After some time of chasing and locating
this rulebook I have succeeded. Despite being made in now long gone
2006 and not supported any more by GW, it still an interesting
game. Aeronautica Imperialis have in many ways influenced many of
following “hits” of gaming industry. X-wing is one of them. How
to summarize the overall impression if this game in brief sentence?
Peculiar dogfight.
Lets try to break it down in smaller
points and elaborate on high and low point of this definitely
interesting game.
- Stand alone game.
- Dogfight
- Peculiar details
- Juicy extras and balance
Stand alone game.
Aeronautica Imperialis is a Warhammer
40k spin-off specifically dedicated to aerial dogfights. Period. It
ignores the huge amount of 40k inconsistencies and “holy bolter”
of its game system WS and BS. It simply puts us in the sky and gives
some flying lessons in style of World War 2. As it was written prior
to modern Storm Talons and Sunsharks it has relatively small, but
balanced amount of aircraft for each race, but our main workhorse/opponent is Imperial Navy Thunderbolt. Fighters and Bombers are
the only types, but these classes have small influence on the
gameplay. Flyers characteristics are much more important. Addition of
Advanced rules makes for more in-depth games, but at the same time
makes it even slower. Things like limited ammo, pilots skill,
weather, terrain do affect combat, but if you mastered this
relatively complicated game it will make it more tactically
challenging.
Dogfight.
Well... put it this way, Imperium of
Man is dying and backwards, just for the sake of Space Marines being
cool dudes of entire setting. In case of Aeronautica Imperialis this
put an emphasize onto close aerial fighting, without Space marines on a main roles. Instead Imperial players fly with Navy. On a technical side, in time of
Imperium, Thunderbolt fighters can fly to the orbit of the planet but
they have no radar and heat-seeking missiles have less firepower than
autocannon. So pilots main activity is to get on enemy's tail and
pepper it with bullets. All other missions like Bombing raids, troop
insertion, Air patrols are added on top that sweet adrenaline of
“dakka-dakka”.
Peculiar details.
The sweet sound of “dakka-dakka”
comes at a price. Main idea of game is to predict position of enemy's
aircraft, put your plane into firing range and roll 5+ or 6+ if you
are higher or lower than target. To do so, you change following:
Speed, Altitude, Thrust, then you play Manoeuvre cards to do Barrel
rolls, High-g turns, Dives, Climbs and Turns. For each plane! Then
you have 3 set ranges for weapons with variable effect on firepower.
Book states that game with 2 planes may take an hour to complete and
game with up to 12 planes several hours. In my small experience
dogfight of 2 vs 2 planes took approximately 40 minutes.
Luckily we were not using advanced
rules, but still some small things like overshooting enemy because
your speed is higher than his, firing loads of shots and not scoring
anything because you needed 6+, hitting but not damaging plane
(similar to roll to wound), makes Aeronautica Imperialis a very
detailed game. This in my opinion is both strong and weak point of
it.
On a strong side: it really delivers a
shot-by-shot dogfight experience.
On the other side: the very complexity
of it slows it down.
Game system written by Games Workshop
veteran Warwick Kindrade is as simple as it gets for a aerial combat
simulator (though book insists that it is not a simulator). But to
make it's gameplay faster and even more easier to grasp and master it
would have to lose many of its detail which make it so rich. For
example 4 vs 4 game of X-wing takes an hour to complete, Axis and
Allies: Wings of Victory is similar in speed.
Juicy extras
On
top of well-tested and balanced game book contains colour schemes for
all aircraft, technical specifications, fluffy descriptions, in-game
data sheets, “historical” missions, campaign rules (which are
easy and based on 3 tables), some special rules, couple of pages
dedicated to painting and terrain.
Overall
book is high quality hard back with typical Forgeworld glossy paper.
Currently sold together with supplement for 40k games for £30.
Probably while stock lasts. Since GW discontinued its Specialist
games in 2012, this book would be a collectors, not gamers buy. For
now there are much faster and more competitive games on a market. But
of coarse, they are not in Warhammer 40000 universe.
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