Angels and Bears Aircraft Rules

Angels and Bears is a set of free wargames rules for modern air and naval combat. It focuses on the superpowers of the 1980s. The download features all the rules, counters and templates needed to play this game of air and naval combat.

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Air War Vietnam Rules

Air War Vietnam is a set of free wargames rules for simple air to air combat in Vietnam. The authors says Air War-Vietnam is highly suitable for group play and can be learned quickly, with only a few pages of rules. The rules include all markers and templates needed to play the game.

Air War Korea Rules

Air War Korea is a set of free wargames rules for introductory level air to air combat in Korea. The author says Air War-Korea is highly suitable for group play and can be learned quickly, with only a few pages of rules. The rules include all markers and templates needed to play the game.

Battle of Britain Rules

Battle of Britain is a set of free wargames rules for operational level games. The authors write:

This is a fast playing operational level game about the German air raids over England on August 8th, 1940. Designed for group or convention play where players are in charge of the various sectors or Luftwaffe raids and it can be completed in a few hours. This PDF includes the rules, a map, markers, cards, and aditional materials needed to play the game.

Dogfight WWI Air Combat Rules

Dogfight! is a set of free wargames rules from Don Gelwwe. The rules have a bit of a different flavor from most of the genre. Don writes:

These rules are an attempt to create for players a different experience in gaming WW1 aerial combat. They are meant to confront players with broader tactical decisions that reach beyond the immediate specific-maneuver-choices of a moment within a battle to deal with what is (or will be) happening within the scope of the engagement as a whole. The demands placed on players emphasize these larger decision-making aspects of a pilot’s energies rather than the common, traditional focus on flying of most other rules. By removing the need for the player to micro-manage the piloting of the aircraft (these rules assume that the little fellow in the model already knows how to do that…), gametime can be devoted to deciding what to do rather than how. Instead of choosing which specific maneuver to use to position one’s aircraft in a particular way, players will choose amongst tactical objectives (such as “attack that enemy” or “be over there”) and then decide on the risk-level undertaken to achieve that goal. The success of an effort (attack, defense, movement, observation, etc…) is determined by dice rolls that are influenced by the pilot / aircraft quality as well as the level of risk (which reflects the difficulty of the task attempted).

You also can discuss the rules in the forums here.