I recently acquired a copy of Avalon Hill's 1995 title, London's Burning, much to my delight. I never gave this game much of a look until recently and felt dumbfounded that it is a solo game, and not anything like TSR's Battle of Britain, which I used to own but recently sold off. In any case, I have rectified this by playing it a few times and it's highly enjoyable.
This will just be a quick demonstration of the game to give you an idea of how it plays out.
You control two RAF aircraft tasked to intercept and shoot down as many Luftwaffe attackers as possible. These come at southeastern England via chit draws, which indicate the number of potential raiders in each Raid. You then secretly draw the Luftwaffe aircraft from a cup, and won't know their true composition until you either (a) intercept the Raid, or (b) the Raid finds a target and starts its bomb run.
The Raid moves randomly, which might put people off, but it's actually quite enjoyable. You need to position your two fighters as best you can, estimating whether or not they should be on Patrol or moved to a different Satellite Airfield, so it's guesswork on your part as to where the Jerries will pop in. You need to be careful to maneuver close to a Raid, but not so close as they might enter your aircraft's hex - in which case they are the interceptors and any German fighters in that Raid get first crack at your fighters. Otherwise, if you enter the hex first, you're the interceptor instead.
There's a few set up steps, but one of the first is drawing your initial RAF pilots. This also determines whether you're getting a Spitfire or Hurricane; each Pilot is essentially 'married' to an aircraft type. My first draw is Richey, a rookie Spitfire pilot.

Next, I draw (luckily, I might add) Kowalski, an Ace Hurricane pilot. He's the only Ace in the RAF mix, so this was a good draw. It puts his aircraft on par with the Spitfire; were he a rookie Hurricane pilot, it wouldn't perform as well.

I also have to select a Base, which is the 'main' location where the fighters will be located. This impacts a few in-game events, such as Fatigue. There's only a handful to choose from, as you need to select a Sector Airfield; they're all around London. In this case, I chose Hornchurch as our Base.

The first day, August 13th, 1940, dawns clear and bright. You can select to either go by the historical weather, which is either Clear or Rain, and is imprinted on the Turn track. Or, you can choose a random weather generator system instead. I'm going with the historical weather.
There's five Phases per day - four time phases (0700, 1000, 1400, and 1700), and one Night phase. In each of the time phases, you first decide if your pilots are going to sit at their base, or relocate to a Satellite Airfield, or Patrol. Patrolling will put them in the air at a location of your choice, making them much more able to intercept incoming Raids, but this raises their Fatigue a level. And it can be a pain if you do this and then there's no Raid in this time phase; they return to base if not, and keep that Fatigue level.
In this case, for the 0700 phase, I'm relocating them to Hawkinge. This is very close to the edge of the map (at image bottom in the below pic), which is where the enemy Raids enter the map.

I now draw the Raid chit for this 0700 time phase.

And the result is...

Four Raiders will attack this phase. So, I draw them from an opaque cup; fortunately these are cut well so you can tell from touch exactly which side is which. They're drawn in secret, so you won't know the Raid's composition until the time comes.
The Raid is reported at Angels 10 - 10,000 feet altitude. This may change when we actually intercept.

Next, I determine the Raid is entering in Area 3. I will need to scramble quickly as that's quite close.

We're able to climb two Altitude levels at the cost of 1 movement point each. We get 4 movement points, so we can move two hexes as well, swinging around to face the Raid.

I also mark the RAF fighter's altitude of Angels 10 on each of their boards. (This image erroneously shows Angels 5; I've fixed this.)

The Raid moves, as mentioned, via die rolls. The various pathways they will take depending on the roll are printed helpfully on the board. This time I roll a 1, so it moves straight ahead and is now two hexes away from my fighters. I can't really maneuver to come in from out of the sun unless I want to wait another turn, but that increases the risk that they will find a target before I can get the fighters to them.

So, I just move in, two spaces away, and use a third movement point to climb one more level, to Angels 15. We now successfully intercept the Raid.

However, we'll now need to determine the Raid's true altitude, then we'll flip those Luftwaffe aircraft over and see what we're dealing with. If there's fighters, they might move to one level higher, providing a top cover to the bombers they're escorting. Of course, there's a chance all of these Luftwaffe aircraft could be fighters, too.