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Missile Threat (Modern Air Combat)
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Missile Threat (Modern Air Combat)

Watermarked PDF

Air Combat 1960 - 2000

Missile Threat is a simple yet comprehensive modern air combat game, covering every major air conflict from 1960 to 2000, and designed for use with miniature aircraft.

Missile Threat is aimed at providing a realistic air environment and short games of less than 2 hours (including preparation).

What does Missile Threat offer?

  • Simple yet accurate mechanics: Missiles actually track aircraft in-game, forcing you to conduct defensive breaks or last-ditch missile defenses.
  • Fixed-wing aircraft, helicopters, ground forces, naval vessels and air defenses all play an important role
  • Stats for over 250 different aircraft
  • 11 Conflicts covered: Vietnam, Arab-Israeli wars (Six-Day, Yom Kippur and 1982 Lebanon war covered), Indo-Pakistani Wars, South African Border War, Ogaden War, Iran-Iraq War, Falklands, 1991 Gulf War, Bosnia / Kosovo, Eritrean-Ethiopian War, and the Second Taiwan Strait Crisis as a bonus conflict. Many of the longer conflicts are split into periods for more accuracy as units and tactics evolve.
  • Each conflict has a tailor-made aircraft and ordnance list for each faction, as well as accurate options for ground assets like SAM sites and AAA.
  • Flight plan "bidding" system: Players must write a flight plan before the game starts, indicating when aircraft will enter and leave the game. Will you try to get your ground attack aircraft in before the enemy fighters arrive? or wait until later? Will you send your fighters in early because you know the enemy will try to get their bombing done early?
  • Complete air environment: Ground assets like AAA, SAM sites and various radars are an important aspect of the game, allowing weapons like the AGM-88 HARM to have a use and for SEAD flights to have a purpose.
  • Pilots can be shot down, wounded, captured by enemy ground forces, picked up by on-call SAR helicopters, or make their way back to friendly lines on foot. Rescuing downed pilots is important for victory.
  • 4 Mission types to fly: Combat Air Patrol, Strike, Combat Search and Rescue, and Close Air Support. CAS missions will see an active land battle being fought while you attempt to support friendlies.
  • Detailed yet simple rules for Naval Vessels and Submarines. Naval Vessels can launch and recover helicopters and fixed-wing aircraft, and could potentially be caught unprepared for combat...
  • Forward Air Controllers, Recon, AWACS, AEW and Anti-Submarine Warfare aircraft all have a purpose in-game
  • Campaign System provided so each game can have an effect on the next: Wiped out all the enemy SAM sites? I guess you won't need to focus on SEAD as much any more!

Missile Threat is the culmination of 8 months of research and play-testing. Markers are provided for the various missiles, ground assets and ground forces, as well as naval vessel markers for the Falklands.

Missile Threat Introduction Video:

Note: The solo rules and Mercenary Air Campaign rules are coming soon - they will be provided for free (pay what you want) here on Wargame Vault

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Reviews (0)
Discussions (5)
Customer avatar
Stuart H February 16, 2018 10:35 pm UTC
Just bought my copy of your rules. Can't wait to order some Micro Armor jets and start getting ready! In my brief skim over the rules so far I have one question - The Barrel Roll as a special maneuver .. is it correct that the plane would move BACKWARDS the distance it would have moved forwards otherwise? Maybe I misunderstand this point or the maneuver itself.... I could see it slowing down forward movement somewhat... Thanks for your reply ;)
Customer avatar
Tom J February 17, 2018 2:24 am UTC
This is correct, the plane can move backwards, but this is done after the mandatory move phase where aircraft have to move a significant distance forwards (The aircraft's Speed Bonus + their current Speed in inches). Even if the aircraft has no speed bonus, when conducting a barrel roll attack it will have a minimum net movement of 0 in the turn, and not actually move backwards. (So aircraft has no speed bonus and a speed of 4, it will move forwards 4" in the mandatory move phase. It can then do a barrel roll attack, making a turn and then moving backwards up to 4")
You are correct - the barrel roll represents a way to slow down while on the offensive, this maneuver represents the spatial advantage of putting some distance between you and the target in order to get the target inside your weapons engagement zone (outside the minimum range of missiles for example...)
Hope that helps!
Customer avatar
Stuart H February 17, 2018 3:54 am UTC
Thanks, that helps! I will have more questions for sure, as I get into actually playing. The solo method play supplement will be much appreciated once you publish it also!
Customer avatar
Tom J February 17, 2018 3:57 am UTC
No problem, the solo rules shouldn't be far off, I just have a few tables to fill out. Perhaps a week away.
Customer avatar
Michael S February 07, 2018 4:36 pm UTC
Hi, I just picked up Missile Threat and I've been reading through the rules. With some experience at air combat games (I co-wrote MiG KiLLERS and Wild Blue), I was very interested in seeing how you handled maneuver and energy. For a general, easy to learn and play game, MT fits the bill quite well. Oh, I have some issues with several of your maneuver estimates, but I think you've captured the essence of it. I'm looking forward to the mentioned supplements that hopefully will come out soon.
Customer avatar
jeff F February 04, 2018 6:30 am UTC
Based on your video I'm leaning towards grabbing this. Are you on Discord? G+? We like to have a line on the designer for questions when possible. ;-)
Customer avatar
Tom J February 04, 2018 6:38 am UTC
Hi Jeff, yep we have an Ostfront Publishing discord you can contact us on, or message me directly there :)
Customer avatar
jeff F February 05, 2018 6:27 pm UTC
Brilliant. Cheers!
Customer avatar
jeff F February 03, 2018 2:55 am UTC
Hey there-

Inches and angles-off in the horizontal: does MT incorporate altitude abstractly or directly?

Is MT set up for chits or minis?

Is turn energy a factor?

Thanks in advance!

Customer avatar
Tom J February 03, 2018 6:15 am UTC
MT represents altitude in 6 bands. Aircraft cannot attack other aircraft unless they are in the same band, or 1 altitude above or below. Aircraft can attack ground targets from up to altitude 3 for ATGM and altitude 4 for Bombs. Altitude is important for SAM ceilings, AAA ceilings, and also aircraft service ceilings.

The game was designed with miniatures in mind, but you could easily use chits. Anything with a square base would work.
If using chits, you might need to use an aircraft roster to keep track of ordnance, speed and altitude as the game is designed to have ordnance markers on the base of a miniature aircraft, and to track speed and altitude.

With regards to turning, all aircraft turn around the circumference of a protractor (usually ~4" in diameter, but any size close to this would work). Each aircraft has a "turn rating" which shows how many degrees it can turn before losing speed. Turning around a protractor makes this easy to see, as you start at the...See more
Customer avatar
jeff F February 03, 2018 2:29 pm UTC
Muchly! I appreciate your time!
Customer avatar
February 01, 2018 5:47 am UTC
Kindly show a sample of the rules (not the charts) in the preview.
Customer avatar
Tom J February 01, 2018 6:43 am UTC
Not sure what's going on there, I have the correct page numbers specified for the preview (should show an example of a missile being fired - no charts!), but for some reason the aircraft data lists from 100+ pages later are showing up. I've disabled the previews for the moment, hopefully when I re-enable it will come right. Sorry about that!
Customer avatar
Tom J February 01, 2018 7:56 am UTC
Ok the problem should be rectified now :)
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File Last Updated:
February 04, 2018
This title was added to our catalog on January 31, 2018.