Tag Archives: Air Combat

Fighting Eagles (A Video Review)


Fighting Eagles uses a simple game system to simulate the air battles of 1918 fought between the American and German air forces. Based on Rohrbaugh’s Showtime Hanoi design, players will play head-to-head matches pitting several Allied aircraft vs. their German counterparts.

Allied player wins the game if their German target is destroyed and more German aircraft are destroyed than Allied. Any other result is a German win. If Red Baron (Fokker Dr1) is shot down or leaves the map the best the German can do is tie.

In addition the game will include two historical scenarios: Red Baron’s Last Flight and Frank Luke’s Last Flight and several variants including additional missions of bombing & balloon busting.

Players will need a standard deck of cards and one six-sided die (D6) to play the game.

Each copy of Fighting Eagles is composed of the following:

  • One set of 40 die cut counters
  • One 8.5 by 11 map with the Turn Record Track
  • A set of rules

~ High Flying Dice Games


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Thunderbolt / Apache Leader (A Video Review)


Thunderbolt-Apache Leader puts you in the cockpits of the world’s best Close Air Support aircraft. In Thunderbolt-Apache Leader, you’ll zoom through canyons hunting enemy tanks and troops while dodging their AAA fire and SAMs.

Stuffing all this heavy metal in one box has allowed us to expand the normal Leader component set! This game comes with 168 cards and 5 counter sheets!

Thunderbolt-Apache Leader puts you down in the weeds in 8 campaigns spanning the globe. The game system creates immense replayability by pairing a Tactical Situation card with the Campaign card to create a unique environment for the campaign. This means that your campaign in North Korea might be part of a Holding Action, Show of Force, Rapid Deployment, or General War.

The game places you in command of the pilots and aircraft of a squadron of U.S. Close Air Support (CAS) aircraft in hostile campaigns around the world. The aircraft and weapons available for each campaign are historically accurate.

A major part of the game is mission planning. You decide how to arm your aircraft and which pilots are best for the mission. Pilots are rated for skill level. Deciding which pilots to fly each mission is a major consideration. Your pilots will become fatigued with every mission. If you fly a pilot too often, his skills will degrade. Your pilots also gain experience with every mission flown. This makes for some great decision-making. Should you keep flying the top pilots and further fatigue them to get the job done, or fly the new guys to prep them for the tough missions ahead?

Missions are quickly resolved using an area movement system to display tactical combat over the target. Speed and realism take top priority in this game. Terrain cards randomly generate each battlefield. The cards include mountain ranges that block lines of sight from both you and the enemy forces. If you plan it right, you get to fly nap of the earth through the canyons and come screaming over the ridge-line to rain fire down on the enemy before they can react. Beware! During each battle enemy air defenses will pop-up on the map to ruin your day, so watch were you’re flying!

You get to resolve every missile launched at enemy bandits, and every air to ground attack against the enemy targets. Each enemy tank, S.P. Artillery, APC, Infantry, etc is represented by its own counter on the battlefield. You also get to resolve the enemy SAM, AAA, and Bandit attacks against your aircraft.

While performing each mission, you get to decide how your pilots engage the enemy Bandits, SAMs, and AAA Sites. This makes for some tough choices. Do you hit the high value targets first, or take out the enemy SAM and AAA assets?

Thunderbolt-Apache Leader aircraft are usually able to survive more than one attack. These aircraft are rugged and made to soak-up damage. This also factors into your decision-making. How long should you loiter over the target blowing-up enemy tanks before heading for home? If your aircraft is too shot-up, it won’t be able to fly the next day.

Thunderbolt-Apache Leader features an operation combat sheet that tracks the progress of enemy formations attempting to overrun your sector. You get to select the formation you want to engage each day and assign the air assets you think are best suited to the task.

If you’ve played Hornet Leader or Phantom Leader, you’ll make an easy transition into Thunderbolt-Apache Leader.

We’ve included the cards for every pilot to progress in experience from Newbie, to Green, Average, Skilled, Veteran, and Ace!

Thunderbolt-Apache Leader includes the following aircraft:
A-10A Thunderbolt II
A-10C Thunderbolt II
AH-64A Apache
AH-64D Apache Longbow
AV-8B Harrier II
AH-1 Cobra
RQ-1 Predator UAV
MQ-1 Predator UAV
AC-130 Spectre

Scheduled Campaigns:
Iraq 1991
Pakistan 2013
Libya 1984
Iran 2014
Taiwan Defense 2008
North Korea 2011
Israel Defense 2001
North Atlantic WWIII 1986

Thunderbolt-Apache Leader includes the following weapons: Mk.82 Iron Bomb, Mk.83 Iron Bomb, AGM-65 Maverick, AIM-92 Stinger, LAU-68, LAU-61, ECM Pod, AGM-114 Hellfire, AIM-9 Sidewinder, Mk.20 Rockeye

Target Audience:
This game is perfect for both expert level military gamers as well as first time gamers. The core rules are easy to grasp and very intuitive, while still giving players a wide variety of decision-making options and tactical choices.

The game can also be played co-op (like our other Leader games) by splitting-up the aircraft and planning/resolving missions as a team.

Each mission requires only in 30 to 60 minutes.

Each campaign consists of 2 to 6 turns in which you’ll fly one or more missions each day.


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Aether Captains (A Video Review)

“As commander of the the HMS Dauntless, you have been tasked by the Emperor to find and destroy merciless air pirates threatening the skies of the world. With your staunch crew of steam welders, engineers you fly with honor into battle”

Aether Captains is a solo, steampunk themed, dice game. You take on the role of a commander of a worthy, air-going, zeppelin, battling a wave of attacking air pirates.

This is a PnP game and you will have to construct 13 dice, as well as have a regular d12 for attack and defense rolls.

Your zeppelin consists of 6 dice positioned in a row making up various sections of the ship: gun emplacements, command deck and the engine. The dice rotate down or up in die faces as you take on damage or try to repair the ship. Damage can mean loss of maneuverability, as well as reduction in attack and defensive strength.

6 dice represent the air pirates, randomly rolled at the beginning of the game. The air pirates attack during the rounds and you must successfully defend against the attack and return fire, damaging and hopefully destroying them.

One last die makes up your able-bodied crew, re-rolled at the end of each round and allows for bonus modifiers during the game.

The round consists of 5 phases

  1. Air Pirate attack and your defense
  2. Air Pirate movement
  3. Your movement or attack
  4. Your repairs
  5. Crew re-roll
~ Todd Sanders

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Wings of Glory: WW2 Starter Set

Wings of Glory: WW2 Starter Set is a tactical air combat game set in WW2 that uses cards and miniatures.

This first set is a complete game that features four airplanes for the WW2 game series: the American P40, the Russian Yak-1, the Japanese Ki-61 and the Italian Re-2001 Falco. Other components include maneuver decks for each airplane and a rule book that includes Basic, Standard and Advanced Rules, Optional Rules, and Scenarios. A full assortment of counters, tokens, rulers, and airplane console boards complete the set, which can be expanded with additional WW2 Airplane Packs to allow for larger battles with different airplanes.

Part of the Wings of War series

~ Ares Games

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Nightfighter Solitaire (A Video Review)


NIGHTFIGHTER is a game of air warfare in the night skies of World War II.

The game details the development of night fighting tactics over Britain, the Reich and the Pacific. Using a brand-new ‘blind’ play system, an umpire controls the attacking forces and moderates the player defender, who must find, fix and destroy the incoming bombers.

Nightfighter will recreate the tactics of night fighting, from the ‘cat’s eye’ fighting of the London night blitz to the Mosquito intruder operations at the end of the war. Scenarios include Freya AN interception in the Dunaja dark fighting zones, Himmelbett zones, the introduction of AI radar, Wilde Sau and Zahme Sau tactics. The evolution of electronic systems and countermeasures is modeled, including the use of ‘Airborne Cigar’, ‘Window’ and ‘Serrate’.

There is a huge variety of aircraft in the game, from early Do217s and Ju88 fighters, to advanced fighters such as the He219. Rarities such as the Ta154, Me262B-1a and the Japanese J1N1 Gekko will be included. Schräge Music (‘Jazz Music’) oblique gun systems are modeled. The Allies get ‘cat’s eye’ Hurricanes, Blenheims with AI Mk IV radar, Beaufighters with Serrate and various marks of Mosquito, including the NF30 with the advanced AI Mk X radar. Pacific operations will see F6F-5Ns and P-61A ‘Black Widow’ fighters engaging Japanese bomber threats.

Each aircraft unit in the game represents a single aircraft. Each hex on the map is roughly 1 mile across and each game turn is approximately a minute of real time. The map represents the width of the bomber stream and displays dark fighting areas, searchlight zones and searchlight beacons. Play times for the game are in the region of 1 to 2 hours.

The final game contents will comprise:

Combined rule and scenario book, 28 pages
One 1/2″ counter sheet
One 5/8″ counter sheet
One 11 x 17″ umpire’s map
One 22 x 17″ player’s map
One 11 x 34″ playaid sheet/umpire’s screen
Four 6-sided dice


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