Well last time, I put up some pics of my Brigade Models' Aeronefs and was asked for a review of the rules, so here goes. Note that, although I do have a paper copy of the rules, all comments in this review are based on the pdf version that can be downloaded from Wargames Vault.
Aeronef is 18 pages long (including the cover), in colour with plenty of colour photos throughout. Of the 18 pages 4 are background/rationale and 2 - without photos - are the basic rules of the game itself, 3 introduce 'Advanced' rules, such as aeroplanes, poison gas, etc.. 4 scenarios, designers' notes and bibliography make up the balance of the page count.
Aeronef defines ships as being in 5 'classes' (1 the biggest and 5 the smallest) and has hull points, gun dice, bomb dice and speed dependent upon that class. Turning and fire arcs use a hexagon shape - the rules stating that models should be based on hexagonal flying stands to enable this.
Movement is handled by writing orders and then each ship, from slowest to fastest does a half move each and then all complete the second half. A ship can fire once per turn at any point in the move using the common 'roll-a-six-to-hit' handful of dice mechanic. The rationale used by Aeronef that 'all vessels are assumed to be armed with a combination of machine guns and quick firing light artillery'. results in all vessels having the same range, same arcs-of-fire and same modification to dice through those arcs.