What you’ve mentioned before is not detailed. I was trying filling in the gaps but found it complex.
Special combat: Air interdiction
During your turn BMRs may be placed in territories on air interdiction missions. The BMRs do not participate in combat this turn and remain in the territories until your next turn. Interdiction missions in a territory is cancelled if there are enemy air units at the end of your turn, at which point the BMRs retreat to friendly territories with remaining movement points. During the enemy’s turn, each land unit moving into or out of a territory under your air interdiction mission rolls a dice a the end of “Combat Move” phase for each BMR. On a 1 the unit is destroyed, on a 2 the unit fails to enter or leave the territory. Interdiction missions in a territory is also cancelled if enemy air units attack the territory during the enemy’s turn. Normal land combat occurs in this case, except the BMR may only retreat to a friendly territory with the remaining movement points from your last turn.
Unlike close air support, air interdiction missions attack and disrupt movement of enemy armies, rather than working in direct support of friendly armies.
If it take a lot of space dont worry ill do it all…
Or we could go without it :-P