Overview
Air War: Modern Tactical Air Combat is an ultra-detailed simulation of modern jet air combat published by SPI in 1977. Each turn represents only a few seconds of real time. Players control individual aircraft, maneuvering them through three-dimensional space to gain positional advantage and engage with missiles or guns. The game is notable for its extreme complexity, modeling altitude, speed, energy, radar, electronic warfare, and a wide variety of weapon systems.
Components
- Hex map representing airspace
- Aircraft counters
- Aircraft data cards (performance charts per aircraft type)
- Weapon data charts
- Altitude and speed markers
- Combat results tables
- Dice
- Rules booklet (extensive)
Setup
- Select a scenario or agree on aircraft and weapon loadouts for each side.
- Place aircraft on the hex map at their starting positions, altitudes, and speeds as specified by the scenario.
- Prepare aircraft data cards to track each plane’s status (fuel, weapons, damage).
Turn Structure
Each game turn represents a few seconds of real time and consists of:
- Initiative Phase: Determine which side acts first.
- Movement Phase: Aircraft move simultaneously based on their speed and maneuver selections. Movement is plotted considering altitude, speed, energy, and turn rate.
- Detection Phase: Check radar and visual detection of enemy aircraft.
- Combat Phase: Resolve missile launches, gun attacks, and electronic countermeasures.
- Administration Phase: Update fuel, speed, altitude, and damage status.
Actions
Movement
Aircraft move based on their current speed (measured in hexes per turn) and altitude band. Maneuvers include turns, climbs, dives, rolls, and special maneuvers like Immelmanns and split-S. Each aircraft type has specific performance envelopes dictating maximum turn rates, climb rates, and acceleration at various altitudes and speeds.
Detection
Aircraft must detect enemies using radar or visual sighting before engaging. Radar detection depends on range, aspect, and electronic countermeasures. Visual detection depends on range, altitude difference, and weather.
Combat
- Missile Combat: Select missile type (heat-seeking or radar-guided), check launch envelope requirements (range, aspect, altitude), and resolve using missile attack tables.
- Gun Combat: Close-range attacks resolved based on range, deflection angle, and pilot skill.
- Electronic Warfare: Chaff, flares, and jamming can degrade enemy missile and radar effectiveness.
Damage
Hits are resolved on damage tables specific to the aircraft type. Damage can affect engines, control surfaces, weapons, fuel, and crew. Cumulative damage degrades aircraft performance.
Scoring / Victory Conditions
Victory conditions depend on the scenario. Typical objectives include:
- Shoot down enemy aircraft
- Protect or destroy ground targets
- Survive and return to base
- Achieve air superiority over a designated area
Points are awarded for kills and mission objectives.
Special Rules & Edge Cases
- Energy management is critical: speed and altitude are interchangeable resources.
- Stall and spin rules apply when aircraft exceed their performance limits.
- Multi-aircraft formations use specific formation rules for mutual support.
- Ground-based air defenses (SAMs, AAA) may be included in certain scenarios.
- Pilot quality ratings affect detection, combat, and recovery from adverse conditions.
- The game includes data for dozens of aircraft types from multiple nations.
- Optional rules add further detail for ECM pods, buddy lasing, and beyond-visual-range engagements.
Player Reference
Turn Flow: Initiative → Movement (simultaneous) → Detection → Combat → Administration
Key Concepts: Energy management (speed vs. altitude), detection before engagement, missile envelopes
Complexity: Extremely high — often considered one of the most complex tactical air combat games ever published.