#WargameWednesday – Decision Games Air War Series

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Courtesy BGG

I recently was able to pick up three games in the Air War Series designed by Joseph Miranda and published by Decision Games. These are (in order of publication) Eagle Day: The Battle of Britain (2012), Cactus Air Force: Air War Over the Solomons (2012), and MiG Alley: Air War Over Korea 1951 (2015). The back cover of MiG Alley describes all three games in general:

The game uses the Air Wars series rules. Aircraft are rated according to type. Fuel consumption is factored into the plane types, so a player must manage the available forces to ensure enough combat power is ready when needed. Each player has a unique set of campaign cards generating movement, combat bonuses, historical events, and reinforcements. Playing the right card at the right time is crucial to winning.

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MiG Alley – Courtesy BGG

Each game is packaged in DGs Mini Game Series format. These introductory games come with an 11″x17″ map, 40 (small) die-cut counters, 18 (small) campaign cards, four-page series rules, and two-page scenario rules. Each game is of Very Low complexity and can be played in 1-2 hours.

The timescale is most realistic in Eagle Day (Days-Hours) but more abstracted in Cactus Air Force (Months-Hours(?)) and MiG Alley (Partial Months- Hours). Working past the non-sensical timescale, each turn consists of a Planning Phase (Days/Months/Part Months)  and Operations Phase (expressed in Hours). Each Planning Phase consists of Campaign Card draw (and occasionally play), Replacements, and Reinforcements. In the Operations Phase, players take turns using Campaign Cards, moving, fighting, and bombing.

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Courtesy BGG

Each game is a simple representation of an air campaign, a level of warfare notoriously difficult to game/simulate. In my collection, Eagle Day occupies a similar game space to John Butterfield’s solitaire RAF and Lee Brimmicombe-Wood’s The Burning Blue. Eagle Day, and the others, easily falls at the lowest end of the complexity spectrum – like the Mini Games series intends to do.

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Courtesy BGG

Of the three games, I think the abstractions in the Air War series make Eagle Day the weakest game. There is no game mechanic for scrambling aircraft meaning as the Intruder Player the German often can catch British fighters on the ground. In Cactus Air Force, the small unit count (limited by the 40-counter game limit) leads to a very balanced combat situation, and I don’t find the “desperate struggle” like that related in Lundstrom’s The First Team and the Guadalcanal  Campaign or Prados’ Islands of Destiny: The Solomons Campaign and the Eclipse of the Rising Sun. On the other hand, MiG Alley seems to evoke the right feeling of the air campaign with few North Korean and Chinese jets beating up on hapless lumbering B-29s while the new American jets – never in enough numbers – try to take over the bombing campaign.

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Cactus Air Force – Courtesy BGG

Each game is very affordable ($12.99 retail). This is both positive (affordable) and negative (limited components). Decision Games is also what I term these days a “classic” wargame publisher. The Mini Game Series are classic hex-n-counter wargames. The only real innovative feature beyond a “classic” wargame is the use of Campaign Cards to create scenario variability and fog-of-war.

 

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Courtesy wargamecenter

(Which makes me think just how great a candidate these games are for the simple “block” treatment. The game is already two-player, and most counters are double-sided with a generic “Based” on one side (representing the planes on the ground) and the actual aircraft on the other. If the board was enlarged and blocks used it would avoid the inevitable ‘gotta flip the counters to see what I really have there’ syndrome by allowing the counters to be stood on edge with the “Based” side facing the opponent while still allowing the owner to see the aircraft. When flying, the block is placed aircraft face-up. Of course, this would raise the price-point of the game but….)

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Courtesy BGG

As much as I sound negative, I actually am very happy I bought these games. The games will serve as good “filler” or introductory (teaching) games and are small enough to travel easily. If one desires simple, small, easy to learn and short to play classic wargames with just a few “innovations,” the Air War series of Mini Games from Decision Games are good candidates to put on your wish list.

 

RockyMountainNavy Verdict: BUY and PLAY for travel games but manage expectations.

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