Dredging up this old subject again, given Bill's question on WWII rules.
So, seems that is a pretty definitive, no.
Here's a review of the rules, if you want to check them out, by another person:
link
Bomber and fighter movements per turn/phase are pretty limited, e.g. bombers generally only move once per turn, most fighters 2 hexes – once in each phase. P-51 and FW-190Ds can move 3 hexes, e.g. once in the first phase, IIRC, and ten twice in the second one.
Thinking of adding in Me-262s and Komets, just for grins. Will go with 2/2 for the jets, and 2/3 hex moves for the rocket fighters, at least when they've still got fuel left.
The movement rules remind me a bit of Blue Max/Canvas Eagles, or Mustangs, in that each turn has so little movement, and is more incremental in nature compared to some others out there.
I think the rules only cover WGr21 rockets, so need to come up with stats for the R4M ones.
May even add in rules for the 50mm cannon for the Me-410s, and Natters as well, and to come up with some stats for B-26s too, just for grins.
Don't recall seeing any rules for bomber crew injuries, or fires generally, other than the plane exploding if you hit a loaded up bomb bay on a lucky percentile die roll.
Probably too much to track for larger games, but might be useful for small ones with one or two bombers trying to struggle home from a raid, pitted against a few fighters.
I think these rules are definitely worth searching out if you're interested in daylight bomber raids over Europe, and like percentile dice to determine where targets are hit.
The rules use D6s for determining hits on a target, in a relatively simplistic manner.