Air-to-air combat: mechanisms
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I'm currently laid up with the flu so I thought I'd create another Geeklist!

Air-to-air combat...many games have been designed to bring this genre to the paper battlefield. It's surprising, perhaps, that with the plethora of mechanisms in recreating other conflict genres, games which deal with air to air comat can be broken down into one of four categories...
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1. Board Game: Whistling Death [Average Rating:8.20 Overall Rank:2842]
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Ugo - Igo...The Fighting Wings series fits in the Ugo - Igo category. Despite its rather heavy rules, the emphasis is one replicating real world physics (thus the heavy rules) whilst the actual mechanics of the game, Ugo - Igo are fairly simple.
 
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2. Board Game: Knights of the Air [Average Rating:5.85 Overall Rank:9738]
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Another Ugo - Igo game, with a slight variation on the theme (players could interrupt an opponent's turn in order to move a number of hexes commensurate to the number of hexes moved by the first player).
 
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3. Board Game: Richthofen's War [Average Rating:5.97 Overall Rank:4754]
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Ugo - Igo...Richthofen's War is probably the game that initially comes to mind when one thinks of Ugo - Igo air to air combat games.

This mechanism has the advantage of being fast and easy to understand. Its disadvantage is that if the time scale chosen is too large, ridiculuous situations, i.e. the "trading shots syndrome", can occur. If, on the other hand, the time scale is too short, the fight becomes too deterministic with no real opportunity to outguess your adversary and to zig when he thought you would zag...which brings us to...
 
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4. Board Game: Blue Max [Average Rating:7.12 Overall Rank:1643]
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Games involving simultaneous or plotted movement - the first example that pops to mind is Blue Max. Players pick a maneuver, reveal what they chose and bingo!
 
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5. Board Game: Ace of Aces: Handy Rotary Series [Average Rating:6.99 Overall Rank:1508]
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Another example of the simultaneous movement air to air combat game that pops to mind is, of course, Ace of Aces. Ace of Aces also illustrates what is required to make a simultaneous movement game work well...it is, again, a question of the proper time scale. Too large a time scale and planes will fly past each other too many times without anyone getting a shot off...too short a time scale and the game slows down to such an extent that molasses on a winter's day seems fast by way of comparison. Ace of Aces got it right - with the fastest move allowing planes to move a whopping two hexes, there is still the opportunity for planes to extend out of range while reducing the chances of planes breezing past each other and flying through each other's gun sites without a shot being fired in anger.
 
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6. Board Game: Air Force [Average Rating:6.40 Overall Rank:3128]
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I've never played Air Force but from what I've read of the game, it seems it suffers from having too large a time scale as one of the complaints about the game is that planes seem to fly past each other too often without a shot being fired. Of course, that is always a risk when one plays a simultaneous movement game...but what if one could break down time into very small increments...
 
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7. Board Game: Flight Leader [Average Rating:6.16 Overall Rank:4180]
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...which brings us to impulse or phase movement games. Flight Leader was the only game I could find which had rules covering this option. The result: the game is slowed considerably but the trading shots syndrome is avoided. Unfortunately, the impulse movement rules as provided in the rules do not seem to mesh well with the movement rules.
 
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8. Board Game: Rise of the Luftwaffe [Average Rating:7.08 Overall Rank:2165] [Average Rating:7.08 Unranked]
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While it can be said that any attempt to replicate air to air combat on a game board is an abstraction, some systems take it ALL the way...the most popular example is the Down in Flames series. The energy of a plane is abstracted by the number of cards its "pilot" can hold, relative position of one plane to another is abstracted to some degree, the effects of energy loss/gain due to climbing/diving are simulated by discarding/drawing cards.
 
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9. Board Game: Mission Command Air [Average Rating:5.63 Overall Rank:10722]
Eric Franklin
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Milton
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It's a much lighter game than these others - both ends of the board "wrap" - planes moving off one end or edge wrap to the other end or edge. Movement is done by both playing cards and rolling dice - each card tells you the dice to roll. Combat is dice-based, as well.

Each player has 2 planes.

Each plane has several areas where damage can be taken. Once a location is completely destroyed, the plane is shot down.
 
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10. Board Game: Wings of War: Famous Aces [Average Rating:6.87 Overall Rank:785] [Average Rating:6.87 Unranked]
Richard Irving
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This system is close to a miniatures game system with preplotted movement using mannuever cards
 
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11. Board Game: Mustangs [Average Rating:6.48 Overall Rank:4470]
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A simplified impulse based system where you preplot the moves by placing chits showing when the turn is executed.
 
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12. Board Game: Foxbat & Phantom [Average Rating:4.86 Overall Rank:14648]
Martin Parker
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Newbury
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I seem to remember ( in a distant memory) that F&F was one of the first games with impulse movement - I could be wrong so someone please correct me? It's been a long time.....
 
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13. Board Game: B-17: Queen of the Skies [Average Rating:6.99 Overall Rank:1234]
Richard Irving
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A different Solitaire system: While the B-17 bomber is proceeding to the target in occupied Europe, various enemy German fighters are randomly placed which the gunners attempt to shoot down. Those that aren't shot down can hit & damage the bomber and possibly return for a second pass.

At several SF Bay Area conventions, Colonel Ron Plunk, runs a multiplayer version of the game where each table represents a squadron, complete with mission briefing (using an overhead projector), weather reports, target reconnaisance photos--the works. A lot of fun to play it this way.
 
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14. Board Game: Tri-Tactics [Average Rating:6.45 Overall Rank:8662]
Philip Thomas
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London
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Ugo-Igo, the system is Stratego-like, but does have the odd wrinkle (The Sea Plane beats any normal plane when in the water, but loses on land). Also has ground and sea forces, including A-A Guns (kill any plane). Planes are especially powerful when attacking from a sea square to a land square (the Coastline).

There was a pure Air combat Stratego clone out there as well, but I don't know its name.
 
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15. Board Game: Air War: Modern Tactical Air Combat [Average Rating:5.23 Overall Rank:14834]
Rob Tyson
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Landing
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Never played this one, but I've heard it's one of the most complicated air games out there.
 
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16. Board Game: Top Gun [Average Rating:5.58 Overall Rank:12950]
Tim Benjamin
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Los Alamos
New Mexico
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Top Gun is a simple game where maneuvers are selected by the 'pips' on dice, revealed simultaneously.
 
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17. Board Game: Sopwith [Average Rating:6.69 Overall Rank:5961]
Mike Siggins
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Bexhill
SUSSEX
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Another interesting game in the plotting category. Compare and contrast with Wings of War.
 
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18. Board Game: Hornet Leader [Average Rating:7.37 Overall Rank:2778]
Mike Siggins
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For me one of the better approaches to the problem. Here we go up a level to multiple planes on missions, but the difficult handling of flight minutiae is replaced by a stirring stuff of air strikes. A new Verssen game just released covers WWII in a similar vein.
 
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19. Board Game: Crimson Skies [Average Rating:7.05 Overall Rank:2853]
Richard Dewsbery
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Sutton Coldfield
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Another programmed movement game. We really enjoyed it when it came out. Not tried it's younger brother though ...
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20. Board Game: Crimson Skies [Average Rating:6.07 Overall Rank:4829]
Richard Dewsbery
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Not played it, and I don't know how to categorise this sort of "uses platic miniatures and a complicated-looking base to encapsulate the game rules and mechanics" stuff.
 
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21. Board Game: Thunderbolt/Apache Leader [Average Rating:7.17 Overall Rank:3225]
Michel Boucher
Canada
Ottawa
Ontario
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Another Verssen game in the vein of Hornet Leader. This one is a bit more complex, simulating helo ops using terrain features. It was of course revealed (during the war in Kosovo) that the US was not prepared to risk losing Apaches in combat, so you could call it Thunderbolt/Apache Fantasy :-)

Next, Thunderbolt/Apache Wild Weasel? :-)
 
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22. Board Game: Dragonlance [Average Rating:5.34 Overall Rank:14479]
Travis Fisher
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Kansas City
Missouri
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While its not airplane combat, it is definitely air to air combat. I haven't played any airplane combat games but I have played this one. The elevation is a simple enough mechanic and it does figure quite a bit into the game itself.

This was added for the comment asking about elevation without having to deal with xyz coordinates.
 
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23. Board Game: Wings Over France [Average Rating:7.50 Overall Rank:6682]
Drew Ames
United States
Harrisburg
Pennsylvania
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One can see the main strategic map in center of the image for this game (the one in color0. The player uses a simple counter on the map to represent his flight's progress during mission.

When a dogfight occurs, individual plane counters are moved to the dogfight track, the three-fold blue board at the top of the image.

Another separate sheet is used with individual plane counters to plot the location of anti-aircraft bursts and machine gun fire.

A pilot's skill and the capabilities of his craft combine with a die roll (and an initial modifier if attacking from a higher altitude) to assign each plane an initiative position on the dogfight track. All the planes get initiative numbers, and then the planes higher on the track attack the planes lower on the track.

The difference in initiative determine the angle the attacking plane is able to get on his target. More initiative results in less deflection and better hits. Gunners in two-seaters can fire twice while being attcked: before the attacker fires and after.

Enemy planes that occupy the same initiative space on the track are considered to be in a "death duel" and are removed, again, from the main track. They re-roll initiative and have separate combat at the end of that dogfight turn.

Dogifghts have a limited duration. A counter is placed on the dogfight duration track at the beginning of the melee based mostly on weather (visibility). It is reduced by a 2d6 dice roll after each turn. However, if double 12s are rolled, more enemy planes enter the fight, and there is no reduction of dogfight time for that turn!

The system works pretty well once the payer gets used to it.
 
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24. Board Game: Dawn Patrol [Average Rating:6.72 Overall Rank:4081]
Jim P
United States
Sterling Heights
Michigan
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This one is a type of Ugo/Igo movement with a simultaneous shooting phase. The twist with the movement is the “initiative roll” for who goes first each turn. Every turn each player rolls two d6 dice to see who moves first. With the highest roll going first and the lowest going last. So you may move last on turn one and then move first on the second turn. All with the hope that it equals out by games end. This is one of the better Ugo/Igo systems.
 
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25. Board Game: Mustangs and Messerschmitts [Average Rating:7.09 Unranked]
Ken Jarosz
United States
North
Ohio
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Get off the table and onto the floor. (A big open floor).


A great visual to your love of Air-to-Air combat, the special stands and your skill (or purchase power) of a model plane.

Hard to beat this with a cardboard counter, no matter what color printing is offered. Great for demo games at the mall/school as you really cannot play behind closed doors.


Cheers,
Ken
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