WINGS OF WAR - FAMOUS ACES
(Fantasy Flight Games, 2-4
players, ages 10 and up, 20 + minutes; $29.95)
When I first heard about Wings
of War - Famous Aces, I was skeptical. It was described to me as a
card based game of World War I dogfighting. Part of my skepticism arose
because I thought that I had my two games of aerial combat, and the World War I
focus had no particular appeal. Rise of the
Luftwaffe covered the quick playing light fun spectrum, while the meat of
Over the Reich satisfied the grognard in me.
This isn't to say I'm perfectly happy with either game, but I found that they
scratched whatever itch I had for flight simulation. Several weeks after
first playing I have to say I've never had so
much fun pulling an immelmann onto the tail of an enemy biplane, only to see my
guns jam as he floats like a balloon in front of me. Apparently I have an
itch I didn't know about.
Co-designed by Pier Giorgio Paglia and Andrea Angiolino, Wings
of War is published in the US by Fantasy Flight Games. The box
itself is small, perhaps slightly taller than a Kosmos two player line box.
Inside are a set of rules and scenarios, three different types of cards, four
boards for keeping track of your planes, two sticks for measuring line of sight
and various tokens for marking plane status. The rules are generally
clearly written, although the game is simple enough that it is best to learn the
game from someone who already knows it. The first of the three card decks
consists of the planes themselves. Each card is smaller than a regulation
playing card, with the name and image of the plane on the front and the pilot
and squadron name on the back. Each pilot is a famous World War I ace, and
there are plenty of different nationalities to pick from. The other two
decks are the maneuver and damage decks. A plane has a specific maneuver
and damage deck that it uses. For now there are four different maneuver
decks and one damage deck that all planes use. Future expansions will
increase the number of both.
A single copy of Wings of War supports
from two to four players, however additional copies of the game can easily add
more. Unless playing with extra sets each player receives a plane that
uses a different maneuver deck. The game is played right on the table,
with a two player match-up easily fitting on a 3 foot by 3 foot space.
After each player selects the starting position of their plane, play is
simultaneous for all participants. At the beginning of a turn all players
secretly decide on what three maneuvers they will be performing. They can
pick any cards from their maneuver deck while keeping in mind certain
restrictions. For instance, in order to perform an immelmann the plane has
to fly straight before and after. The maneuver cards are clearly printed
with a line terminated by an arrow, as well as a small set of insignia
indicating what type of maneuver it is (a turn, a stall, straight, immelmann,
etc.). Once all players have decided on the three maneuvers for the turn
play proceeds as the first set of maneuvers are performed, followed by the
second and third. Each maneuver is simple to perform. First the
maneuver card is placed at the front of the plane, then the plane card is picked
up and placed on the arrow of the maneuver card. Finally the maneuver card
is removed from the board. After all three maneuvers on a turn are
performed players select their next set of maneuvers.
After each maneuver there is a chance for planes to shoot at each
other. There is a red dot from which sprouts an arc of fire on each plane.
The measuring stick is placed on the red dot of the plane and measured out
through the firing arc. If the plane can touch the card of another plane
using this stick while staying within the arc the other plane has to draw from
the damage deck. If the other plane is within half the distance of the
stick it has to draw two cards. These cards can have a variety of effects,
from causing no harm to some sort of mechanical failure to shooting down the
plane. As long as the plane is not shot down the card drawn is secret and
any damage accumulates. In addition the damage card can cause the
shooter's guns to jam for a time, neatly adding a way to simulate gun jams
without excessive complication.
There are of course additional rules for specific situations such
as tailing. All of them are incorporated into the game system and are
generally easy to remember. For those seeking more variety there are
already several fan made scenarios as well as an adaptation of the game to a
Star Wars theme. One variant that we play with is to remove the more
lethal cards from the damage deck. This makes sure that everyone will
survive for at least a little while, and that they won't get shot down by a
lucky shot early. For the most part I'm happy to wait for the first
expansion: Wings of War - Watch Your Back!
I've had a great deal of fun playing this game with two to seven
players. This is the simplest air combat game I've seen where the feel of
a dogfight is clearly conveyed. Flight of the
Luftwaffe has its moments, but the maneuver of plane against plane is
highly abstracted and there are many rules that can be accidentally overlooked.
For those seeking a detail oriented dogfighting game I'd recommend the Over
the Reich series. However, for a twenty to thirty minute dogfight, Wings
of War has no peer. There is one complaint that can be fairly
leveled at the game. There is a tendency on a smooth table for the plane
cards to be disturbed, either by spinning in place or sliding. Since even
a slight angle can mean the difference between being shot down and shooting
someone else down, care must be taken to minimize such occurrences. A
tablecloth or felt mat would also help with any undesired movement. This
is more of a nitpick than a serious issue. For those who have always wanted to rule the skies in under an hour I don't think I can recommend this
enough. - - - - Mark Delano
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