Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
Second of J.D. Webster's World War II air combat wargames Fighting Wings series.
Core mechanisms
Key systems that shape the decisions players make.
Grid Movement
Move pieces between adjacent spaces on a regular grid.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Scenario Campaign
Play linked or standalone scenarios with their own setup, objectives, and consequences.
Hexagon Grid
Use a hexagonal map where each space connects evenly in six directions.
Simulation
Model a real or imagined system through detailed cause-and-effect rules.
Read the full game description
Second of J.D. Webster's World War II air combat wargames Fighting Wings series. Tactical WW2 Air Combat game with mechanics upgraded from Over the Reich (first game in series). Focuses on air to air and air to ground combat during the Battle of Britain with some before (Battle of France) and some afterward (Western Europe through 1942). Mechanics are based on fairly realistic energy physics. Aircraft capabilities modeled closely on differences between the performance of the aircraft. A turn represents 4.1 seconds; a hex represents 100 yards. The game system is more complex than the other games of this type of combat such as Mustangs or Dauntless/Air Force Dauntless Expansion Kit. The system includes an operational scale to handle flying an entire mission.