
Every once in a while, a solo design comes along that stops you in your tracks. It makes you lean in a little closer. That’s exactly what happened. I started digging into Fliegerkorps. It is currently on Kickstarter from Solo Wargame and designed by Martin Melbardis.
First off, a big thank you to The Players’ Aid for their excellent interview with Martin. They introduced many of us to this project. Their coverage continues to shine a spotlight on designs that might otherwise fly under the radar. This is exactly the kind of game I’m glad they brought to our attention.
After reading their deep dive, I’ll tell you straight up… really like the idea behind this one.
What Is Fliegerkorps?
At its core, Fliegerkorps is a solitaire air war game focused on the Luftwaffe’s bombing campaigns. You’re managing bomber formations, making operational decisions, and dealing with the mounting pressure of enemy defenses, logistics, and strategic consequences.
What grabbed me immediately is that this isn’t just a tactical “roll for flak and move on” experience.
It’s about command decisions.
Do you push harder for strategic impact and risk crippling losses?
Do you pull back to preserve strength for the campaign?
How much attrition can your force absorb before the whole operation begins to crack?
That kind of tension, specially in a solo system, s where a design really earns its wings.

Why This One Stands Out
We’ve all seen solo air war games. Some are tactical dogfight simulators. Others are chart-heavy exercises in procedure. And while I enjoy both styles when done well, Fliegerkorps appears to live in that operational sweet spot.
From what I’ve seen, the design emphasizes:
- Campaign-level decision making
- Escalating defensive responses
- Resource and risk management
- Narrative tension across multiple missions
And here’s the important part: it was built as a true solo game from the ground up.
That matters.
Some systems feel like multiplayer designs awkwardly adapted for solitaire play. This doesn’t. It feels intentional. Purpose-driven. Designed to give you meaningful decisions without artificial complexity.
I spend a fair amount of time playing solo. This is especially true when diving into heavier historical systems. That’s a big plus in my book.

Let’s Talk About the Print-and-Play
Now, here’s where I’m going to be honest with you all.
Fliegerkorps is currently a print-and-play release.
And as most of you know, that’s not really my thing. I really dislike arts and craft games, that is what I call them.
I respect the format. I understand why publishers use it. But I’m a counters-in-a-box guy. I like opening a lid, punching sheets, organizing trays, and feeling like I’ve added something substantial to the shelf.
Printing, cutting, mounting? That’s just not where I get my hobby joy. Besides, I am terrible at crafts. My finished product would look nothing like the fine art and design that this game shows off.
That said, I genuinely hope this project does well enough that we see a full boxed edition down the line. Because the design itself deserves that kind of treatment. This feels like a game that would shine with professionally mounted counters. It would benefit from a mounted map and that satisfying heft we all secretly love.
If that happens? Now we’re talking.

Solo Wargaming Is Thriving
Zooming out a bit, solo wargaming continues to grow in really exciting ways. Designers are clearly recognizing that many of us:
- Don’t always have opponents available
- Want to explore operational history at our own pace
- Enjoy campaign systems that create narrative arcs
Games like Fliegerkorps are part of that movement….focused and built to create tension without unnecessary bloat.
That’s exciting to see.
Final Thoughts
So here’s where I land.
I really like the idea of this game. The operational focus. The campaign tension. The fact that it’s purpose-built for solitaire play.
The print-and-play format? Not my preference.
But if this gets a boxed edition? I would take a serious look at adding it to the collection. You can bet we’d break it down on Zone of Control.
Until then, hats off again to The Players’ Aid for shining a light on this project. Keep doing what you’re doing, you’re helping all of us discover designs worth paying attention to.

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