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These rules operate in three dimensions while only physically using two, height being indicated beside an aircraft. Weapon effectiveness is taken into account, and the skill of your aircrew is paramount. This is varied by nation and period to get the right feel for the game. The system also caters for game balance to ensure that no game is a walkover. There are simple rules for ammunition expenditure, Flak, Bombing, Night Actions, etc.

The rules are simple enough for a player to pick up the fundamentals quickly, and to control several aircraft. Experience has shown that a players can handle about 4 planes with ease.

There are a number of optional rules to make life even more exciting for the unwary, introducing new complexities into the game, as well as offering some emerging technologies.

While the rules are quite short, they are supplemented by introductory data with over 200 selected aircraft from the main theatres of World War Two. Players will be able to see the differences caused by new designs and trying to stuff more into an old design.

– catalog listing


Designers
Alan Butler, Andrew Finch
Publisher
A&A Game Engineering
Status
In Print
Contents
Available online (Wargame Vault) (52-page PDF)
Scale
Recommended scale 1/300
– 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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©1994-2025 Bill Armintrout
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Scramble !

Wargames Rules for Aerial Combat 1935-1945

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Editions

Current edition is 3.2