Air War (game)

[2] In 1985, Hobby Japan published another expansion, Super Tomcat, that added 52 aircraft, and several rules revisions.

It requires a lot of effort just to fly your plane, let alone shoot another one down .... but for an experienced gamer who wants the best simulation of modern air combat available, this is it.

"[4] In Issue 13 of Phoenix (May–June 1978), Dave Millward noted as a way of illustrating the complexity of the game that the control panel sheet for each aircraft was 21 inches (53 cm) long.

He concluded by giving the game a below average "excitement" grade of only 40%, a rules clarity grade of 75% and the maximum complexity rating of 100%, saying, "Air War is far and away the best game for anyone wanting realistic air combat simulation and willing to invest the time needed to become at home with the rules.

"[5] In the 1980 book The Complete Book of Wargames, game designer Jon Freeman found the game ridiculously complex, saying, "There is apparently no absurd extreme to which SPI will not go in its quest for realism (or the appearance thereof) for which it will not have a small but vocal coterie shouting huzzahs at the results.

Freeman concluded by giving the game an Overall Evaluation of "For fanatics only", saying, "There are some nice features here, but most people will do better to await their adoption by less ambitious efforts.

"[7] In Issue 34 of Phoenix (November–December 1981), R.K. Jordan reviewed Air War and its expansion, Air War '80, and concluded that the game was so complex, the best way to play was as a team of several players, each handling one airplane function, aided by a computer and lots of time.

SPI's 1st edition box cover, 1977