Observations:

Beautiful book with beautiful art work.

Hard back book.

If you have flyers and your opponent dosn't you have air superiority which gives you +1 and them -1 to reserves......makes the air battle worth fighting.

The are new formations and a new Air Superiority Detachment which can double the air superiority modifiers. This seems to open the validity of flyer heavy lists.

There are attack patterns which are interesting but seem a little unecessary, require that you take loads of flyers and hand out special rules like sweets!

Wing leaders get there own type of warlord trait which again seems unecessary.

Only flyers classed as fighters seem likely to make much of an impression in the dog fight phase.

The dog fight phase can be opted out of by winning a dice roll......before it even starts.

There seems to be no skill involed in the dogfight phase at all it's just rolling dice and checking three seperate tables. This feels like it adds nothing, could have been far simplier and better, will slow the game down in a frustrating manner and boils down to a chance for each player to assassinate one of their opponents flyers each game turn.

There are rules for building and progressing your own ace which seems to be for a narrative campaign and to be very fun.

There are interesting flyer based missions which form into a campaign. Some missions are a little clunky but all seem fun.

There are some interesting ideas in this book but the new dog fight phase is HORRIBLE it could have but fails to improve the game.....I feel sadly instead it will slow it down and provide few moments of enjoyment as even sucessess in this phase will be down to charts and dice rolls rather than tactics and decision making.

Over all I am very disapointed.

Cheers

Charlie