I think I've found the holy grail of air wargaming rules for club games, in the shape of Lacquered Coffins, a set of simple air combat rules designed for hex less games in 1/600th scale. This alone ticks two of my boxes but, in addition, the system uses square bases, fixed height flight stands with two dice and a simple but comprehensive set of flight manoeuvres. It also includes extensive aircraft data tables and is suitable for use with historical scenarios, something that is definitely up my street. I've had a copy for ages but never really considered these rules for club games, which is a bit of an oversight on my part. I need to give it a try out a home but, if it's quick and easy to play, I'll work toward a club gane at some point next year.
He also wrote "Dogfight!" for WWI, and most specially, "Missile Threat" for 50's to modern. Missile Threat was the one what won my heart first, but I didn't know about the other's until I wrote the author, since he has different names for them all. Missile Threat has some really interesting ideas for where a new plane enters, fighting in waves, and energy.
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