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© A and A Game Engineering 2019 - last updated 11th June 2019
Naval Rules Naval Rules
A and A Game Engineering

Available in Formats:

PDF, POD

Current Edition:

1.0

Number of pages:

TBA

Recommended scale:

1/144 to 1/300 1/72 or 1/600 possible

Complexity:

4/10

Level of detail:

5/10

Dice required:

D10 Product Code AA401
Air Rules

Description

These rules are intended to allow two or more Players to have a fast and simple game representing tactical air combat during the Great War in the period from 1915 to 1918; at this time air combat was in its infancy. Model aircraft of any scale from 1/600th to 1/72nd, can be used. If necessary you could also use card counters. Minimal bookkeeping is required because Markers or Tokens are used to indicate the status of aircraft during the game. Furthermore you do not need to use a hex mat. The capabilities of aircraft within the game have been calculated, taking a common aircraft type of average performance as the base line, in this case the Albatros D.III. All other aircraft capabilities relate to how they compare with this aircraft. It is possible that the performance of this or that aircraft might not match your expectations based on anecdotal evidence. We make no apology for this as we are not trying to create a simulation. The resulting data has been kept to a simple format, which enables a Player to control several aircraft during a game, and the overall gaming experience will be improved if multiple Players attempt to “co-operate” on each side. The abilities of pilots and crew are represented by having Skill Factors. These determine how well they fly their aircraft, their chances of hitting the target when shooting, and avoiding serious damage if their own aircraft is hit. Pilot skill is vitally important in air combat, and Players will need to learn where to position their best pilots, as well as to protect their novice aviators . In the case of aircraft with several crew members, Skill is determined for the crew as a whole. You do not need to keep track of individual crew. To carry out any action other than level flight requires the expenditure of one or more Orders, which may also require a successful Skill Test. Orders are generated each turn and better leaders generally mean more Orders. While air combat is probably what most players will want play, there are also rules for Ground Attack, Bombing, Photo Reconnaissance and Balloon Busting. Altitude represented during the game assumes that the main combat is taking place in roughly the same area of the sky, and it is possible to climb or dive to gain an advantage, or try to escape. Players alternate the activation of their aircraft. Optional Tactical Cards can be used during the game to provide additional detail. Data is provided for most aircraft that were in action during the First World War.
Aerial Battles 1915-1918 Air Combat in the First World War by Alan Butler and Andrew Finch
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