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Modern air combat is jolly hard to do, primarily because it's such a brief, automated, one-sided affair in most cases. You just don't get tense dog-fights in modern air warfare. Lock-on occurs at a distance of several kilometres and a pilot will kill his opponent sometimes before he has even seen him with the Mk 1 eyeball. Add to that the fact of the immense speed at which these guys move! Even given their computer-assisted lightning reflexes, they are moving several table lengths every turn.
That said, near future offers some options, with the introduction of gravity suits that support the execution of dynamic aerial manoeuvres even at top speed, and the potential for a battle space that isn't simply overwhelmingly dominated by a single side.
I am hoping to release AirFrame - the game of near-future aerial combat - next month for public beta and the finished product in February. Play testing so far had been positive, with high-g manoeuvres giving plenty of tactical interest. At the moment, the principle challenge is making the airframes fast enough to feel futuristic whilst making it possible to play the game on a 4x4 table.
The game is also fully compatible with MechaWar, allowing players to fields airframes in direct support of their mechs, or even to pit mechs against airframes.
R.
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