00:02:06,069 3 red PRC Maritime Unit tokens . 46 00:02:07,459 --> 00:02:10,139 2 blue and 2 red cylinders . 47 00:02:11,380 --> 00:02:13,940 20 blue and 20 red cubes . 48 00:02:15,080 --> 00:02:18,850 And finally , 444 4 sided die . 49 00:02:20,009 --> 00:02:22,410 Let's cover each of those items one by 50 00:02:22,410 --> 00:02:25,960 one . The game board consists of a game 51 00:02:25,960 --> 00:02:28,479 map with range bands and basing areas 52 00:02:28,479 --> 00:02:30,646 for the United States and the People's 53 00:02:30,646 --> 00:02:33,839 Republic of China PRC . The US basing 54 00:02:33,839 --> 00:02:36,399 area includes a contingency location 55 00:02:36,399 --> 00:02:39,160 container simulating agile combat 56 00:02:39,160 --> 00:02:42,279 employment ACE operations . Squadrons 57 00:02:42,279 --> 00:02:44,720 placed in the contingency location are 58 00:02:44,720 --> 00:02:46,720 considered geographically separated 59 00:02:46,720 --> 00:02:48,498 from all other squadrons in the 60 00:02:48,498 --> 00:02:50,979 contingency location . Additionally , 61 00:02:51,190 --> 00:02:53,460 each side has a standoff container 62 00:02:53,710 --> 00:02:55,766 where certain airborne assets can be 63 00:02:55,766 --> 00:02:58,910 employed . Each side also has a cyber 64 00:02:58,910 --> 00:03:02,600 track and an Intel track . Ranges on 65 00:03:02,600 --> 00:03:04,520 the game board are an abstracted 66 00:03:04,520 --> 00:03:07,320 unspecified distance . Ranges on the 67 00:03:07,320 --> 00:03:09,800 tokens refer to the range bands on the 68 00:03:09,800 --> 00:03:13,550 game board . Each side has a set of 69 00:03:13,550 --> 00:03:15,759 game cards made up of four types 70 00:03:16,080 --> 00:03:19,750 mission , posture , squadron , and 71 00:03:19,750 --> 00:03:22,600 enabler . The campaign you select 72 00:03:22,600 --> 00:03:24,767 before the game should help guide your 73 00:03:24,767 --> 00:03:27,440 selection of mission and posture cards . 74 00:03:28,789 --> 00:03:30,956 Mission cards capture the objective of 75 00:03:30,956 --> 00:03:33,160 the campaign and tell how the player 76 00:03:33,160 --> 00:03:36,190 will score victory points . Each side 77 00:03:36,190 --> 00:03:39,009 has 5 different mission cards . Let's 78 00:03:39,009 --> 00:03:41,009 take a closer look at the attrition 79 00:03:41,009 --> 00:03:43,539 mission card . The mission is to 80 00:03:43,539 --> 00:03:47,509 destroy enemy units . Next is 81 00:03:47,509 --> 00:03:49,880 the posture card . Players select 82 00:03:49,880 --> 00:03:52,110 posture cards at the beginning of each 83 00:03:52,110 --> 00:03:55,389 ATO cycle . These cards shape the fight 84 00:03:55,389 --> 00:03:58,389 for that cycle . Players may not select 85 00:03:58,389 --> 00:04:00,789 the same posture card used during a 86 00:04:00,789 --> 00:04:03,649 previous ATO cycle except for the 87 00:04:03,649 --> 00:04:05,990 standard posture which may always be 88 00:04:05,990 --> 00:04:09,029 selected . As you can see , the enabler 89 00:04:09,029 --> 00:04:11,589 card shows you how many enabler and 90 00:04:11,589 --> 00:04:14,470 squadron cards you have for that ATO 91 00:04:14,470 --> 00:04:17,299 cycle . Additionally , the card 92 00:04:17,299 --> 00:04:19,790 describes any restrictions or bonuses 93 00:04:19,790 --> 00:04:21,579 associated with that posture . 94 00:04:23,429 --> 00:04:25,829 Squadron cards are next and they 95 00:04:25,829 --> 00:04:28,051 represent units that have been deployed 96 00:04:28,051 --> 00:04:30,290 into theater for the conflict . The 97 00:04:30,290 --> 00:04:31,957 number of squadrons that will 98 00:04:31,957 --> 00:04:34,200 participate in the ATO cycle is shown 99 00:04:34,200 --> 00:04:37,429 on the posture card . The cards have 100 00:04:37,619 --> 00:04:39,899 unit name , a picture of the type of 101 00:04:39,899 --> 00:04:42,850 equipment , unit patch , and a brief 102 00:04:42,850 --> 00:04:46,029 description . Each card also has a 103 00:04:46,029 --> 00:04:48,230 picture of counter spaces with more on 104 00:04:48,230 --> 00:04:50,790 that later and the number of assets in 105 00:04:50,790 --> 00:04:53,309 the squadron as well as which band on 106 00:04:53,309 --> 00:04:55,880 the board they deploy to . Don't worry , 107 00:04:56,029 --> 00:04:58,196 this will all come together during the 108 00:04:58,196 --> 00:05:00,670 playthrough . Each squadron has a set 109 00:05:00,670 --> 00:05:04,010 of tokens to generate . We will cover 110 00:05:04,010 --> 00:05:06,239 these as we go through game set up . 111 00:05:06,890 --> 00:05:08,946 Now let's take a look at the enabler 112 00:05:08,946 --> 00:05:09,946 cards . 113 00:05:15,130 --> 00:05:17,049 Enabler cards are used to deploy 114 00:05:17,049 --> 00:05:19,290 multi-domain operational effects into 115 00:05:19,290 --> 00:05:21,489 the battle space . These include 116 00:05:21,489 --> 00:05:23,859 maritime . Land 117 00:05:25,089 --> 00:05:28,809 Space Cyber 118 00:05:32,329 --> 00:05:34,160 Special operations forces . 119 00:05:36,579 --> 00:05:38,359 And additional air effects . 120 00:05:42,339 --> 00:05:44,228 Next we have the wooden cubes and 121 00:05:44,228 --> 00:05:46,260 cylinders . These are used to track 122 00:05:46,260 --> 00:05:48,600 actions and capabilities . We will show 123 00:05:48,600 --> 00:05:50,822 you how to use these markers during the 124 00:05:50,822 --> 00:05:53,380 game play . One last thing before we go 125 00:05:53,380 --> 00:05:56,190 into game setup , the dice . These are 126 00:05:56,190 --> 00:05:59,269 used to determine move outcomes . Basic 127 00:05:59,269 --> 00:06:01,670 moves use only one die . However , you 128 00:06:01,670 --> 00:06:03,790 can deploy effects or be subject to 129 00:06:03,790 --> 00:06:05,829 effects your opponent deploys that 130 00:06:05,829 --> 00:06:07,996 cause you to roll at an advantage or a 131 00:06:07,996 --> 00:06:10,149 disadvantage . When rolling at an 132 00:06:10,149 --> 00:06:12,790 advantage , you will select 2 dice and 133 00:06:12,790 --> 00:06:14,957 roll them and choose the higher of the 134 00:06:14,957 --> 00:06:16,829 two numbers . When rolling at a 135 00:06:16,829 --> 00:06:19,750 disadvantage , you will roll 2 dice and 136 00:06:19,750 --> 00:06:22,049 select the lower of the two numbers . 137 00:06:22,350 --> 00:06:24,017 You will see this as the game 138 00:06:24,017 --> 00:06:26,220 progresses . We've now covered the 139 00:06:26,220 --> 00:06:28,331 basics . Let's proceed to game play . 140 00:06:35,869 --> 00:06:37,980 The bid for initiative determines who 141 00:06:37,980 --> 00:06:40,269 takes the first turn , and the winner 142 00:06:40,269 --> 00:06:42,429 gains intel advantage and the 143 00:06:42,429 --> 00:06:44,373 opportunity to attempt to increase 144 00:06:44,373 --> 00:06:46,920 their cyber rate . Let's explore each 145 00:06:46,920 --> 00:06:49,031 of these mechanics a little further . 146 00:06:49,790 --> 00:06:52,012 In the bid for initiative , each player 147 00:06:52,012 --> 00:06:55,929 will roll 1D4 . The player with the 148 00:06:55,929 --> 00:06:59,040 higher number now gains initiative and 149 00:06:59,040 --> 00:07:01,529 has an intel advantage and may move 150 00:07:01,529 --> 00:07:03,929 their intel track marker to advantage 151 00:07:03,929 --> 00:07:07,290 on the board . Re-roll any ties until 152 00:07:07,290 --> 00:07:09,649 there is a single winner . The winning 153 00:07:09,649 --> 00:07:11,649 player will then determine who will 154 00:07:11,649 --> 00:07:13,929 take the first turn during that ATO . 155 00:07:15,089 --> 00:07:17,410 Each side starts with a cyber rate of 156 00:07:17,410 --> 00:07:20,040 one . The player with initiative will 157 00:07:20,040 --> 00:07:23,239 then roll one die . If the value is at 158 00:07:23,239 --> 00:07:25,649 or greater than the next cyber access 159 00:07:25,649 --> 00:07:28,070 value listed on the board , they may 160 00:07:28,070 --> 00:07:30,640 then increase their cyber rate by one . 161 00:07:31,570 --> 00:07:33,720 Players can also increase their cyber 162 00:07:33,720 --> 00:07:36,089 rate using specific enabler cards 163 00:07:36,089 --> 00:07:39,190 during ATO gameplay . Achieve a cyber 164 00:07:39,190 --> 00:07:40,929 rate of 4 and you win the game 165 00:07:40,929 --> 00:07:44,500 instantly . Now , both players will 166 00:07:44,500 --> 00:07:46,500 roll to determine how many of their 167 00:07:46,500 --> 00:07:48,859 opponents enabler cards they may see 168 00:07:48,859 --> 00:07:51,790 before that ATO . The player with an 169 00:07:51,790 --> 00:07:54,679 intel advantage will roll 2 dice and 170 00:07:54,679 --> 00:07:56,735 choose the higher number , while the 171 00:07:56,735 --> 00:08:00,149 other player will only roll 1 . Players 172 00:08:00,149 --> 00:08:02,350 may then choose one enabler card to 173 00:08:02,350 --> 00:08:04,406 withhold from view regardless of the 174 00:08:04,406 --> 00:08:06,790 dice rolls and show their opponent the 175 00:08:06,790 --> 00:08:08,750 number of enabler cards up to the 176 00:08:08,750 --> 00:08:12,140 number of the dice roll . Then 177 00:08:12,549 --> 00:08:14,382 players will conduct a series of 178 00:08:14,382 --> 00:08:16,589 actions each turn until either one 179 00:08:16,589 --> 00:08:18,670 player has all tokens and squadrons 180 00:08:18,670 --> 00:08:21,190 eliminated , or when both players 181 00:08:21,190 --> 00:08:23,940 choose to pass or are unable to conduct 182 00:08:23,940 --> 00:08:27,390 future attacks . At the end of the ATO , 183 00:08:27,670 --> 00:08:30,869 any surviving tokens or squadrons will 184 00:08:30,869 --> 00:08:33,429 return to their respective players and 185 00:08:33,429 --> 00:08:36,419 may be used in subsequent ATO cycles 186 00:08:36,710 --> 00:08:38,710 unless their squadron card has been 187 00:08:38,710 --> 00:08:42,340 destroyed . The overall game ends once 188 00:08:42,340 --> 00:08:45,059 all ATO cycles are complete , as 189 00:08:45,059 --> 00:08:48,460 dictated by the campaign selected . At 190 00:08:48,460 --> 00:08:50,859 that time , each player will reveal 191 00:08:50,859 --> 00:08:53,099 their mission card and tally their 192 00:08:53,099 --> 00:08:55,369 victory points . The player with the 193 00:08:55,369 --> 00:08:57,690 most victory points wins the game . 194 00:08:59,929 --> 00:09:01,619 Now that we have a baseline 195 00:09:01,619 --> 00:09:03,841 understanding of the rules , let's dive 196 00:09:03,841 --> 00:09:05,952 into explaining how each turn works . 197 00:09:06,450 --> 00:09:08,969 Each turn begins with a choice as to 198 00:09:08,969 --> 00:09:11,960 whether to play a single enabler card 199 00:09:11,960 --> 00:09:14,929 or to hold them for future use . This 200 00:09:14,929 --> 00:09:16,873 step is not required , as the best 201 00:09:16,873 --> 00:09:19,289 strategy may be to wait for forces to 202 00:09:19,289 --> 00:09:21,400 become available or game board 203 00:09:21,400 --> 00:09:24,330 conditions to change . Remember , some 204 00:09:24,330 --> 00:09:26,849 enabler cards can be played at any time 205 00:09:26,849 --> 00:09:29,669 regardless of whose turn it is . Once 206 00:09:29,669 --> 00:09:31,558 you have either taken the actions 207 00:09:31,558 --> 00:09:33,669 directed on the card , or declined to 208 00:09:33,669 --> 00:09:35,789 play an enabler card , you may now 209 00:09:35,789 --> 00:09:38,840 choose from one of two options . The 210 00:09:38,840 --> 00:09:41,200 first option is to generate forces from 211 00:09:41,200 --> 00:09:43,599 their basic location according to the 212 00:09:43,599 --> 00:09:46,640 squadron card . Players may only 213 00:09:46,640 --> 00:09:49,179 generate one squadron each turn . 214 00:09:49,650 --> 00:09:52,549 Importantly , some squadrons specify a 215 00:09:52,549 --> 00:09:55,030 band where the squadron must deploy its 216 00:09:55,030 --> 00:09:57,750 tokens , while others allow more 217 00:09:57,750 --> 00:09:59,710 flexibility to incorporate player 218 00:09:59,710 --> 00:10:02,900 strategy . When a squadron is generated , 219 00:10:03,109 --> 00:10:05,309 the squadron card is turned over and 220 00:10:05,309 --> 00:10:07,969 becomes visible to the opponent . The 221 00:10:07,969 --> 00:10:09,747 tokens are then deployed to the 222 00:10:09,747 --> 00:10:12,049 appropriate range band and placed face 223 00:10:12,049 --> 00:10:14,679 down . We will have more on this later . 224 00:10:15,729 --> 00:10:17,951 If a blue player is generating from the 225 00:10:17,951 --> 00:10:20,250 contingency location , they must now 226 00:10:20,250 --> 00:10:22,650 roll one die to determine how many 227 00:10:22,650 --> 00:10:25,359 tokens will generate . If the number on 228 00:10:25,359 --> 00:10:27,440 the die is lower than the number of 229 00:10:27,440 --> 00:10:29,950 assets in the squadron , the remaining 230 00:10:29,950 --> 00:10:31,839 tokens will stay grounded for the 231 00:10:31,839 --> 00:10:34,080 duration of the ATO and remain 232 00:10:34,080 --> 00:10:37,000 vulnerable to attack . Should you 233 00:10:37,000 --> 00:10:39,159 choose to generate a squadron at your 234 00:10:39,159 --> 00:10:41,429 primary air base or contingency 235 00:10:41,429 --> 00:10:44,070 location , your turn is now over . 236 00:10:45,309 --> 00:10:47,859 If you do not decide to generate forces , 237 00:10:47,989 --> 00:10:50,429 you may now choose to conduct some or 238 00:10:50,429 --> 00:10:53,500 all of a move acquire shoot sequence . 239 00:10:53,869 --> 00:10:56,030 These steps may be conducted in any 240 00:10:56,030 --> 00:10:58,869 order . Let's break each action down a 241 00:10:58,869 --> 00:11:01,989 little further . The move step allows a 242 00:11:01,989 --> 00:11:04,989 player to move one token . To move a 243 00:11:04,989 --> 00:11:07,510 token , first examine the token's move 244 00:11:07,510 --> 00:11:11,280 range listed with the move icon . This 245 00:11:11,280 --> 00:11:13,450 is the upper limit of how many range 246 00:11:13,450 --> 00:11:15,849 bands that token may move during that 247 00:11:15,849 --> 00:11:18,890 turn . Then move the token , the 248 00:11:18,890 --> 00:11:20,946 desired amount of range bands on the 249 00:11:20,946 --> 00:11:23,799 game board . After one token is moved , 250 00:11:23,969 --> 00:11:27,309 the move step is complete . The next 251 00:11:27,309 --> 00:11:29,309 possible action is to acquire 252 00:11:29,309 --> 00:11:31,950 unidentified aerial targets for future 253 00:11:31,950 --> 00:11:34,809 attack . For this , a player must first 254 00:11:34,809 --> 00:11:37,380 examine the acquiring assets range , 255 00:11:37,710 --> 00:11:40,070 any potential modifiers , and the 256 00:11:40,070 --> 00:11:42,000 number of rolls by looking at the 257 00:11:42,000 --> 00:11:45,640 acquiring assets game token . Then , 258 00:11:45,950 --> 00:11:49,469 the player will roll 1 or 2 dice to 259 00:11:49,469 --> 00:11:52,359 attempt to acquire the new target . If 260 00:11:52,359 --> 00:11:55,039 the number rolled exceeds the number 261 00:11:55,039 --> 00:11:57,039 listed on the back of the targeted 262 00:11:57,039 --> 00:12:00,200 token , that token is now acquired and 263 00:12:00,200 --> 00:12:02,400 will be flipped over to expose it to 264 00:12:02,400 --> 00:12:05,530 future attacks . Advanced and stealth 265 00:12:05,530 --> 00:12:07,630 aircraft offer unique challenges for 266 00:12:07,630 --> 00:12:10,309 acquisition , so consider leveraging 267 00:12:10,309 --> 00:12:14,119 these assets during gameplay . After 268 00:12:14,119 --> 00:12:17,200 one attempt to acquire an asset or 2 269 00:12:17,200 --> 00:12:19,144 for a limited number of high value 270 00:12:19,144 --> 00:12:22,000 aerial tokens , the acquire step is 271 00:12:22,000 --> 00:12:25,359 over for that turn . The final step 272 00:12:25,359 --> 00:12:27,679 during the move acquire shoot sequence 273 00:12:28,000 --> 00:12:30,580 is to shoot either a ground or acquired 274 00:12:30,580 --> 00:12:33,960 aerial target . For this step , players 275 00:12:33,960 --> 00:12:35,904 must first determine the attacking 276 00:12:35,904 --> 00:12:38,016 token's capabilities as listed on the 277 00:12:38,016 --> 00:12:41,049 face of the token . Some tokens may 278 00:12:41,049 --> 00:12:43,559 only be used to target air tokens , 279 00:12:44,049 --> 00:12:47,229 others only ground tokens or squadrons , 280 00:12:47,570 --> 00:12:49,570 and some have the capabilities to 281 00:12:49,570 --> 00:12:53,070 attack both types of tokens . Next , 282 00:12:53,359 --> 00:12:55,248 determine the range limits of the 283 00:12:55,248 --> 00:12:57,510 attack also listed on the token . 284 00:12:58,309 --> 00:13:01,039 Lastly , players will choose an enemy 285 00:13:01,039 --> 00:13:03,119 token within the identified attack's 286 00:13:03,119 --> 00:13:06,320 limits and roll one or two dice to 287 00:13:06,320 --> 00:13:09,869 conduct the attack . For aerial attacks , 288 00:13:09,909 --> 00:13:12,630 if the number rolled meets or exceeds 289 00:13:12,630 --> 00:13:15,750 the value listed inside the die icon on 290 00:13:15,750 --> 00:13:18,309 the attacking assets token , then the 291 00:13:18,309 --> 00:13:20,950 enemy token is destroyed and is removed 292 00:13:20,950 --> 00:13:22,561 from the board for scoring . 293 00:13:23,469 --> 00:13:26,229 Importantly , aerial targets must first 294 00:13:26,229 --> 00:13:28,669 be acquired before they can be attacked . 295 00:13:29,469 --> 00:13:31,789 The number rolled for attack is also 296 00:13:31,789 --> 00:13:33,733 used to determine if the attacking 297 00:13:33,733 --> 00:13:35,989 asset remains available for future 298 00:13:35,989 --> 00:13:38,309 attacks , or if it no longer has 299 00:13:38,309 --> 00:13:40,820 ammunition and must return to base at 300 00:13:40,820 --> 00:13:43,859 the beginning of the next term . Tokens 301 00:13:43,859 --> 00:13:45,581 that are out of ammunition are 302 00:13:45,581 --> 00:13:47,900 determined to be Winchester and are 303 00:13:47,900 --> 00:13:49,979 identified on the board by placing a 304 00:13:49,979 --> 00:13:52,780 blue cube on the token or turning the 305 00:13:52,780 --> 00:13:56,239 tokens sideways . For all assets except 306 00:13:56,239 --> 00:13:59,070 the attack UAS , the token will only 307 00:13:59,070 --> 00:14:01,440 have ammunition for future attacks with 308 00:14:01,440 --> 00:14:05,280 a dice roll of 4 for the attack . Any 309 00:14:05,280 --> 00:14:08,099 die rolls less than 4 , drive the token 310 00:14:08,099 --> 00:14:11,789 Winchester . For attack UAS 311 00:14:11,789 --> 00:14:15,059 tokens , any die rolls less than 3 , 312 00:14:15,469 --> 00:14:17,691 drive the token Winchester and force it 313 00:14:17,691 --> 00:14:19,691 to return to base prior to the next 314 00:14:19,691 --> 00:14:22,710 turn . Winchester tokens may still be 315 00:14:22,710 --> 00:14:24,750 targeted for points prior to their 316 00:14:24,750 --> 00:14:27,700 return to base . If airborne tokens are 317 00:14:27,700 --> 00:14:30,130 Winchester and their squadron card has 318 00:14:30,130 --> 00:14:32,019 been destroyed at the air base or 319 00:14:32,019 --> 00:14:34,169 contingency location , then the 320 00:14:34,169 --> 00:14:36,340 Winchester token reverts to enemy 321 00:14:36,340 --> 00:14:38,500 control for scoring instead of 322 00:14:38,500 --> 00:14:40,979 returning to base . All destroyed 323 00:14:40,979 --> 00:14:43,169 tokens and reverted tokens will not 324 00:14:43,169 --> 00:14:45,500 regenerate for the rest of the game and 325 00:14:45,500 --> 00:14:48,460 may not be used in future ATO cycles 326 00:14:48,460 --> 00:14:51,219 unless an appropriate enabler card is 327 00:14:51,219 --> 00:14:55,000 played . For ground attacks , the same 328 00:14:55,000 --> 00:14:57,549 attacking and Winchester rules apply . 329 00:14:57,919 --> 00:15:00,239 The key difference is that attacking 330 00:15:00,239 --> 00:15:03,200 tokens with an exploding die icon will 331 00:15:03,200 --> 00:15:05,559 roll again after the attack to 332 00:15:05,559 --> 00:15:07,510 determine the amount of damage to 333 00:15:07,510 --> 00:15:10,760 ground tokens or squadrons . Advantage 334 00:15:10,760 --> 00:15:13,320 or disadvantage rules do not apply for 335 00:15:13,320 --> 00:15:16,599 damage rules unless missile defense is 336 00:15:16,599 --> 00:15:18,599 employed or the appropriate enabler 337 00:15:18,599 --> 00:15:21,900 card has been played . Then players 338 00:15:21,900 --> 00:15:23,859 will indicate levels of damage to 339 00:15:23,859 --> 00:15:26,539 ground targets by placing one cube on 340 00:15:26,539 --> 00:15:29,380 the board for each number rolled . When 341 00:15:29,380 --> 00:15:31,340 a ground token or card has been 342 00:15:31,340 --> 00:15:33,460 destroyed , it is removed from the 343 00:15:33,460 --> 00:15:36,099 board for scoring . If the squadron 344 00:15:36,099 --> 00:15:38,321 card includes tokens that have not been 345 00:15:38,321 --> 00:15:40,900 generated , the tokens are also removed 346 00:15:40,900 --> 00:15:43,659 for scoring . Striking units before 347 00:15:43,659 --> 00:15:45,900 they generate can be challenging , but 348 00:15:45,900 --> 00:15:48,260 offers the potential for high rewards . 349 00:15:49,150 --> 00:15:51,229 Aerial assets that do not have 350 00:15:51,229 --> 00:15:54,030 exploding dye icons can only inflict 351 00:15:54,030 --> 00:15:56,429 one damage point to any ground unit . 352 00:15:57,690 --> 00:15:59,912 Missile defense plays a crucial role in 353 00:15:59,912 --> 00:16:02,090 this game and is used most often for 354 00:16:02,090 --> 00:16:04,849 ground attacks . Tokens capable of 355 00:16:04,849 --> 00:16:07,530 missile defense can engage attacks that 356 00:16:07,530 --> 00:16:09,809 enter their weapon engagement zone . 357 00:16:10,739 --> 00:16:13,119 This alters the probability of hits and 358 00:16:13,119 --> 00:16:15,580 damage roles , adding an extra layer of 359 00:16:15,580 --> 00:16:18,539 strategy . Players must select missile 360 00:16:18,539 --> 00:16:21,539 defense squadrons before the ATO or 361 00:16:21,539 --> 00:16:23,820 employ sea-based missile defense tokens 362 00:16:23,820 --> 00:16:26,369 using enabler cards during the game . 363 00:16:27,380 --> 00:16:29,500 To employ its effects , defending 364 00:16:29,500 --> 00:16:31,278 players must have generated the 365 00:16:31,278 --> 00:16:33,780 squadron during a prior turn and 366 00:16:33,780 --> 00:16:36,500 declare missile defense before any 367 00:16:36,500 --> 00:16:39,859 attack rolls . Both the attack role and 368 00:16:39,859 --> 00:16:41,970 damage role , if applicable , are now 369 00:16:41,970 --> 00:16:44,679 at disadvantage . Missile defense 370 00:16:44,679 --> 00:16:46,710 tokens and squadrons are also 371 00:16:46,710 --> 00:16:49,119 vulnerable to ground attacks but do not 372 00:16:49,119 --> 00:16:51,590 go Winchester . In addition to 373 00:16:51,590 --> 00:16:53,869 defending against attacks , some 374 00:16:53,869 --> 00:16:55,950 missile defense tokens also have the 375 00:16:55,950 --> 00:16:58,190 ability to acquire targets within their 376 00:16:58,190 --> 00:17:01,400 identified range during a move acquire 377 00:17:01,400 --> 00:17:02,619 shoot sequence . 378 00:17:10,040 --> 00:17:13,189 Now let's walk through one ATO cycle 379 00:17:13,189 --> 00:17:15,189 designed to demonstrate many of the 380 00:17:15,189 --> 00:17:17,078 mechanics we discussed . For this 381 00:17:17,078 --> 00:17:19,800 demonstration , both the US and PRC are 382 00:17:19,800 --> 00:17:21,689 playing the attrition mission and 383 00:17:21,689 --> 00:17:23,880 standard posture . Although in normal 384 00:17:23,880 --> 00:17:25,991 game play , each side would only know 385 00:17:25,991 --> 00:17:28,199 each other's posture , with each side 386 00:17:28,199 --> 00:17:30,421 keeping their mission card hidden until 387 00:17:30,421 --> 00:17:34,010 all ATO cycles are complete . Since 388 00:17:34,010 --> 00:17:36,121 both players have chosen the standard 389 00:17:36,121 --> 00:17:38,530 posture , each side chooses 4 squadrons 390 00:17:38,530 --> 00:17:41,530 to deploy face down and 6 enabler cards , 391 00:17:41,650 --> 00:17:43,706 keeping their choices concealed from 392 00:17:43,706 --> 00:17:46,579 their opponent . Next , both players 393 00:17:46,579 --> 00:17:48,869 roll one die to determine who has the 394 00:17:48,869 --> 00:17:52,369 initiative . For this example , the PRC 395 00:17:52,369 --> 00:17:55,729 or red player rolls a 3 , and the US or 396 00:17:55,729 --> 00:17:59,010 blue player rolls a 2 . Red now has the 397 00:17:59,010 --> 00:18:01,239 initiative and moves their intel track 398 00:18:01,239 --> 00:18:04,819 to advantage . The red player has also 399 00:18:04,819 --> 00:18:07,060 decided to move first during each turn 400 00:18:07,060 --> 00:18:10,890 of the ATO . Now , the red 401 00:18:10,890 --> 00:18:12,946 player rolls one die to determine if 402 00:18:12,946 --> 00:18:15,119 they can increase their cyber rate . 403 00:18:15,569 --> 00:18:17,513 Remember , only the player who has 404 00:18:17,513 --> 00:18:20,089 initiative will take this role . In 405 00:18:20,089 --> 00:18:22,569 this example , red rolls a 3 , which 406 00:18:22,569 --> 00:18:24,699 meets or exceeds their next cyber 407 00:18:24,699 --> 00:18:27,540 access value . Red will now increase 408 00:18:27,540 --> 00:18:31,109 their cyber rate by one . Next , 409 00:18:31,380 --> 00:18:33,602 both players roll to determine how many 410 00:18:33,602 --> 00:18:35,769 of their opponent's enabler cards they 411 00:18:35,769 --> 00:18:39,270 can see . The red player rolls 2 dice 412 00:18:39,270 --> 00:18:41,439 at advantage since they achieved the 413 00:18:41,439 --> 00:18:43,949 initiative . For this demonstration , 414 00:18:44,000 --> 00:18:47,319 red rolls a 4 and a 1 . Since they roll 415 00:18:47,319 --> 00:18:49,560 with advantage , they can now see 4 of 416 00:18:49,560 --> 00:18:53,089 the US cards . The blue player rolls 1 417 00:18:53,089 --> 00:18:55,900 die , which comes up 3 . The blue 418 00:18:55,900 --> 00:18:58,250 player can now see 3 of the red 419 00:18:58,250 --> 00:19:01,050 player's enabler cards . Prior to 420 00:19:01,050 --> 00:19:03,170 showing their enabler cards , each 421 00:19:03,170 --> 00:19:05,329 player can choose 1 enabler card to 422 00:19:05,329 --> 00:19:07,609 withhold from view , regardless of the 423 00:19:07,609 --> 00:19:10,170 die rolls , since intelligence is never 424 00:19:10,170 --> 00:19:13,949 perfect . Since 425 00:19:13,949 --> 00:19:16,060 red has the initiative and decided to 426 00:19:16,060 --> 00:19:18,160 play first , they can now choose 427 00:19:18,160 --> 00:19:20,239 whether to play an enabler card and 428 00:19:20,239 --> 00:19:22,295 then choose their desired action for 429 00:19:22,295 --> 00:19:25,020 this turn . Red chooses to play their 430 00:19:25,020 --> 00:19:27,829 Badger surge enabler card , putting H6 431 00:19:27,829 --> 00:19:29,718 bomber roles at advantage for the 432 00:19:29,718 --> 00:19:32,569 duration of this ATO . This is a 433 00:19:32,569 --> 00:19:34,890 single-use card with enduring effects 434 00:19:34,890 --> 00:19:37,050 that can only be used during this ATO 435 00:19:37,050 --> 00:19:39,217 and that will then be removed from the 436 00:19:39,217 --> 00:19:42,329 deck for future ATOs . Additionally , 437 00:19:42,619 --> 00:19:45,140 Red chooses to generate their H6 bomber 438 00:19:45,140 --> 00:19:47,939 to the standoff container . The H6 439 00:19:47,939 --> 00:19:50,150 squadron card is then flipped over and 440 00:19:50,150 --> 00:19:53,229 the H6 token is moved and placed face 441 00:19:53,229 --> 00:19:55,989 down until acquired . Since the 442 00:19:55,989 --> 00:19:58,619 standoff container is essentially a 6th 443 00:19:58,619 --> 00:20:01,709 range band and the H6 ground attack 444 00:20:01,709 --> 00:20:05,449 range is 6 , this means the H6 can now 445 00:20:05,449 --> 00:20:07,282 attack blue ground targets while 446 00:20:07,282 --> 00:20:09,819 rolling at advantage on the next turn 447 00:20:09,819 --> 00:20:12,390 and beyond . Since red chose to 448 00:20:12,390 --> 00:20:14,500 generate , their turn is now over . 449 00:20:16,280 --> 00:20:18,447 For Blue's first turn , they choose to 450 00:20:18,447 --> 00:20:20,447 play the improved munitions enabler 451 00:20:20,447 --> 00:20:22,640 card , another single use card with 452 00:20:22,640 --> 00:20:25,479 enduring effects to make all US air to 453 00:20:25,479 --> 00:20:28,040 air attack roles to be an advantage for 454 00:20:28,040 --> 00:20:31,750 this ATO . The blue player similarly 455 00:20:31,750 --> 00:20:33,579 chooses to generate this turn , 456 00:20:33,910 --> 00:20:36,270 activating their attack UAS squadron . 457 00:20:37,290 --> 00:20:39,849 Attack UAS's have the special ability 458 00:20:39,849 --> 00:20:43,209 to generate to any range band . In this 459 00:20:43,209 --> 00:20:45,431 demonstration , the blue player chooses 460 00:20:45,431 --> 00:20:47,839 to generate them to Blue land 5 , 461 00:20:48,130 --> 00:20:50,241 putting them within striking distance 462 00:20:50,241 --> 00:20:53,180 of red ground tokens and carts . The 463 00:20:53,180 --> 00:20:55,859 collective red and blue turn one is now 464 00:20:55,859 --> 00:20:58,180 complete . Each side will continue 465 00:20:58,180 --> 00:21:00,540 taking turns until one side has all 466 00:21:00,540 --> 00:21:03,219 tokens and squadrons destroyed , or 467 00:21:03,219 --> 00:21:05,660 both players choose to pass or are 468 00:21:05,660 --> 00:21:07,890 unable to conduct future strikes with 469 00:21:07,890 --> 00:21:11,739 the remaining assets . For turn 470 00:21:11,739 --> 00:21:13,689 2 , red chooses to play their 471 00:21:13,689 --> 00:21:16,290 single-use hypersonic missile card to 472 00:21:16,290 --> 00:21:18,401 conduct an unblockable attack against 473 00:21:18,401 --> 00:21:20,930 the main US base . This means no 474 00:21:20,930 --> 00:21:22,930 squadrons or tokens designated for 475 00:21:22,930 --> 00:21:24,819 missile defense can intercept the 476 00:21:24,819 --> 00:21:27,530 weapon . Red now rolls one die to 477 00:21:27,530 --> 00:21:30,680 determine damage . Red rolls of 2 , 478 00:21:30,829 --> 00:21:32,939 meaning it can now inflict 2 damage 479 00:21:32,939 --> 00:21:36,180 points . For ground attacks against the 480 00:21:36,180 --> 00:21:38,770 primary air base , damage points can be 481 00:21:38,770 --> 00:21:41,800 dispersed amongst multiple units . For 482 00:21:41,800 --> 00:21:43,689 ground attacks at the contingency 483 00:21:43,689 --> 00:21:45,979 location , only one unit may be 484 00:21:45,979 --> 00:21:48,729 attacked in any single turn . In this 485 00:21:48,729 --> 00:21:51,290 case , red chooses to use both damage 486 00:21:51,290 --> 00:21:54,250 points against 1 B-52 squadron that has 487 00:21:54,250 --> 00:21:56,489 yet to generate , eliminating the 488 00:21:56,489 --> 00:21:59,979 grounded aircraft as well . But prior 489 00:21:59,979 --> 00:22:02,035 to removing the squadron and token , 490 00:22:02,250 --> 00:22:04,250 the blue player chooses to play the 491 00:22:04,250 --> 00:22:06,420 resilient base's enabler card , a 492 00:22:06,420 --> 00:22:08,531 single use card that can be played at 493 00:22:08,531 --> 00:22:11,589 any time immediately after a PRC attack 494 00:22:11,979 --> 00:22:14,739 to cancel all damage . This essentially 495 00:22:14,739 --> 00:22:17,290 nullifies the hypersonic missile attack . 496 00:22:18,319 --> 00:22:20,541 To conclude their second turn , the red 497 00:22:20,541 --> 00:22:22,359 player chooses to generate its 498 00:22:22,359 --> 00:22:24,959 long-range air defense artillery to 499 00:22:24,959 --> 00:22:27,015 help provide missile defense against 500 00:22:27,015 --> 00:22:29,800 incoming aircraft and attacks . Both 501 00:22:29,800 --> 00:22:32,400 the token and squadron are now revealed 502 00:22:32,400 --> 00:22:33,599 at the red airbase . 503 00:22:36,189 --> 00:22:38,411 For Blue's second turn , they choose to 504 00:22:38,411 --> 00:22:40,411 play their maritime missile defense 505 00:22:40,411 --> 00:22:42,410 enabler card , which generates one 506 00:22:42,410 --> 00:22:44,729 guided missile destroyer token to any 507 00:22:44,729 --> 00:22:47,270 range band . The guided missile 508 00:22:47,270 --> 00:22:49,130 destroyer token is capable of 509 00:22:49,130 --> 00:22:51,770 conducting aerial and surface attacks 510 00:22:51,770 --> 00:22:54,319 as well as target acquisition . With 511 00:22:54,319 --> 00:22:56,569 its radar range of 2 and attack range 512 00:22:56,569 --> 00:22:59,250 of 3 , Blue chooses to place it in 513 00:22:59,250 --> 00:23:02,329 range band 3 , placing the entire board 514 00:23:02,329 --> 00:23:04,699 within air and ground striking distance . 515 00:23:05,969 --> 00:23:08,160 For the next step of their turn , Blue 516 00:23:08,160 --> 00:23:10,130 decides to conduct its first move 517 00:23:10,130 --> 00:23:13,739 acquire shoot sequence . Blue declines 518 00:23:13,739 --> 00:23:16,260 any move actions and chooses to roll 519 00:23:16,260 --> 00:23:18,819 one die to attempt to acquire the H6 520 00:23:18,819 --> 00:23:21,140 bomber in the red standoff container 521 00:23:21,140 --> 00:23:24,500 using the attack UAS's radar . Since 522 00:23:24,500 --> 00:23:27,780 the attack UAS's radar offers no dice 523 00:23:27,780 --> 00:23:30,569 roll bonuses , and the H6 has an 524 00:23:30,569 --> 00:23:32,739 acquisition value of 2 listed on the 525 00:23:32,739 --> 00:23:35,020 back of the token , the blue player 526 00:23:35,020 --> 00:23:37,339 needs to roll a 2 or higher to acquire 527 00:23:37,339 --> 00:23:40,459 the H6 . In this demonstration , they 528 00:23:40,459 --> 00:23:43,270 roll a 1 and do not acquire the H6 this 529 00:23:43,270 --> 00:23:47,199 term . Now , Blue decides to take 530 00:23:47,199 --> 00:23:49,199 the last action of the move acquire 531 00:23:49,199 --> 00:23:51,280 chute sequence to attack the red 532 00:23:51,280 --> 00:23:53,113 airbase using the guided missile 533 00:23:53,113 --> 00:23:56,020 destroyer . Prior to the attack roll , 534 00:23:56,319 --> 00:23:58,829 Red declares missile defense to attempt 535 00:23:58,829 --> 00:24:01,079 to thwart the incoming attack using its 536 00:24:01,079 --> 00:24:05,030 long range ADA . Blue now rolls 2 dice 537 00:24:05,030 --> 00:24:07,359 at disadvantage for both the attack and 538 00:24:07,359 --> 00:24:10,650 damage rolls . In this example , the 539 00:24:10,650 --> 00:24:13,449 blue player rolls a 4 and a 3 , taking 540 00:24:13,449 --> 00:24:15,849 the lower number . Since the guided 541 00:24:15,849 --> 00:24:18,071 missile destroyer's ground attack value 542 00:24:18,071 --> 00:24:21,140 is a 2 with an exploding die icon . The 543 00:24:21,140 --> 00:24:23,196 strike is successful , and Blue will 544 00:24:23,196 --> 00:24:25,739 roll 2 dice again at disadvantage to 545 00:24:25,739 --> 00:24:28,880 determine the damage . This time , blue 546 00:24:28,880 --> 00:24:32,219 rolls 2 2s and can now place a total of 547 00:24:32,219 --> 00:24:34,750 2 damaged cubes on the main air base . 548 00:24:35,599 --> 00:24:37,959 They choose to place both damage points 549 00:24:37,959 --> 00:24:40,760 against the H6 squadron and remove it 550 00:24:40,760 --> 00:24:44,089 from the board for scoring . Since any 551 00:24:44,089 --> 00:24:46,900 rolls less than 4 drive all assets 552 00:24:46,900 --> 00:24:50,020 except the attack UAS Winchester , the 553 00:24:50,020 --> 00:24:52,076 guided missile destroyer runs out of 554 00:24:52,076 --> 00:24:54,076 ammunition for ground attacks after 555 00:24:54,076 --> 00:24:57,250 this turn , and Blue places a blue cube 556 00:24:57,250 --> 00:24:59,250 on the ground attack portion of the 557 00:24:59,250 --> 00:25:02,609 token . Blue's guided missile destroyer 558 00:25:02,609 --> 00:25:04,630 is unable to conduct further ground 559 00:25:04,630 --> 00:25:07,069 attacks but still has salvos left for 560 00:25:07,069 --> 00:25:09,550 missile defense and aerial intercepts 561 00:25:09,869 --> 00:25:12,109 and does not return to base during this 562 00:25:12,109 --> 00:25:15,030 ATO . This concludes turn 2 . 563 00:25:16,150 --> 00:25:18,829 For turn 3 , Red chooses to play their 564 00:25:18,829 --> 00:25:21,300 J-15 squadron enabler card , 565 00:25:21,589 --> 00:25:23,829 demonstrating a red aircraft carrier's 566 00:25:23,829 --> 00:25:27,140 ability to generate 4 J-15 air tokens 567 00:25:27,140 --> 00:25:30,770 in any range band . Red places all 568 00:25:30,770 --> 00:25:34,010 four in red band 5 within striking 569 00:25:34,010 --> 00:25:36,430 distance of the blue air base . 570 00:25:37,609 --> 00:25:39,959 Next , Red chooses to attempt their 571 00:25:39,959 --> 00:25:43,339 first move acquire shoot sequence . Red 572 00:25:43,339 --> 00:25:45,810 declines their move option and chooses 573 00:25:45,810 --> 00:25:48,689 to use their ADA radar to attempt to 574 00:25:48,689 --> 00:25:51,040 acquire the blue attack UAS , 575 00:25:51,250 --> 00:25:54,500 threatening its air base . Importantly , 576 00:25:54,709 --> 00:25:57,630 the long range ADA token grants a roll 577 00:25:57,630 --> 00:26:00,510 bonus of plus one , meaning they add 578 00:26:00,510 --> 00:26:02,732 one to the numbers showing on the die . 579 00:26:03,449 --> 00:26:07,390 By rolling 14 , red rolls of 3 + 580 00:26:07,390 --> 00:26:10,520 1 or 4 , exceeding the acquisition 581 00:26:10,520 --> 00:26:13,199 value of 3 listed on the back of the 582 00:26:13,199 --> 00:26:16,560 attack UAS token . One attack 583 00:26:16,560 --> 00:26:20,040 UAS is now acquired and may be targeted 584 00:26:20,040 --> 00:26:21,479 in future red attacks . 585 00:26:24,339 --> 00:26:27,619 Now , red chooses to use its H6 bomber 586 00:26:27,619 --> 00:26:29,969 to attack the blue primary airbase . 587 00:26:30,660 --> 00:26:32,790 Both attack and damage roles are at 588 00:26:32,790 --> 00:26:35,180 advantage due to the red enabler card 589 00:26:35,180 --> 00:26:38,089 played during turn one . For the attack 590 00:26:38,089 --> 00:26:42,069 roll , red rolls of 4 and a 1 . Using 591 00:26:42,069 --> 00:26:44,291 the 4 , since red is at advantage , the 592 00:26:44,291 --> 00:26:46,589 roll is greater than the 2 listed on 593 00:26:46,589 --> 00:26:49,300 the H6 token for ground attacks , 594 00:26:49,709 --> 00:26:51,653 meaning the attack is successful . 595 00:26:52,260 --> 00:26:55,219 Luckily , an attack value of 4 also 596 00:26:55,219 --> 00:26:57,810 prevents the H6 from going Winchester . 597 00:26:58,780 --> 00:27:01,449 Now the red player rolls at advantage 598 00:27:01,449 --> 00:27:04,540 to determine damage and rolls both a 3 599 00:27:04,540 --> 00:27:08,140 and 1 again , granting 3 damage points 600 00:27:08,140 --> 00:27:11,329 against blue squadrons . Red chooses to 601 00:27:11,329 --> 00:27:13,890 inflict two damage points to the attack 602 00:27:13,890 --> 00:27:17,079 UAS squadron and remove it for scoring , 603 00:27:17,369 --> 00:27:19,349 as well as 1 damage point to the 604 00:27:19,349 --> 00:27:23,280 non-generated B52 squadron . Since all 605 00:27:23,280 --> 00:27:26,329 attack UAS's are generated , they will 606 00:27:26,329 --> 00:27:28,739 remain in play until they are destroyed . 607 00:27:29,050 --> 00:27:30,890 They have to return to base for 608 00:27:30,890 --> 00:27:34,359 Winchester rules or the end of the ATO . 609 00:27:35,020 --> 00:27:37,187 In any of these situations , they will 610 00:27:37,187 --> 00:27:39,076 be surrendered to red control for 611 00:27:39,076 --> 00:27:42,800 scoring . For Blue's 3rd turn , 612 00:27:42,839 --> 00:27:45,199 they choose to play their EC 130 613 00:27:45,199 --> 00:27:47,989 compass call enabler card , generating 614 00:27:47,989 --> 00:27:50,949 a new aircraft token into Blue band 1 . 615 00:27:51,729 --> 00:27:54,449 This card forces any red attack rolls 616 00:27:54,449 --> 00:27:57,020 in the same band to be at disadvantage . 617 00:27:58,290 --> 00:28:00,880 Additionally , Blue decides to generate 618 00:28:00,880 --> 00:28:02,790 their squadron at the contingency 619 00:28:02,790 --> 00:28:05,239 location as their last action of the 620 00:28:05,239 --> 00:28:08,469 turn . Since the contingency location 621 00:28:08,469 --> 00:28:10,247 represents remote and dispersed 622 00:28:10,247 --> 00:28:12,413 locations throughout the globe , Bloom 623 00:28:12,413 --> 00:28:14,719 must now roll one die to determine how 624 00:28:14,719 --> 00:28:17,280 many of the 4 available air tokens can 625 00:28:17,280 --> 00:28:19,680 generate and how many will remain 626 00:28:19,680 --> 00:28:21,902 grounded for the remainder of the ATO . 627 00:28:23,150 --> 00:28:26,589 Blue rolls a 2 and generates 2 F 35 628 00:28:26,589 --> 00:28:30,510 tokens to Blue band 1 . Turn 3 is now 629 00:28:30,510 --> 00:28:34,290 over . For turn 4 , Red chooses to 630 00:28:34,290 --> 00:28:36,512 start by playing their diesel submarine 631 00:28:36,512 --> 00:28:38,739 strike against the blue guided missile 632 00:28:38,739 --> 00:28:41,579 destroyer . Since this is a single use 633 00:28:41,579 --> 00:28:44,339 card that can be used any time , Red 634 00:28:44,339 --> 00:28:46,283 could have played this immediately 635 00:28:46,283 --> 00:28:48,228 after the guided missile destroyer 636 00:28:48,228 --> 00:28:50,829 token was placed on the board . The 637 00:28:50,829 --> 00:28:53,020 destroyer is automatically hit for the 638 00:28:53,020 --> 00:28:55,069 submarine enabler card , and the 639 00:28:55,069 --> 00:28:57,189 destroyer token is surrendered to red 640 00:28:57,189 --> 00:29:00,900 for scoring . Next , Red chooses to 641 00:29:00,900 --> 00:29:03,660 generate their J20 squadron to Red band 642 00:29:03,660 --> 00:29:07,579 1 and ends their turn . For Blue's 643 00:29:07,579 --> 00:29:09,939 turn 4 , they declined to play an 644 00:29:09,939 --> 00:29:12,619 enabler card and proceed directly into 645 00:29:12,619 --> 00:29:15,780 a move acquire shoot sequence . Since 646 00:29:15,780 --> 00:29:19,060 the F-35 has a move range of 2 bands 647 00:29:19,060 --> 00:29:21,819 per turn . Blue's first action is to 648 00:29:21,819 --> 00:29:25,819 move 1 F-35 token from Blue band 1 to 649 00:29:25,819 --> 00:29:29,569 blue band 3 . Next , since the 650 00:29:29,569 --> 00:29:32,770 F-35 has a radar range of two , the 651 00:29:32,770 --> 00:29:35,250 blue player rolls one die to attempt to 652 00:29:35,250 --> 00:29:38,699 acquire the J20 in Blue Band 5 . 653 00:29:39,329 --> 00:29:42,010 Since the J20 is a stealth aircraft and 654 00:29:42,010 --> 00:29:45,040 the F-35 radar offers no acquisition 655 00:29:45,040 --> 00:29:47,609 roll bonuses , the blue player must 656 00:29:47,609 --> 00:29:51,060 roll a 4 to acquire the token . In this 657 00:29:51,060 --> 00:29:53,282 demonstration , the blue player rolls a 658 00:29:53,282 --> 00:29:56,459 3 , and the J20 cannot be attacked this 659 00:29:56,459 --> 00:29:59,609 turn . The blue player declines their 660 00:29:59,609 --> 00:30:02,170 attack option and ends turn 4 . 661 00:30:04,099 --> 00:30:07,140 For turn 5 , the red player begins by 662 00:30:07,140 --> 00:30:09,540 playing their cyber counter UAS enabler 663 00:30:09,540 --> 00:30:12,579 card , which destroys enemy UAS's 664 00:30:12,579 --> 00:30:15,180 equivalent to the current red cyber 665 00:30:15,180 --> 00:30:18,300 rate . Since the red cyber rate is 666 00:30:18,300 --> 00:30:22,099 currently at 22 blue UAS's are removed 667 00:30:22,099 --> 00:30:25,250 from the board for scoring . Now , 668 00:30:25,619 --> 00:30:28,390 since the move range of the J20 is also 669 00:30:28,390 --> 00:30:31,459 2 bands per turn , red chooses to move 670 00:30:31,459 --> 00:30:35,229 1 J20 token from red band 1 to red band 671 00:30:35,229 --> 00:30:39,020 3 . Next , the J20 and Red 672 00:30:39,020 --> 00:30:42,290 band 3 attempts to acquire the F-35 . 673 00:30:43,079 --> 00:30:46,199 Since the J20 has a plus 1 bonus to its 674 00:30:46,199 --> 00:30:49,160 acquisition rate and the F-35 has an 675 00:30:49,160 --> 00:30:52,239 acquisition value of 4 , the red player 676 00:30:52,239 --> 00:30:54,790 must roll a 3 or 4 to acquire the 677 00:30:54,790 --> 00:30:58,390 stealthy F-35 . For this demonstration , 678 00:30:58,589 --> 00:31:01,020 the red player rolls a 2 with the plus 679 00:31:01,020 --> 00:31:04,349 1 bonus , meaning the F-35 is not 680 00:31:04,349 --> 00:31:06,520 acquired and cannot be attacked this 681 00:31:06,520 --> 00:31:10,300 term . Lastly , the red player 682 00:31:10,300 --> 00:31:12,780 concludes their turn by using their H6 683 00:31:12,780 --> 00:31:15,180 bomber to conduct another ground strike 684 00:31:15,619 --> 00:31:17,829 against the blue primary air base . 685 00:31:18,380 --> 00:31:20,819 Since the H6 enabler card is still in 686 00:31:20,819 --> 00:31:23,819 play , the red player rolls two dice at 687 00:31:23,819 --> 00:31:26,219 advantage to conduct the attack and to 688 00:31:26,219 --> 00:31:29,109 determine damage . For this example , 689 00:31:29,229 --> 00:31:31,829 the red player rolls a 3 and a 1 . 690 00:31:32,239 --> 00:31:34,461 Since the higher number is used and the 691 00:31:34,461 --> 00:31:37,569 ground attack value of the H6 is 2+ , 692 00:31:38,280 --> 00:31:41,170 the attack is successful . Unlike the 693 00:31:41,170 --> 00:31:43,337 first turn , since the attack roll was 694 00:31:43,337 --> 00:31:45,969 less than 4 , the H6 will now be 695 00:31:45,969 --> 00:31:48,160 Winchester and must return to base 696 00:31:48,489 --> 00:31:51,229 prior to the next turn . This can be 697 00:31:51,229 --> 00:31:53,349 shown by either placing a cube on the 698 00:31:53,349 --> 00:31:56,030 token or turning the token sideways to 699 00:31:56,030 --> 00:31:58,119 indicate it can no longer attack . 700 00:31:58,959 --> 00:32:01,060 Importantly , this token is still 701 00:32:01,060 --> 00:32:03,760 vulnerable to acquisition and attack 702 00:32:03,760 --> 00:32:05,982 until it is removed from the game board 703 00:32:06,430 --> 00:32:08,630 since the H6 ground attack has the 704 00:32:08,630 --> 00:32:11,770 exploding die icon . The red player 705 00:32:11,770 --> 00:32:14,310 rolls 2 dice again at advantage from 706 00:32:14,310 --> 00:32:16,739 the enabler card to determine damage . 707 00:32:17,459 --> 00:32:20,339 The red player rolls a 2 and 1 and 708 00:32:20,339 --> 00:32:22,689 chooses to place both damage points 709 00:32:23,060 --> 00:32:25,939 against the blue F-22 squadron that has 710 00:32:25,939 --> 00:32:28,680 yet to generate . Since the air tokens 711 00:32:28,680 --> 00:32:30,750 are grounded and the attack destroys 712 00:32:30,750 --> 00:32:33,479 their squadron , the card and all 713 00:32:33,479 --> 00:32:35,739 aircraft tokens are surrendered to Red 714 00:32:35,739 --> 00:32:39,229 for scoring . Red's turn 5 is now over . 715 00:32:41,079 --> 00:32:43,599 For Blue's 5th turn , they declined to 716 00:32:43,599 --> 00:32:46,719 play an enabler card . Next , Blue 717 00:32:46,719 --> 00:32:49,359 decides to generate their B-52 squadron 718 00:32:49,359 --> 00:32:52,319 to the standoff location . This ends 719 00:32:52,319 --> 00:32:55,630 turn 5 . To start turn 6 , the 720 00:32:55,630 --> 00:32:58,199 Winchester H6 bomber must return to 721 00:32:58,199 --> 00:33:00,680 base , but their squadron was destroyed 722 00:33:00,680 --> 00:33:04,650 during Blues turn 2 . This means the H6 723 00:33:04,650 --> 00:33:06,650 token is surrendered to blue for 724 00:33:06,650 --> 00:33:09,810 scoring . Red then decides to play 725 00:33:09,810 --> 00:33:13,089 their final enabler card , the Plan MC 726 00:33:13,089 --> 00:33:15,689 raid enabler card , to attempt to 727 00:33:15,689 --> 00:33:18,130 conduct a special operations attack on 728 00:33:18,130 --> 00:33:20,930 the primary US air base with damage 729 00:33:20,930 --> 00:33:24,790 determined by rolling 1D4 . Prior to 730 00:33:24,790 --> 00:33:26,846 rolling for damage , the blue player 731 00:33:26,846 --> 00:33:30,140 uses their AC 130 gunship enabler card , 732 00:33:30,550 --> 00:33:32,709 which can be played at any time to 733 00:33:32,709 --> 00:33:36,260 cancel the red soft card . Now , 734 00:33:36,680 --> 00:33:40,160 Red decides to move a J20 token up two 735 00:33:40,160 --> 00:33:43,719 spaces from red band 3 to red band 5 . 736 00:33:45,709 --> 00:33:47,829 Next , the red player attempts to 737 00:33:47,829 --> 00:33:51,420 acquire the B52 using the J20 radar , 738 00:33:51,709 --> 00:33:54,640 which has a plus 1 acquisition bonus . 739 00:33:55,030 --> 00:33:57,739 Since the B52 has an acquisition rate 740 00:33:57,739 --> 00:34:01,709 of 2 , and the J20 radar adds 1 to any 741 00:34:01,709 --> 00:34:04,979 die roll , any and all rolls will meet 742 00:34:04,979 --> 00:34:08,870 or exceed the B52 acquisition rate . So , 743 00:34:08,949 --> 00:34:11,629 the B52 is automatically acquired by 744 00:34:11,629 --> 00:34:14,699 the J20 and the token is flipped over . 745 00:34:15,809 --> 00:34:18,489 Lastly , the red player attempts to 746 00:34:18,489 --> 00:34:22,249 attack the B-52 using the J-20 . Since 747 00:34:22,249 --> 00:34:25,009 Blue played the EC 130 enabler into 748 00:34:25,009 --> 00:34:28,948 Blue band 1 on turn 3 and the J-20 is 749 00:34:28,948 --> 00:34:32,009 attacking from Blue band one , the red 750 00:34:32,009 --> 00:34:34,289 attack roll is degraded and will now be 751 00:34:34,289 --> 00:34:36,569 at disadvantage . For this 752 00:34:36,569 --> 00:34:38,888 demonstration , the red player uses 2 753 00:34:38,888 --> 00:34:42,688 dice and rolls a 1 and 3 . Since the 754 00:34:42,688 --> 00:34:45,849 air to air attack value of the J20 is 2 755 00:34:45,849 --> 00:34:48,289 and the lower die roll is used at 756 00:34:48,289 --> 00:34:50,368 disadvantage , the attack is 757 00:34:50,368 --> 00:34:53,208 unsuccessful . Since the attack roll 758 00:34:53,208 --> 00:34:56,499 was less than 4 , the J20 is Winchester 759 00:34:56,499 --> 00:34:58,499 and must return to base on the next 760 00:34:58,499 --> 00:35:01,319 turn . Red's turn is now over . 761 00:35:02,820 --> 00:35:05,500 For turn 6 , the blue player declines 762 00:35:05,500 --> 00:35:08,139 to use an enabler card and chooses to 763 00:35:08,139 --> 00:35:11,060 conduct a standoff B-52 strike against 764 00:35:11,060 --> 00:35:13,570 the red air base , leveraging its 6 765 00:35:13,570 --> 00:35:17,020 band range for ground attack . Fearing 766 00:35:17,020 --> 00:35:19,459 missile defense , the blue player uses 767 00:35:19,459 --> 00:35:21,969 their forward observer's enabler card , 768 00:35:22,340 --> 00:35:24,562 guaranteeing their next strike will hit 769 00:35:24,562 --> 00:35:27,179 the red air base . Since no attack roll 770 00:35:27,179 --> 00:35:29,419 is needed because of the enabler card 771 00:35:29,669 --> 00:35:32,459 and the B-52 tokens's ground attack 772 00:35:32,459 --> 00:35:34,629 value is listed with an exploding die 773 00:35:34,629 --> 00:35:38,310 icon , the blue player rolls 1D4 to 774 00:35:38,310 --> 00:35:40,366 determine how much damage the attack 775 00:35:40,366 --> 00:35:42,989 deals . In this example , the blue 776 00:35:42,989 --> 00:35:45,211 player achieves the best possible value 777 00:35:45,211 --> 00:35:48,189 of 4 and uses the four damage cubes to 778 00:35:48,189 --> 00:35:51,179 destroy the red ADA squadron and token , 779 00:35:51,429 --> 00:35:54,899 as well as the red J16 squadron . Since 780 00:35:54,899 --> 00:35:57,729 only one die was rolled , and it is a 4 , 781 00:35:57,899 --> 00:36:00,929 the B-52 does not go Winchester and may 782 00:36:00,929 --> 00:36:03,370 continue to fight . This marks the end 783 00:36:03,370 --> 00:36:07,280 of turn 6 . To begin their 784 00:36:07,280 --> 00:36:09,889 7th turn , red must start by returning 785 00:36:09,889 --> 00:36:12,679 the Winchester J20 to its airbase . 786 00:36:13,050 --> 00:36:15,290 Declining to play an enabler card , the 787 00:36:15,290 --> 00:36:18,489 red player then moves 1 J20 up two 788 00:36:18,489 --> 00:36:21,439 spaces from red band 1 to red band 3 . 789 00:36:22,689 --> 00:36:24,850 Then , the red player attempts to 790 00:36:24,850 --> 00:36:28,120 acquire the EC 130 and red band 5 using 791 00:36:28,120 --> 00:36:30,840 the maximum range of the J20's radar . 792 00:36:31,409 --> 00:36:33,729 Using only one die , the red player 793 00:36:33,729 --> 00:36:36,689 rolls a 3 and acquires the EC 130 . 794 00:36:37,820 --> 00:36:41,340 Lastly , since the J20 can only range 1 795 00:36:41,340 --> 00:36:43,620 to attack aerial tokens , the red 796 00:36:43,620 --> 00:36:45,620 player attempts to attack the newly 797 00:36:45,620 --> 00:36:49,060 acquired EC 130 using a J-15 currently 798 00:36:49,060 --> 00:36:52,899 and red band 5 . Since the EC-130 799 00:36:52,899 --> 00:36:55,419 still forces PRC attack rolls within 800 00:36:55,419 --> 00:36:58,100 its band to disadvantage , the red 801 00:36:58,100 --> 00:37:00,969 player uses two dice and rolls a 4 and 802 00:37:00,969 --> 00:37:04,280 a 3 . Using the 3 , the strike is 803 00:37:04,280 --> 00:37:06,280 successful , but the J-15 is now 804 00:37:06,280 --> 00:37:09,290 Winchester . This ends the red turn . 805 00:37:11,929 --> 00:37:14,489 For their 7th turn , Blue declines to 806 00:37:14,489 --> 00:37:17,810 play an enabler card and moves an F-35 807 00:37:17,810 --> 00:37:20,719 from Band 3 to Blue Band 5 . 808 00:37:21,750 --> 00:37:24,870 Next , the blue player uses one die to 809 00:37:24,870 --> 00:37:28,070 attempt to acquire a J20 using the F-35 810 00:37:28,070 --> 00:37:31,189 radar . The roll is a 4 , which matches 811 00:37:31,189 --> 00:37:33,310 the acquisition rate for the stealthy 812 00:37:33,310 --> 00:37:37,250 J20 . Lastly , the blue player 813 00:37:37,250 --> 00:37:39,361 attempts to strike the J20 at the air 814 00:37:39,361 --> 00:37:42,820 base using the F-35 . Since the red 815 00:37:42,820 --> 00:37:46,270 ADA unit was destroyed in turn 6 . The 816 00:37:46,270 --> 00:37:48,949 blue player rolls a single die to get a 817 00:37:48,949 --> 00:37:51,510 4 , meaning the strike is successful 818 00:37:51,510 --> 00:37:54,340 and the F-35 will not go Winchester . 819 00:37:54,949 --> 00:37:57,070 Since the F-35 does not have the 820 00:37:57,070 --> 00:37:59,479 exploding die icon for ground attack . 821 00:37:59,689 --> 00:38:01,800 The damage inflicted is automatically 822 00:38:01,800 --> 00:38:04,459 won , and a damage role is not required . 823 00:38:05,010 --> 00:38:07,530 A single damage cube is then placed on 824 00:38:07,530 --> 00:38:10,090 the J20 squadron card because of the 825 00:38:10,090 --> 00:38:12,489 attack . This concludes turn 7 . 826 00:38:14,909 --> 00:38:17,510 Red begins turn 8 by returning the 827 00:38:17,510 --> 00:38:20,870 Winchester J-15 to base . Since this 828 00:38:20,870 --> 00:38:22,889 token was employed using an enabler 829 00:38:22,889 --> 00:38:25,030 card representing an aircraft carrier 830 00:38:25,030 --> 00:38:28,270 and not a squadron card , the J-15 is 831 00:38:28,270 --> 00:38:30,270 removed from the board and does not 832 00:38:30,270 --> 00:38:33,899 count for the blue score . Next , red 833 00:38:33,899 --> 00:38:36,780 chooses to move a J20 token up from red 834 00:38:36,780 --> 00:38:40,250 band 3 to red band 4 and attempts to 835 00:38:40,250 --> 00:38:43,889 acquire a blue F-35 and red band 5 . 836 00:38:44,500 --> 00:38:46,899 With the J20's powerful radar and plus 837 00:38:46,899 --> 00:38:50,419 1 modifier , the red player uses 1 die 838 00:38:50,419 --> 00:38:52,820 and rolls a 2 plus the bonus , but 839 00:38:52,820 --> 00:38:55,219 fails to reach the F-35 acquisition 840 00:38:55,219 --> 00:38:58,659 value of 4 . Lastly , the red player 841 00:38:58,659 --> 00:39:00,780 tries another attack against the blue 842 00:39:00,780 --> 00:39:04,520 B-52 squadron using a J-15 and red 843 00:39:04,520 --> 00:39:08,179 band 5 . Since the EC-130 was destroyed 844 00:39:08,179 --> 00:39:10,540 in turn 6 , this attack roll is no 845 00:39:10,540 --> 00:39:12,979 longer at disadvantage , and only one 846 00:39:12,979 --> 00:39:16,330 die is used . The red player rolls a 2 , 847 00:39:16,459 --> 00:39:18,681 the minimum ground attack value for the 848 00:39:18,681 --> 00:39:21,500 J-15 , inflicting one damage point 849 00:39:21,500 --> 00:39:23,719 against the card . Since the 2 was 850 00:39:23,719 --> 00:39:26,229 rolled , the attacking J-15 is now 851 00:39:26,229 --> 00:39:29,030 Winchester and must return to base next 852 00:39:29,030 --> 00:39:32,909 turn . For its eighth turn , 853 00:39:33,080 --> 00:39:36,000 blue moves another F-35 up from Blue 854 00:39:36,000 --> 00:39:39,560 band 1 to band 3 . Using the 855 00:39:39,560 --> 00:39:43,199 F-35 and Blue band 5 , the player rolls 856 00:39:43,199 --> 00:39:45,449 one die to attempt to acquire another 857 00:39:45,449 --> 00:39:49,050 J20 . Blue rolls a 4 and acquires a 858 00:39:49,050 --> 00:39:51,550 second J20 in Blue band 5 . 859 00:39:52,919 --> 00:39:55,560 Then Blue attempts an attack using an 860 00:39:55,560 --> 00:39:59,479 F-35 and Blue band 5 to shoot a J-20 . 861 00:39:59,959 --> 00:40:01,739 Since Blue played the improved 862 00:40:01,739 --> 00:40:04,350 munitions enabler card in turn one . 863 00:40:04,560 --> 00:40:06,750 All air to air attack rolls are at 864 00:40:06,750 --> 00:40:10,000 advantage . Using two dice , the blue 865 00:40:10,000 --> 00:40:12,659 player rolls a 3 and a 1 , exceeding 866 00:40:12,659 --> 00:40:14,881 the necessary air attack rating for the 867 00:40:14,881 --> 00:40:18,479 F-35 . The hit is successful , the J20 868 00:40:18,479 --> 00:40:20,760 is destroyed , and the F-35 is now 869 00:40:20,760 --> 00:40:23,659 Winchester . This concludes turn 8 . 870 00:40:25,469 --> 00:40:28,110 Red begins its 9th turn by returning 871 00:40:28,110 --> 00:40:31,629 the 2nd Winchester J15 from Red Band 5 872 00:40:31,629 --> 00:40:34,820 off the board . Skipping the move step , 873 00:40:35,070 --> 00:40:38,129 Red uses a J20 and red band 1 to 874 00:40:38,129 --> 00:40:40,790 attempt to acquire the Winchester F-35 875 00:40:40,790 --> 00:40:43,709 prior to it returning to base . Using 876 00:40:43,709 --> 00:40:46,100 one die , the red player rolls a 3 . 877 00:40:46,429 --> 00:40:48,485 With the J20 acquisition modifier of 878 00:40:48,485 --> 00:40:51,550 plus 1 . The J20 successfully acquires 879 00:40:51,550 --> 00:40:54,300 the F-35 , and the token is turned over . 880 00:40:55,620 --> 00:40:57,929 Next , the red player attempts to shoot 881 00:40:57,929 --> 00:41:01,620 the F-35 and red band 1 using the J20 882 00:41:01,620 --> 00:41:04,600 in the same band . Rolling one die , 883 00:41:04,860 --> 00:41:07,620 the red player rolls a 1 . Since the 884 00:41:07,620 --> 00:41:11,300 J20 air attack value is 2 , this attack 885 00:41:11,300 --> 00:41:13,570 misses and the attacking J20 is 886 00:41:13,570 --> 00:41:16,379 Winchester . This ends the red turn . 887 00:41:17,360 --> 00:41:20,000 For their 9th term , Blue begins by 888 00:41:20,000 --> 00:41:22,439 returning the Winchester F-35 back to 889 00:41:22,439 --> 00:41:25,590 the contingency location . Then Blue 890 00:41:25,590 --> 00:41:28,959 moves an F-35 from Blue band 3 to Blue 891 00:41:28,959 --> 00:41:32,850 Band 5 . Skipping 892 00:41:32,850 --> 00:41:35,050 the acquire step , the blue player 893 00:41:35,050 --> 00:41:37,570 chooses to attack the acquired J20 and 894 00:41:37,570 --> 00:41:40,439 Blue band 5 using the F-35 . 895 00:41:41,429 --> 00:41:43,370 Using 2 dice from the improved 896 00:41:43,370 --> 00:41:45,469 munitions enabler card , the blue 897 00:41:45,469 --> 00:41:48,179 player rolls a 3 and a 2 , destroying 898 00:41:48,179 --> 00:41:50,739 the J 20 and driving the F-35 899 00:41:50,739 --> 00:41:53,669 Winchester . This ends the 9th turn . 900 00:41:54,750 --> 00:41:57,169 For turn 10 , Red declines to use an 901 00:41:57,169 --> 00:42:00,530 enabler card and decides to move a J20 902 00:42:00,530 --> 00:42:03,449 token from red band 4 back to red band 903 00:42:03,449 --> 00:42:06,370 2 and then attempts to acquire an 904 00:42:06,370 --> 00:42:09,570 attack UAS in red band 1 . Rolling a 905 00:42:09,570 --> 00:42:12,370 single die , the red player rolls a 2 906 00:42:12,370 --> 00:42:15,199 with the plus 1 bonus of the J20 radar . 907 00:42:15,729 --> 00:42:18,090 The attack UAS is required and then 908 00:42:18,090 --> 00:42:21,870 turned over . Now , the red 909 00:42:21,870 --> 00:42:23,703 player attempts an attack on the 910 00:42:23,703 --> 00:42:27,389 standoff B52 using a J-15 and red band 911 00:42:27,389 --> 00:42:30,629 5 . The red player rolls one die and 912 00:42:30,629 --> 00:42:33,419 gets a 3 , destroying the B-52 and 913 00:42:33,419 --> 00:42:37,110 forcing the J15 Winchester . This ends 914 00:42:37,110 --> 00:42:40,739 the red turn . For Blues turned 10 , 915 00:42:40,800 --> 00:42:44,090 the Winchester F-35 and Blue Band 5 916 00:42:44,090 --> 00:42:46,034 returns to base at the contingency 917 00:42:46,034 --> 00:42:49,080 location . The blue player also 918 00:42:49,080 --> 00:42:51,302 declines to move or acquire this turn , 919 00:42:51,439 --> 00:42:53,709 opting to attempt an attack on the red 920 00:42:53,709 --> 00:42:57,479 air base using an attack UAS . The blue 921 00:42:57,479 --> 00:43:00,360 player then rolls one die and only gets 922 00:43:00,360 --> 00:43:03,030 a one . Since the ground attack value 923 00:43:03,030 --> 00:43:06,510 for the UAS is 3+ , the attack misses 924 00:43:06,510 --> 00:43:08,780 and the UAS is now Winchester . 925 00:43:09,149 --> 00:43:11,669 Remember , attack UAS's only go 926 00:43:11,669 --> 00:43:14,989 Winchester with dice rolls of 1 or 2 as 927 00:43:14,989 --> 00:43:17,100 indicated with the infinity symbol on 928 00:43:17,100 --> 00:43:20,360 their token . This ends turn 10 . 929 00:43:21,469 --> 00:43:24,610 To start turn 11 , the Winchester J15 930 00:43:24,610 --> 00:43:27,500 and Red Bad 5 will now be removed from 931 00:43:27,500 --> 00:43:29,111 the board , returning to the 932 00:43:29,111 --> 00:43:32,439 non-targetable aircraft carrier . The 933 00:43:32,439 --> 00:43:34,469 red player then declines to move or 934 00:43:34,469 --> 00:43:36,959 acquire , opting instead to target a 935 00:43:36,959 --> 00:43:40,520 blue attack UAS in red band 1 using the 936 00:43:40,520 --> 00:43:44,199 J20 and red band 2 . The red player 937 00:43:44,199 --> 00:43:46,919 rolls one die and gets a 4 , meaning 938 00:43:46,919 --> 00:43:49,479 the attack is successful and the UAS is 939 00:43:49,479 --> 00:43:52,560 destroyed , and the J20 will remain in 940 00:43:52,560 --> 00:43:55,239 the fight . This concludes Red's turn . 941 00:43:56,780 --> 00:43:59,580 To start Blues turn 11 , the Winchester 942 00:43:59,580 --> 00:44:02,250 attack UAS returns to base and the Blue 943 00:44:02,250 --> 00:44:04,306 player is unable to take any further 944 00:44:04,306 --> 00:44:07,750 actions and states pass . Since both 945 00:44:07,750 --> 00:44:09,528 players have not agreed to pass 946 00:44:09,528 --> 00:44:11,528 sequentially , the game proceeds to 947 00:44:11,528 --> 00:44:15,239 turn 12 . For reds turned 12 , they 948 00:44:15,239 --> 00:44:17,406 declined to move or acquire an attempt 949 00:44:17,406 --> 00:44:19,879 to target the blue primary air base 950 00:44:19,879 --> 00:44:22,629 using the last remaining J-15 and red 951 00:44:22,629 --> 00:44:26,120 band 5 . Rolling one die , the red 952 00:44:26,120 --> 00:44:28,709 player gets a 1 and the attack misses . 953 00:44:29,080 --> 00:44:31,879 The final J-15 is now Winchester and 954 00:44:31,879 --> 00:44:34,600 must return to base next turn . This 955 00:44:34,600 --> 00:44:37,879 ends Red's turn . Blue again 956 00:44:37,879 --> 00:44:40,320 declares pass , bringing turn 12 to an 957 00:44:40,320 --> 00:44:44,270 end . To start turn 13 , the final 958 00:44:44,270 --> 00:44:47,040 Winchester J-15 returns to the aircraft 959 00:44:47,040 --> 00:44:49,270 carrier and is removed from the board . 960 00:44:49,770 --> 00:44:51,881 Unable to mount any further attacks , 961 00:44:52,040 --> 00:44:54,840 the red player passes . The blue player 962 00:44:54,840 --> 00:44:57,439 passes one last time , and the ATO is 963 00:44:57,439 --> 00:44:58,110 now over . 964 00:45:01,320 --> 00:45:04,189 Warfighters Are you ready to master the 965 00:45:04,189 --> 00:45:06,639 skies and dominate the Indo-Pacific 966 00:45:06,639 --> 00:45:09,060 Theater ? Prepare your strategies , 967 00:45:09,350 --> 00:45:11,239 harness the power of multi-domain 968 00:45:11,239 --> 00:45:13,500 warfare and lead your forces to victory 969 00:45:13,500 --> 00:45:15,939 in Air Force war game Indo-Pacific . 970 00:45:16,270 --> 00:45:18,437 Good luck and may the best strategists 971 00:45:18,437 --> 00:45:18,750 win .