The ability of aircraft to cause interdiction is unchanged in Battles in Normandy. What is new is the ability of Anti-Aircraft units to partially counter this interdiction effect. AA units have a range (typically one hex) in which their presence reduces the penalties in a hex from aerial interdiction. Details are up to the scenario designer, but given the air supremacy held by the Allies over Normandy, anything which mitigates their effectiveness will be warmly welcomed by the German player.
As a result of this change, the German player will no longer routinely stack his front line with AA units. Although they will continue to a great job there, in protecting against Allied tanks, those same AA units will also be at least, if not more effective, in blunting Allied interdiction, and helping to restore movement and logistics capacity to the front line.
To help with the job of fending off marauding aircraft, scenario designers
may now designate certain hexes as containing Position AA, which will automatically
work in the same way. For instance, the city of Caen had large numbers of AA
positions, and this will be reflected in Battles in Normandy.
News of the Allied invasion stiffened the morale and greatly increased the
recruitment of the French Resistance, to the extent that their actions actually
started to have some military impact. The Allied player gets to place Partisan
counters, which cause interdiction in much the same way as air interdiction.
Certain German units, notably the SS Police units, have anti-partisan capability,
and will reduce the effectiveness of Partisan interdiction within their range
of influence.
Carpet bombing is available, on a use it or lose it basis like interdiction,
as specified by the scenario designer. The player places his carpet bombing
marker (this will not be a carpet) on the map. The bombing is subject to scatter.
In Battles in Normandy, bombs could end up in the target hex, or any of the
six adjacent hexes. Bomb attacks (the number is specified by the scenario designer)
are distributed randomly through the target hexes and each attack has a chance
(again specified in the scenario data) of causing a step loss to any unit, friendly
or enemy, in the hex.