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Air Wars

Air Wars

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Published by Jim Wallman
Simple wargame rules for air to air combat in the late 20th century
Simple wargame rules for air to air combat in the late 20th century

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Published by: Jim Wallman on Jun 08, 2011
Copyright:Attribution Non-commercial

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01/15/2013

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AIR WARS
Simple Air To Air Combat in the Late 20
th
Century
by Jim Wallman
 
AIR WARS
2008 Edition
AIR WARS
Simple Air To Air Combat in the Late 20
th
Century
 
CONTENTS
Introduction3Equipment Required4Sequence of Action4MovementSpeeds5Acceleration5Fuel5Turning5Movement Orders6Engine Damage6Collisions6Height6WeaponsCannon7Infra Red Missiles7Medium Range Missiles10Bombs11Damage12Electronic Counter Measures13Baling Out13Surface to Air Missiles13Anti-Aircraft Artillery14ANNEX A - Example Order/Record SheetANNEX B - Summary of aircraft statistics
Air Wars
2© Jim Wallman 1989, 2008
 
AIR WARS
2008 Edition
INTRODUCTION
These rules are intended to provide a very simple and fast-moving wargame usingany scale of modern aircraft models available at present, in conjunction with ahexagon grid. The size of grid will obviously depend upon the scale of models used.To keep the game simple, much of the fine detail of air combat technology has beenleft out. Modern air combat is highly technical, but there is insufficient hardevidence to suggest the precise relative position of technology and pilot skill. Mostwriters on the subject are at pains to point out that the pilot's skill is still a significantfactor, and it the skill of the player, rather than the technology that I have tried toemphasis here. Obviously, technology cannot be ignored, and in most cases I havetried to reflect the main differences in generic types of weapons and aircraft. Feelfree to tinker if such detail that is available is insufficient for you.The rules have designed with the wars of the 1960s and 1970s specifically in mind.They therefore exclude some of the more spectacular weapons developments of recent years.The game is mainly 2-dimensional, although there is a simplified height- bandsystem to represent general operating heights. A fully implemented 3- D systemwould be much more complex to operate, and a lot slower in play, and for thatreason has not been provided here.The game is intended to accommodate medium numbers of aircraft, and a singleplayer should have no difficulty in handing 3-5 aircraft at once using the basic rules.The campaign rules are a different matter, however, and there is a separate sectionon those.I have drawn a distinction between the science-fiction type claims made by theaircraft industries and defence establishment, and instead tried to concentrate onthe general experience of air to air combat. Most dogfights seem to have lasted
Air Wars
3© Jim Wallman 1989, 2008

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