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Wings of War
I played Wings of War (w/minis) once during the summer, and found it to be pretty fun. Seemed a bit light though. Anyone have any long term experience with it? Does it have legs? I'm wondering if I should wait. Like most prepainted games, once production stops I can probably get planes for a song.
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Your initial impression is spot on though, Wings of War is a short, simple, fun game. Plenty additional rules exist, like altitude, but to me these always seemed to be against the spirit of the game.
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Another point to consider is that although the first box was designed strictly with aerial dogfights in mind, the subsequent boxed sets add new scenarios and objective-based gameplay. I feel this extends the game quite a bit. The Watch Your Back! set, for instance, introduces two-seater planes and bombing / reconnaisance missions, while Burning Drachens introduces a slew of new stuff - huge spy balloons, anti-aircraft and machine gun batteries, trenches, etc. Andrea tells us that the next set - Flight of the Giants - is going to include enormous late-war bombers and seaplanes as well as "scenarios for bombers, artillery direction, rescue of shot down crews in the sea and such."
I haven't been played with the altitude rules, though I'm assured that they add quite a bit of complexity. Not sure if it'll grab you? The Famous Aces box set can be had for less than twenty-five bucks nowadays. Give it a spin with the cards for a while and then decide if you want to go whole hog.
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Also, I find it's fun making up your own scenarios. Just dog-fighting can be fun for a while, but it gets old. It's better when each team has something to accomplish. And this way the game has more lasting appeal.
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- Sagrilarus
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Dawn of World War II, in spite of only minor rule changes, presents a much more heads-down experience. The table will be much quieter and you will be concentrating the whole time. Instead of laying down three cards and then playing them out, you roll through two. Each turn you use the card on your left, slide your right card to the left spot, and then place a new card on your right. This sounds like a negligible change but it makes a big difference in the game play. Each plane also has two speeds which gives you some additional options. Of the two it's more intense. Still light in comparison to other minis rule sets. It's worth your time to find and try this one first if you're worried about WoW being too light or not going the distance.
I'm likely WoW's biggest fan on this site, but I will concede it is in no way a complex game. Buy the planes and use them with a WWI minis ruleset that you can find on the web if you're looking for something deeper.
S.
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I don't have any of the minis but I was actually thinking of finding some 1/144th scale planes for the game.
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I two other games that are similiar so I've not invested in anything other than the base game (Crimson Skies, and...Aeroplane?? I can't remember other than its got a nice wooden box with metal minis)
Steve"Ace Pilot"Avery
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- Sagrilarus
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S.
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- metalface13
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Like others have said, the beginning rules are simple (I've never played with altitude) and the game plays really quick and its fun.
Will it fill your desire for a miniatures game? I doubt it. Most people play controlling only one or two planes at a time, so it doesn't give you the feeling of controlling massive armies with epic heroes and whatnot.
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- Sagrilarus
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You do have a point though -- the game is largely about honor system, as someone that is caring about the win too much can cheat -- shifting their cards away or reaching further than they should to make things fall their way. I like its analog movement but it opens that door for sure. I was playing with my nine-year-old last month and a guy that was left over from the Warmachine session that preceded us. I had to lecture the Warmachine guy on cheating. He was pissed that my boy's plane was still flying so he was getting up in his face and rounding the corners on his turns to get closer. A bit strange to see my nine-year-old being the mature one in the situation.
This is a game about fun, not victory. A Kaiser Helmet will help set the mood.
S.
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The time I played I did feel like nearly anyone could play it and that alone makes me think it might be worth the money.
As far as it being too simple, I guess I'm more concerned about scenarios. we played a straight up dog-fight. I'd love to see some of these other scenarios that mixed it up. What would nail this game for me is campaign play. Are there rules for that? Pilots gaining skills, injuries, etc. May be too much and take the game out of the 'ease of play' realm, but I'd love it.
Oh, how about a scenario book like they did for Tide of Iron and Descent. Seems like a good idea.
Anyway, that's the type of legs I'm talking about. Sure Bloodbowl games technically are the same over and over, but add in a league/campaign system and it takes off. That's what I'd like to see with WoW. If it doesn't exist maybe I'll make one myself.
As far as the WWI game vs the WWII game. I find WWI a bit more interesting. Also, I lean more towards loose and fun so three cards sound better to me than analyzing one card every turn.
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Any other differences between the two?
Also, is there some kind of point system? Say, one two-seater is worth two single-seaters. Or a single-seater with two AA support is worth two single-seaters. Some way to help guide scenario creation.
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