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These rules simulate tactical level jet fighter combat from 1950 to the present day. They are specifically designed for jet versus jet combat and unlike other products that go into too much detail, each player can handle several aircraft. The rules operate in three dimensions while only physically using two, height being indicated beside an aircraft.

There are guns, air to air rockets, Infra Red and Radar guided air to air missiles, SAM sites, etc. Data for over 200 aircraft in use by many nations from the 1950ís onward are included.

The skill of aircrew is very important and the system provides for this. The players can decide how good the crew are by deciding the level of training they think is appropriate, though a random system for skill generation is also provided.

Radar and electronics are handled within the rules by means of a Tech Level system that allows for systems to be improved or obsolete within the game, but without extra complication. Ground attacks are possible as part of the game mission mix, though the effect of the attack will depend on using the right weapon. SAM and AAA sites are also included.

– catalog listing

Alan Butler, Andrew Finch, David Manley
A&A Game Engineering
In Print
Available online (Wargame Vault) (52-page PDF)
Recommended scale 1/300, 1/600, 1/700
– catalog listing


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This entry created by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 16 November 2016. Last revised by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 16 November 2016.

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©1994-2020 Bill Armintrout
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Fox Two Reheat !

Wargames Rules for Modern Air Combat 1950 to the Present Day


Current edition is 1.1