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Naval Rules Naval Rules
A and A Game Engineering

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D10 Product Code TBA
Air Rules


These rules are intended to allow two or more Players to have a fast and simple game involving tactical air combat in the Great War 1915 -1918, using model aircraft. They can be used with any scale of models from 1/600th to 1/72nd, or even card counters. They require minimal bookkeeping and you do not need to use a hex mat. The aircraft capabilities have been calculated from historical data using a consistent algorithm, so their performance in the game is relative to each other. The resulting data has been kept to a simple format, which enables a Player to control several aircraft during a game, and the overall realism will be improved if multiple Players attempt to co-operate on one side. The abilities of pilots and crews are represented by having Skill Factors, which affect the chances of hitting the target when shooting, how much damage their own aircraft takes if hit, and how well they can fly their aircraft. Aircraft with several crew members have a common Skill for all of them. You do not need to keep track of individual gunners and 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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