
“The game” had its genesis back in the early 70s, when a friend showed me the movement stands and fired my imagination with visions of virtual dogfights. I was a fan of the First Air War and had been since boyhood. My favorite board game for years was Milton Bradley’s “Dogfight”; so the name I have given this version of “the game” pays tribute to that memory. I even painted the little airplanes in camouflage and “Flying Circus” reds and yellows. But the 3D aspect was utterly lacking; and I spent countless hours trying to make rules that would fill in that gap. The movement stands fixed that problem. Yet my best friend, Rocky Russo, collaborated with me on “the game” design, and being the physics aficionado, he plugged in as much of the real world physics about flight and the differences in airplanes that a game system could possibly sustain: the result was a great simulation but a clunky game. I have rectified the clunky mechanics somewhat with this permutation of “the game”; but the simulation aspects have had to suffer some loss of detail. This is more of a “beer and pretzels” version (even though I don’t drink beer or eat pretzels): or a “party version”, if you will, intended to play swiftly and easily, and perhaps even be fun for both genders; although being a war game, surely the ratio of male to female active interest will be at least ten to one.
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