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Thread: >> FAQs & Points of Interest <<+>>Ace Skills & Optional Rules<<

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    Thumbs up >> FAQs & Points of Interest <<+>>Ace Skills & Optional Rules<<

    FAQs & Points of Interest
    (Ace Skills & Optional Rules now appear in post #2)

    A few people have asked for something like this so I'm having a stab at it - This is what I have so far after a trawl of the Rules sub forum - you will see I have shown links to the threads & if there are other things you want raised let me know but please give a link to the thread that refers to it. I will endeavour to keep it up to date and expand on it.
    Remember please this FAQ pertains to WW1 rules and matters - I say this to remind myself as much as you !
    Where possible I have included a link to the thread where the question has come up so you can research the issue further if you wish to and I've noted responses from Andrea Angiolino (aka Angiolillo), the game's designer, where he has made them or if they are known. You will find some questions are included as they are interesting rather than frequently asked !
    If there are any corrections, additions you think should be made let me know.
    This is still a work in progress so expect its presentation to evolve...

    Cheers Dave.

    Jammed guns - Red & Green:
    Q: In the damage decks there are gun jam cards with red or green crosses. Is there any difference or should I treat them the same ?
    A: If you are using the optional Ace Skills, the green jam cross is ignored for an Ace with the Bullet Checker skill. Otherwise there is no difference between the two.
    http://www.wingsofwar.org/forums/sho...77-jammed-guns

    Number of damage decks:
    Q: Is there a house rule for a "golden" ratio of decks to planes in play?
    A: The designer's suggested minimum is one deck for every four planes in use. He also mentions that if you use multiple decks in big games there's no need to separate them again for smaller games.
    http://www.wingsofwar.org/forums/sho...-Damage-Decks-!

    Overlapping:
    Q: What are the rules are on "overlapping" plane bases? What do you guys usually do?
    A: There's several ways to play this:
    1) From the Deluxe Set Rules: Overlapping is allowed, but if the models cannot be placed correctly due to model sizes or peg positions each player draws a B damage card. The player drawing the lowest number (on the lower right, not the damage value) moves first, then the other player places his model as close as possible to the intended position. Damage results on these cards are ignored, just return them to the deck.
    2) From the miniatures rules insert: Temporarily replace one model with it's card.
    3) From Burning Drachens (ONLY if using Altitude Rules): Use either of the above methods, but there is also a chance overlapping models or balloons may collide. If the models are at the same altitude and BOTH either have NO climb counters or ANY climb counters, draw a C damage card for each (Balloon Busters uses two A-cards instead)
    http://www.wingsofwar.org/forums/sho...ng-Mini-s-Play

    Collisions - How do most people deal with them?:
    Officially a collision occurs if the models bases overlap, they are at the same altitude and both either have NO climb counters, or, ANY climb counters, draw a C damage card for each model but do not apply special damage other than the explosion.
    Having said that players the world over found that overlapping bases and meeting the collision requirements occurs way too frequently for most of them and the main consensus reached is that a collision should only only occur if the model's bases overlap to the extent that the one model's base overlaps the others peg. (thus planes can overlap without collision but collisions can still occur).
    More recently some have taken to using 'collision cards' (a number to be found in house rules of the WW1 files section) to decide whether a collision occurs or not - all info can be found on the linked thread below and links from that thread.
    A: Read, assess and make your own decision !!
    http://www.wingsofwar.org/forums/sho...-played-option

    Overlapping & Shooting Question:
    Q: If two planes are over lapping and are at different altitudes can they still shoot at each other it they are in the firing cone?
    A: There's nothing in the altitude rules to override the blanket "overlapping planes can't fire at each other" rule.
    (always gone with the rule unless the plane at lower altitude has a wing mounted gun that can be pulled down to fire upwards, or, the observer of a two-seater has the plane above/below in his firing arc - Update: see series 9 rules below for Higher MGs).
    http://www.wingsofwar.org/forums/sho...Bases-question

    Immelmann Turn Questions:

    Immelmann & Rudder damage:
    Q: If you can't turn right or left due to rudder damage ... can you still do an Immelmann Turn?
    A: Yes, it is allowed by the game rules.
    (NB Most don't allow it as it is not historically accurate to do one if your rudder is jammed both sides)
    http://www.wingsofwar.org/forums/sho...-Turn-Question

    Immelmann Turn & Stalls:
    Q: Can you do an Immelmann turn after a stall, which is a shorter straight than a normal one?
    A: Nope, the stall is not a straight. You have to go by the little arrows in the lower left corner of the cards. Straight cards are marked with an upward pointing arrow. If there is anything else or no marking it is not a straight. With one exception in the L deck the stall is only a Steep manoeuvre and are marked with a <>.
    (But you can do a Split S which is a Stall-Immel-Straight manoeuvre)
    http://www.wingsofwar.org/forums/sho...4174-immelmann

    Immelmann & Engine Damage:
    Q: If you have engine damage ... can you still do an Immelmann Turn?
    A: Yes, it is allowed by the game rules as you can split the manoeuvre across turns
    eg: R/St/S - I/S/St -

    Immelmann off straight after Immelmann
    Q: If I play an Immelmann card and the game turn finishes on the straight immediately after it, can I start the next game turn with another Immelmann card..? eg - ?/S/I - S/I/S - I/S/? -
    A: Yes you can, the rules allow it and it's been confirmed again by Andrea. (2018)
    https://www.wingsofwar.org/forums/sh...t-S-s&p=487167

    The Immelmann turn is often regarded as a three card manoeuvre whereas it is a special one card manoeuvre with certain restrictions upon its use:
    In order to play the Immelmann card you must plan a straight card immediately before it and a straight card immediately after it (unless you have the acrobatic pilot ace skill).
    It works in a similar way for the Split-S only you must plan a stall immediately before the Immelmann card and a straight after.
    Rear Gunners cannot fire during any of these three cards, a wounded pilot cannot fire in the phase an Immelmann turn card is played & a climb card cannot be played in the same turn as an Immelmann turn card.

    The first straight card is to show you have the energy to perform the manoeuvre, the Immelmann card is the manoeuvre itself, the second straight card is to show recovery of energy following the manoeuvre after which you can play any card within the restrictions given. This includes an Immelmann card if available (ie in the the next turn).

    Immelmann rules are found in latest RAP Rules on pages 7, 10, 15 & 24.

    Climb/Dive in same turn as an Immelmann/Split-S turn:
    Q: Whilst playing a play by PM game there was a query concerning altitude - specifically climbs and dives in relation to the Immelmann turn & the Split-S.
    Now -
    we accept we cannot climb during the same turn as an Immelmann turn (card) but can we dive ?
    Clearly this can only happen when a reversal is planned across two game turns, so, can we play Dive, straight; Immelmann, or, Immelmann; straight; dive in a game turn ?
    Similarly,
    we accept we cannot dive during the same turn as a Split-S (Immelmann turn card) but can we climb ?
    so, can we play Immelmann; straight; climb in a game turn ?
    Or,
    Does it relate to the Immelmann Turn Card itself - whatever it's function (up or down) - and you just cannot play the climb or dive card in the same turn as the card itself ?
    This has been my understanding but it's easy to misconstrue the rules sometimes.
    A Andrea says: "...So you are correct. Climbing in the same turn of an Immelmann turn and diving in the same turn of a Split-S is forbidden. While diving in the same turn of an Immelmann turn and climbing in the same turn of a Split-S is allowed.
    The reason is that climb rates and dive capabilities are the maximum allowed. I wanted to avoid that somebody would climb or dive more than just allowed by climb, dive, steep dive cards, adding to them the Immelmann/Split-S. It would be awkward to see a plane zig-zagging in the sky to climb or dive more than with the steepest climbs or dive allowed. Of course, there is no issue from this point of view if a plane dives in the same turn of an Immelmann or climbs in the same turn of a Split-S"...Andrea 2021.
    https://www.wingsofwar.org/forums/sh...l=1#post545750
    https://www.wingsofwar.org/forums/sh...Finished/page4

    Immelmann & Firing Rear Gunner:
    Page 24 of the RAP Rulebook states: "airplanes cannot fire at a target in the rear firing arc immediately after using [the Immelmann] manoeuvre card or after the manoeuvre card played just before or just after it." (emphasis added)
    Q: does this really mean "or" (as in the player has a choice regarding when not to fire - either during the Immelmann card phase, or the phases immediately preceding or following the Immelmann card), or does it instead mean "and" (as in the player may not fire during the phases immediately before, during, and after the playing of an Immelman card)?
    A: Andrea says: "I meant all three manoeuvres"
    http://www.wingsofwar.org/forums/sho...Immelmann-Turn

    Immelmann & Fire Damage:
    Q: When ending a turn with a straight and then an Immelmann your kite's set on fire.. problem is that ending the turn with an Immelmann, means the first move of the next turn has to be a straight, however, the rules state that when on fire you're not allowed to plan straight manoeuvres.
    In order to fulfil the rules, do you just plan a non-straight manoeuvre, fall foul of the Illegal Manoeuvre rule and have to change it to a straight anyway?
    A: You get an A damage for the straight after the Immelmann as it is illegal to do so when on fire; as it is the first card of the next turn you will also already have received an A card in exchange for a fire token as well.
    (Andrea's clear that his intent (and preference) was that if you did a straight (planned or mandatory) when on fire then your aircraft would be destroyed (as per an "illegal" move in original game) but Ares wished the straight/A card option which is what they went with in the rules; destruction being an optional rule..)
    http://www.wingsofwar.org/forums/sho...Immelmann-Turn

    Fokker D.VII stall turns and Split-S/Overdive
    Q: Is it allowed to begin the two manoeuvre sequences with a stall turn instead of a regular stall?
    A: No. The plane has to play the stall manoeuvre - one with a short arrow and the <> symbol. see p7 RAP (2014).
    Andrea states if he wrote it now "I'd ask for a "straight stall" before a Split-S or an overdive" for clarity.
    https://www.wingsofwar.org/forums/sh...lit-S-Overdive

    Fire & Rudder Jams:
    Q: Your bird is on fire and then you get both left and right rudder jams, what happens? When on fire you cannot use a straight manoeuvre but when double jammed... What can you do?
    A: Andrea says "...If you have the rudder jammed in both direction, plan stalls or dives or climbs as much as you can (they are not straights). And then illegal moves: plan straights, or left/right cards - no matter which you will plan, they will be replaced with straights and inflict an A card of damage (or eliminate you if the optional rule is in use)."
    http://www.wingsofwar.org/forums/sho...jammer-rudders

    Altitude:
    Q: When you get enough climb tokens do you automatically go to the next level or do you wait till the next turn to climb ?
    A: Yes, you automatically go to the next level. Example: If you are elevation 4, and you have a climb rate of 3, once you have played the third climb card and receive that 3rd climb token, you are then at elevation 5.
    http://www.wingsofwar.org/forums/sho...p?1142-alitude

    Line of sight:
    Q: In the rulebook it states that only models at the same level block line of sight to a target at the same level as the shoot. But does line of sight get blocked it you are shooting at a target one level lower with a plane in between you and the target at the target level? And when he attempts to shoot back does a plane at his level block line of sight to the target one level higher?
    A: No. Keeping to the letter of the rules, line of sight is only blocked if all 3 planes are on the same level.
    http://www.wingsofwar.org/forums/sho...itude-question

    Aim Bonus:
    Q: In a situation of aiming at short range:
    The two cards damage received damage bonus of +1?
    (example (CD 1p +1) + (CD 2p +1)=5 points of damage).
    A: Correct, at close range both cards receive the +1 bonus.
    NB. Bonuses are not cumulative so for example if diving and having an Aim bonus you don't get a +2 (Source: Andrea)
    AND a zero is always a zero, so no +1 on them..!

    Perfect Aim skill:
    Perfect Aim: (basic rules) (RAP page 22)
    “When firing this ace may choose to have his opponent take one extra damage point when his attack inflicts damage. To remember the card causes extra damage keep it on the +1 damage space on the target airplane's console. A card inflicting zero damage is still considered a zero.
    You must decide to use this skill before your opponent draws the damage card. When you use this card take three recovery tokens.”
    Q: If the target take two damage cards (2 and 3 points, by example), according to the Perfect Aim rule, does the target gets one extra damage point (2+3+1= 6 points) ?
    or one extra damage point per damage card (2+1 + 3+1 = 7 points) ?
    A: Andrea: For "take one additional damage point when his attack inflicts damage" in the explanation of the Perfect Aim skill, I mean once per attack.
    At long range, put the card in the +1 damage space of the console. At short range, put there a card with positive damage (of course, if both are 0s put there a 0).
    https://www.wingsofwar.org/forums/sh...FECT-AIM-skill


    L Manoeuvre deck:
    Q: Card #14/24 in the L Manoeuvre deck is marked with a "diamond" steep action, but card #15/24 is not marked with a "diamond" steep action, not even a straight forward. Is it an error or does it add an extra manoeuvrability?
    A: It is not an error. The Fokker D.VII could do a manoeuvre that's called "hang on the prop". Basically it used the power of the motor to sort of pull up and hang in the air.
    The reason card #15 does not have a straight icon is so it can not be used with an Immelmann manoeuvre. It has no steep icon to show that it can be used before or after another steep manoeuvre.
    http://www.wingsofwar.org/forums/sho...L-Manuver-deck

    When Rockets Miss ?:
    Q: A Camel fired 2 rocket salvos at a balloon. After the Camel's second straight a Dr1 fired at the Camel. The damage card the Camel received for being shot at by the Dr1 had a jam result on it, meaning the Dr1's guns jammed. So far, so easy.
    However, does that also mean the rockets missed because the Camel drew a card with special damage on it?
    A strict reading of the rules implies the rockets miss:
    "The target is hit after the next maneuver if all 3 of the following conditions are met:
    3) the firing airplane does not draw any card with a special damage symbol because of enemy fire in these two rounds of maneuvers"
    A: Andrea: "My idea is that if you are hit you could be distracted or somehow go out of route to avoid bullets or have any other kind of problems. Every time you are hit? No, just sometimes. How often? Let's say every time there is a special damage icon on the card. So which icon is not relevant - since explosions and jammed guns are defined as special damages, they count too."
    http://www.wingsofwar.org/forums/sho...to-jammed-guns

    Gun confusion:
    Q: My two-seater plane has AB/B shown for its guns - confused as to what AB means.
    A: The configuration presented is a triple gunned front mount. When firing to the front, the victim draws an "A" and a "B" damage card for each long-ranged shot, and two each for short-ranged shots.
    http://www.wingsofwar.org/forums/sho...-4-Damage-deck

    How the Blind Spot Works:
    Q: My group may have been playing them wrong - does it apply to the whole arc ? Can long range shots still be taken ?
    A: If the target is at the same or lower altitude*
    1. Lay the ruler peg to peg.
    2. If the ruler passes over the rear edge of the firer's base and
    3. Any part of the target's base is at short range
    Then the target is in the blind spot and cannot be shot at
    (* As with all rules there are some exceptions to this - Hannover being one of them)
    ....And yes, long range shots can be taken !

    This may help:

    The coloured lines are there to show the line from peg to peg rather than the fall of shot.
    The Fokker D.VII cannot be shot because when measured from peg to peg the base is at close range and the ruler passes over the rear edge of the base. If the base was at long range it could be shot.
    The Fokker Dr.1 can be shot at close range as when measured from peg to peg the base is at close range and the ruler does not pass over the rear edge of the base.
    The Roland C.II can be shot at close range as when measured from peg to peg the base is at close range and the ruler does not pass over the rear edge of the base. It can also be shot with the front gun !
    Diagram here: https://www.wingsofwar.org/forums/do...do=file&id=297
    https://www.wingsofwar.org/forums/sh...409#post468409


    Hannover Cl.III Rear Firing Arc:
    Q: Should the Hannover have a rear arc of fire on the card as it has one on the base - which is correct?
    A: Andrea:- "Sorry for the typo. The base is OK, the card is wrong (it should have the same rear arc)...
    Hannover Cl.IIIa has also a reduced rear blind spot due to its special tail design: the blind spot is effective only against targets at lower altitude, while the sight to target at the same altitude is not blocked. This rule does not affect points cost."
    http://www.wingsofwar.org/forums/sho...ard-base-error

    360 Arcs of Fire for Rear Gunners:
    Q: Other than the Roland do other two seater rear gunners have the 360 arc of fire at higher targets?
    A: Andrea:- This is the rule I wrote in the next, still unpublished official supplement:
    Roland C.II/C.IIa, Bristol F2B Fighter, Halberstadt CL.II, Hannover CL.IIIa - altitude and arc's of fire.
    This rule can be used if the altitude rules are also in use. These planes have higher rear machine guns that can be turned 360°: use the arc of fire on the card/base with the blind spot for targets at the same or lower altitude but their rear machine guns can ignore both the blind spot and the firing arc when firing at targets at higher altitude..."
    It should be noted that these machines rear guns also have a wider arc at targets on the same level similar to that of the Roland C.II ie anywhere but their machines front firing arc.
    http://www.wingsofwar.org/forums/sho...ard-base-error

    Basing Models:
    Q: I've bought an after market model - how do I know which base to use ?
    A: These are the pertinent points from Andrea:
    • Wingspan is what determines the base size of planes (number of engines is not a factor).
    • The huge planes with wingspans of 29 metres and upwards (Staaken, Felixstowe, HP O/400, etc) have the biggest base (8cm x 11cm approx).
    • The big planes with wingspans of 22.2 to 24 metres (Caproni Ca.3, Gotha G.V, Friedrichshafen G.III, etc) have the medium size base (6.8cm x 8.8cm, exactly twice the width of a 'normal' fighter card).
    • Planes with a smaller wingspan up to an undefined maximum, a bit larger than the 14.36m span Bregeut 14 (including the 14.55m FE2 and the 15.24m AEG N.I) use the 'normal' fighter base. The exact maximum has not been defined.
    • Furthermore Andrea mentions the potential of a fourth base size (one and a half 'normal' cards wide) for those planes with a wingspan of approximately 17-18m (such as the Farman F.40 and the Caudron G.4), but since this base size was declined by Ares it's likely that such planes will have to go down to the 'normal' fighter size base or up to the medium (Gotha etc) size base, although which is not yet decided upon.
      * Zoe suggests as a rule of thumb - Go by wingspan but in boundary cases (smaller than Gotha, larger than Br14), 2 seaters go smaller, 3+ seaters go larger.
      Seems to make sense and as good a compromise as any to break the deadlock.
    http://www.wingsofwar.org/forums/sho...t-bomber-stats

    Arcs of Fire:
    Q: Following a query about arcs of fire for certain aircraft in ww2 Andrea responded with this - it is included in this ww1 FAQ as the response is pertinent to both games:
    A: Designer note: the standard fighters' cone is somehow "broad", and not just a "fire in front" cone, because planes are not allowed to turn any inclination as in reality. WW1 fighters, for example, can only turn 60° or more.
    Blue Max allows you to fire only in the row of hexes in front of you. if a plane is two hexes away from another, but they are not in the same row of hexes, they can not fire at each other no matter which orientation they have even if they are quite at short range from each other. There is a huge "blind spot" between a row of hexes and another. If a plane is 2 hexes away in a different row, you can have it too at your left if you are heading North and too to your right if you head NWW. This is absurd IMHO, and the standard forward cone for fighters is aimed to avoid that. In Wings of War/Glory, it is never possible that you miss a target just because it is in a blind spot between the orientation you have going straight and the one you have using one of your turns. The cone approximates all the orientations you could get into if you could be allowed not just to go straight or turn 60°, but also to turn any other inclination in-between as you could in reality.
    Of course, front flexible guns may have broader arcs...
    http://www.wingsofwar.org/forums/sho...arcs-a-problem

    Staaken Engine Repair:
    Q: Does it take a whole TURN (three complete phases from the BEGINNING of a turn before the first action phase to after the Fire step of the third and LAST phase)? OR, Does it take only a whole PHASE (any phase) to attempt to repair the engine...? (Wording in FotG and WoG rules are at odds using words phase/turn in same place, believed to be a typo?)
    A: Andrea: You are perfectly correct, there is a typo. The engine repair can be made if the mechanic is at the engine at the start of a turn...
    If an engine is damaged, the mechanic/gunner can switch positions (see Crewmen with Multiple Roles, WW1 Wings of ar Rules and Accessories Pack, page 27) to try to repair it. Each mechanic/gunner can try to repair damage only on his own engine (left or right).
    When a mechanic/gunner is at the engine (gray role circle) at the start of a turn, he can try to repair that engine, by spending the whole turn to do so (as a whole turn is required, he must have moved to the grey circle in the previous turn and he cannot move away until the next turn).
    At the end of the turn, after the Firing step is completed, draw a “B” damage card.
    - If the result is “0” or an explosion, the damage is permanent and cannot be repaired: flip the engine damage counter face-up as a reminder.
    - If the result is “1” or more, the damage is repaired. If the damage is repaired, you can remove one engine damage counter (choose one if there are more than one) from the engine.
    A mechanic cannot make more than one attempt to repair damage in the same turn.
    Higher MG Rule (Adv) & Collisions
    Q: Does the higher gun rule takes the place of the collision rule?
    The higher gun rule says: "It can also fire at short range at airplanes overlapping its firing arc at the same altitude level unless the firer has climb counters and the target does not."
    This disagrees with the rule in the book that says two overlapping planes at the same altitude collide if the both have climb counters or both don't have climb counters.
    A: Andrea says:
    Both rules apply. The situation is not static - the two planes are moving while the one with the upper Lewis is trying to fire and both risk colliding into each other, maybe after bullets are exchanged.
    So, when the firing plane has a higher machinegun and a target overlaps in its firing cone...

    Target plane one level higher: fire at it long range.
    Target plane at same level with climb counters, firing plane without climb counters: fire at short range but no collision.
    Target plane at same level without climb counters, firing plane without climb counters: fire at short range and collide.
    Target plane at same level with climb counters, firing plane with climb counters: fire at short range and collide.
    Target plane at same level without climb counters, firing plane with climb counters: neither fire nor collision.

    http://www.wingsofwar.org/forums/sho...Collision-rule

    Which Weber is it ?
    Series 1b Albatros D.Va represented by Ares as Austro-Hungarian pilot Rudolf Weber is meant to be the German pilot Ludwig Weber as in the original WoW series 1.
    This is confirmed by Ares:
    The error was done on the airplane card, using Rudolf instead of Ludwig (currently investigating - probably when compiling the data sheet of the plane).
    Hence, the error moved on to the marketing materials, as the editors investigated Rudolf Weber, and wrote the text on the product sheet and other web information based on the wrong pilot name.
    Essentially - everything on the card and model is correct, except the pilot's first name.
    We'll correct the information on our website, and correct the card in future reprints.
    https://www.wingsofwar.org/forums/sh...tand-up-please!

    Are some side slips longer than straights ?
    Yes they are in some decks, those effected are:
    Nexus: G; E; P; & R decks.
    Ares: E; P; R; T & Y decks.
    Andrea said in 2011:
    ...Sorry for that, it is actually a misprint. I will tell the publisher to have it corrected in future reprints...
    Well that didn't happen! So take advantage of the error.
    https://www.wingsofwar.org/forums/sh...for-side-slips
    https://www.wingsofwar.org/forums/sh...ster-straights
    https://www.wingsofwar.org/forums/sh...aight&p=527952

    Wounded Whilst Jammed:
    Q: I have my guns jammed and I get a pilot [gunner] wounded. How do I deal with the 3 phase / 4 phase rule in this case.
    A: Andrea: We play that since you already got the three counters, you just keep them. Actually, it’s in the rule even if not so 100% evident: “if the guns become jammed”, says the rulebook, not if the machineguns were already jammed from before.
    https://www.wingsofwar.org/forums/sh...d=1#post529560

    Jamming individual guns on multiple mount:
    Q: Can only one gun jam and the other be used on twin mount, or, those with separate systems ?
    A: Andrea says:
    Some time ago I posted a few optional rules here:
    http://boardgamegeek.com/thread/1952...edback-welcome
    One is this:

    Jamming twin guns (A firing planes):
    When you fire with an A weapon, that represents twin guns, you could jam one of the machineguns or, more rarely, both of them.
    If you are at short distance, you jam a machinegun if target picks up a jammed damage card, you jam both of them if he picks up two of them. Firing at long distance, you jam both of them if the target picks the 0 red jammed Damage card, only one if he picks the 2 red or a green jammed Damage card.
    Planes jamming a single gun take three jammed counters. Each turn after moving, the player can decide if unjam the jammed machinegun or if they want to fire with the remaining one. If they unjam, they discard a token; if they fire they do it at B capability (and they normally jam this second weapon if a jamming B card is picked by the target). The weapon is unjammed if the player unjam it after three consecutive maneuvers. It is allowed to stop unjamming to fire with the other weapon at any moment, but the jammed counters are immediately restored to three.
    If both weapons are jammed, they are unjammed at the same time after the same three consecutive maneuvers. No separate account of unjamming is necessary.

    You could decide to apply it just to Se5a, Ni.17/23, twin MGs SPAD VII and the like.
    https://www.wingsofwar.org/forums/sh...-shooting-rule

    Known Issues:
    Nexus Snipe - M deck - wide side slips are steep, in the Ares reprint Snipe M deck they are not. There has been no explanation
    Nexus Nieuport 16 - R deck - has no wide side slips, in the Ares reprint it does. (additional to the WoW deck) There has been no explanation
    Nexus Sopwith Triplane (card only) used D deck - Ares changed it to the new U deck when model released
    Nexus Fokker Eindecker (card only) used P deck - Ares changed it to the new T deck when model released
    Nexus DH.2 (card only) used G deck - Ares changed it to the P deck when model released
    Nexus Halberstadt D.III (card only) used G deck - Ares changed it to the P deck when model released
    Nexus Morane Saulnier N (card only) used P deck - Ares changed it to the new T deck when model released
    More representative decks were created
    Sideslips longer than straights in all E,G,P,R,T,Y decks.A known WoW error/foible that was not corrected by Ares.
    There are some discrepancies in length of straights between some WoW & WoG decks, though I don't recall which ones.Minimal difference.
    Some B decks in the WoW booster sets had dive cards that were too short, ie for the next speed band down.A known print error.


    This is not an exhaustive list of FAQs or PoI - if you can't find what you're after here use the search or advanced search at the top right of the page - failing that trawl through the Rules threads and you never know, you might just find what you are looking for ! If you find something that you think should be included let me know.


    Frequent Questions:

    Are Wings of War & Wings of Glory models compatible ?:
    Yes, totally - the cards have a different look in WoG but are completely usable with the original WoW on the table.

    Where do I find Stats for WW1 aircraft ?:
    In the file sections here (Click on the phrase to follow link!) you will find a page containing a number of documents to download containing all the info you'll ever need created by our 'Unofficial Stats Committee' - pick your preference (I prefer the spreadsheet personally so I can filter the data)

    How are aircraft stats worked out ?:
    The 'Unofficial Stats Committee's 'Tools For Working Out Stats' doc here in the files section will give a guide to how it's done but someone is always willing to chip in and help if you pose the question !

    Where do I find info on the different Manoeuvre decks ?:
    In the file sections here
    (Click on the phrase to follow link!) Here you will find a WoG Manoeuvre Deck Breakdown document that lists contents of all decks in detail

    How does bombing work ?:
    There is a simple diagram demonstrating how it's done here in the files

    And here is a thread that demonstrates how to do it on the table in WW1

    Are there official bomb load outs ?:
    No but have a look here for some 'unofficial' ideas.

    Where do I find what WW1 models have previously been released ?:
    Download this document here in the files that shows all releases up to series 9 of 2016.
    There is also a useful thread here about the models.
    by Dan-Sam.

    Where can I download the official full set of WoG WW1 rules ?:
    There currently isn't anywhere but if you find somewhere can you let us all know ?!
    What Ares has for WW1 you can find on their site here

    Are there any Solo Rules / Movement charts ?:
    Nothing official but there are a number of movement charts in use (based on Richard Bradleys solo rules) in the files section here.
    If you want to see them in action have a look at the Over The Trenches sub-forum which is full of after action reports utilizing said rules.
    Now there is even an APP for those electronically minded that includes the different solo rules.

    DF link to Dave's D8 solo charts

    Why three manoeuvre cards for WW1 ?
    The rationale for the three card turn in WW1 and the 1 card & 1 card planning for WW2 is explained by Andrea, the games designer, here on BGG:
    https://www.boardgamegeek.com/article/10501696#10501696

    Are there any night fighting rules for WW1 ?
    Nothing official but look here for a good tried and tested unofficial rules by Peter (teaticket)

    Where can I find plane cards ?
    Several members have created plane cards over the years here are some albums containing cards:
    http://www.wingsofwar.org/forums/album.php?albumid=2850
    http://www.wingsofwar.org/forums/album.php?albumid=2851
    http://www.wingsofwar.org/forums/album.php?albumid=3986
    http://www.wingsofwar.org/forums/album.php?albumid=3985
    http://www.wingsofwar.org/forums/album.php?albumid=2929
    http://www.wingsofwar.org/forums/album.php?albumid=3056
    http://www.wingsofwar.org/forums/album.php?albumid=3057

    None of which are 100% in conformance with the stats, official or unofficial.

    This one of Zoe's is, but is very much a work in progress.

    http://www.wingsofwar.org/forums/album.php?albumid=3984

    Where can I find aeroplane performance data ?
    There is a pdf here that may help: http://sjharker.customer.netspace.ne...erformance.pdf

    Speeds for Slower Aircraft ?
    Here's some ideas from Zoe:
    https://www.wingsofwar.org/forums/sh...21293-XB-vs-XC

    How long is a Turn or a Phase in real time ?
    Q:In a manoeuvre phase, how much time does that roughly translate to?
    A: Andrea says: "...after a study of scales in old simulation boardgames (from Richthofen's War to Wings, from Aces High to Blue Max and more) I decided not to follow a precise scale. When we designed the game, in our minds a manoeuvre card played was a couple of seconds in real life...It is also the equivalent of games where in a turn you can perform a complex manoeuvre matching three of our cards (a 180°, an Immelmann turn) and the declared/calculated scale is around 5 second per turn."
    https://www.wingsofwar.org/forums/sh...scale-distance

    Where can I find... ?:
    Hopefully now you are getting the idea that if you are looking for something to help you play the game, be it a target, an aide memoire, or other game aide the first place to look will be in the forum's files section - it's well worth having a trawl through anyway !




    Damage Decks:

    A Deck
    The A damage deck has 35 cards:
    11 x 0 (inc 1 red jam & 1 green jam)
    7 x 1 (inc 1 left rudder & 1 right rudder)
    6 x 2 (inc 1 red jam; 1 green jam; 1 left rudder; 1 right rudder & 1 fire)
    5 x 3 (inc 1 engine, + 1 wound)
    3 x 4 (inc 1 smoke)
    2 x 5 (inc 1 wound)
    1 x Explosion
    (Often played and supplied as a double deck of 70 cards)

    B Deck
    The B damage deck has 44 cards:
    17 x 0 (inc 2 red jams & 2 green jams)
    12 x 1 (inc 1 red jam; 1 green jam; 1 left rudder; 1 right rudder; 1 fire; 1 smoke & 1 wound)
    9 x 2 ( inc 1 left rudder; 1 right rudder; 1 engine; 1 fire& 1 smoke)
    4 x 3 (inc 1 wound)
    1 x 4
    1 x Explosion
    (Often played as a double deck of 88 cards)

    C Deck
    The C deck has 17 cards:
    9 x 0
    1 x 1
    1 x 2
    1 x 4 (inc fire)
    2 x 6 (inc engine & wound)
    1 x 8 (inc smoke)
    1 x 10
    1 x Explosion
    (Often played and supplied as a double deck of 34 cards)

    D deck
    The D deck has 8 cards:
    3 x 0
    1 x 3 (inc fire)
    1 x 6 (inc fire)
    1 x 9 (inc fire)
    2 x Explosion
    (Often played and supplied as a double deck of 16 cards)

    Damage Types & Uses:
    A - Twin machine guns.
    A - Penalty for illegal manoeuvre.
    A - Fire Damage - Number & Explosion only.
    A - Trench fire - Special damage only.
    B - Single machine guns.
    C - Anti Aircraft Artillery (aka Archie/Flak).
    C - Cannon Fire - ie aircraft mounted.
    C - Collisions - Number & Explosion only.
    D - Rocket fire.

    Rules Reminder

    Jammed Guns
    ˇ Type: Announced
    ˇ Lasts: 3 Firing Phases
    ˇ Take 3 jammed gun counters when shown this special damage.
    ˇ Jammed machine gun cannot be fired for 3 following firing phases, discard a counter at the end of each phase.
    ˇ Jammed gun icons are red or green in colour. There is no difference between the two colours, unless you are using the
    Bullet Checker ace skill when the ace can ignore the green jam icon.
    ˇ If your pilot is wounded and his guns become jammed it lasts 4 firing phases, take 4 counters.
    ˇ If the guns are jammed when the pilot gets wounded, there is no change, it still lasts the 3 firing phases.


    Engine Damage

    1. Single-engine aircraft
    ˇ Type: Secret
    ˇ Lasts: Rest of game
    ˇ You must plan at least one stall in each planning phase.
    ˇ If the aircraft receives a second engine damage it's shot down..

    2. Multi-engine aircraft
    ˇ Type: Announced
    ˇ Lasts: Rest of game
    ˇ Randomly draw one Engine Damage counter from a pair (numbered 1 and 2), keep result secret.
    ˇ If the number drawn is lower than the number of engines, nothing happens unless it equals half or more of the
    number of engines then it's climb rate is increased by 1.
    ˇ If the number drawn equals the number of engines you must plan at least one stall in each planning phase.
    ˇ If the number drawn exceeds the number of engines, the aircraft is shot down.
    ˇ Engine damage drawn is cumulative and the total checked against engine number whenever another is drawn by the
    aircraft so keep the token (a number of pairs are available with each bomber)


    Wounded Pilot/Crew

    1. Single-seater
    ˇ Type: Announced
    ˇ Lasts: Rest of game
    ˇ A wounded pilot cannot fire in the same phase he executes a steep manoeuvre, or, an Immelmann Turn card,
    including in a Split-S.
    ˇ If his guns are jammed when the pilot gets wounded, there is no change, it is still just 3 firing phases jammed.
    ˇ If your pilot is wounded and his guns become jammed that lasts 4 firing phases.
    ˇ If the pilot receives a second wound he is dead & the aircraft shot down.

    2. Two-seater
    ˇ Type: Announced
    ˇ Lasts: Rest of game
    ˇ Randomly draw one Crewman Hit counter from a pair (numbered I, and II):
    ˇ I = wounded pilot. He cannot fire in the same phase he executes a steep manoeuvre, the Immelmann turn card,
    including in a Split-S.
    ˇ II = wounded observer. He is incapacitated and takes no further actions in the game.
    ˇ If the pilot receives a second wound he is dead & the aircraft shot down.

    3. Multi-seater
    ˇ Type: Announced
    ˇ Lasts: Rest of game
    ˇ Randomly draw one Crewman Hit counter (numbered I, II, III...) and check on the Crew Damage Table who was hit.
    ˇ If it was a pilot, and he has control of a weapon he cannot shoot any more. Put the counter back for an eventual
    redraw.
    ˇ If it was any other crewman, He is incapacitated and takes no further actions in the game. Remove his number
    counter from future draws.
    ˇ Mark the incapacitated crew on the aircraft management card with a wounded crew token.
    ˇ If the last remaining pilot receives a second wound he is dead & the aircraft shot down.
    ˇ When another crewman is hit draw from the remaining crewman hit counters.


    Fire

    1. Single-engine aircraft
    ˇ Type: Announced
    ˇ Lasts: 3 game turns
    ˇ Take 3 fire counters.
    ˇ Remove one fire counter and take one 'A' damage card after the planning phase of next 3 turns. Only the numbers
    and explosion special damage count for fire damage.
    ˇ You cannot plan any straight manoeuvres when on fire. (Option: Andrea says this should not apply to Pushers)
    ˇ Illegal manoeuvres are replaced with a Straight + 'A' damage.
    ˇ Burning aircraft cannot tail but may be itself be tailed
    ˇ If you receive two Fire special damage cards in the same turn, only one is counted and you only take 3 fire counters.
    ˇ If you receive a second fire damage card in a subsequent turn when on fire remove the remaining fire counters and
    take 3 new fire counters.

    2. Twin and Multi-engine aircraft
    ˇ Type: Announced
    ˇ Lasts: 3 game turns
    ˇ Take 3 fire tokens.
    ˇ Remove one fire counter and take one 'A' damage card after the planning phase of next 3 turns. Only the numbers
    and explosion count.
    ˇ Twin & Multi-engine aircraft can plan straight manoeuvres when on fire.
    ˇ If you receive two Fire special damage cards in the same turn, only one is counted and you only take 3 Fire counters.
    ˇ If you receive a second Fire special damage card in a subsequent turn when on fire remove the current Fire counters
    and take 3 new Fire counters.
    ˇ Optional Rule for Giants with 20 points of resistance or more: Exchange a Fire token for 1xA & 1xB damage cards if
    resistance is between 20 & 29 points. Exchange a Fire counter for 2xA damage if resistance is 30+points. Only the
    numbers and explosion count.


    Smoke

    All aircraft
    ˇ Type: Announced
    ˇ Lasts: 3 game turns
    ˇ Take 3 smoke counters. Remove one smoke counter at the end of each Turn including the one you receive it in.
    ˇ Your aircraft cannot tail but may itself be tailed
    ˇ If you receive a second smoke damage whilst smoking treat that smoke as fire and take 3 fire counters
    ˇ Incendiary bullets treat Smoke as fire against aircraft & balloons.


    Jammed Rudder

    All aircraft
    ˇ Type: Secret
    ˇ Lasts: 1 game turn
    ˇ You cannot plan manoeuvres in the arrow's direction in the following planning phase.
    ˇ If you receive two Jammed Rudder special damage cards in the same turn, in the same direction, only one is counted.
    ˇ If you receive two Jammed Rudder special damage cards in the same turn, in opposite directions, both are counted.
    ˇ Illegal manoeuvres are replaced with a Straight + 1 'A' damage.


    Illegal Manoeuvre

    If you plan an illegal manoeuvre, be it two sequential steeps, an unavoidable straight when on fire, turn when rudder damaged, play no stall when engine damaged, incorrect cards either side of an Immelmann turn card in whatever reversal was planned, you take a penalty - replace the manoeuvre with a straight card and take an A damage card - Special damage applies.


    Blind Spot

    Applies if the target is at the same or lower altitude*
    ˇ Lay the ruler peg to peg.
    ˇ If the ruler passes over the rear edge of the firer's base and
    ˇ Any part of the target's base is at short range,
    ˇ Then the target is in the blind spot and cannot be shot at.
    (* As with all rules there are some exceptions - Hannover CL.IIIa being one of them)


    Damage Types & Uses:
    A - Twin machine guns.
    A - Penalty for illegal manoeuvre.
    A - Fire Damage - Number & Explosion only.
    A - Trench fire - Special damage only.
    B - Single machine guns.
    C - Anti Aircraft Artillery (aka Archie/Flak).
    C - Cannon Fire - ie aircraft mounted.
    C - Collisions - Number & Explosion only.
    D - Rocket fire.


    When an aircraft has a higher machine-gun and a target overlaps in its firing arc:

    Target plane one level higher: fire at it long range.
    Target plane at same level with climb counters, firing plane without climb counters: fire at short range but no collision.
    Target plane at same level without climb counters, firing plane without climb counters: fire at short range and collide.
    Target plane at same level with climb counters, firing plane with climb counters: fire at short range and collide.
    Target plane at same level without climb counters, firing plane with climb counters: neither fire nor collision.


    This is WiP - when complete I will post in the files.
    Last edited by flash; 01-18-2024 at 03:26. Reason: Added Real Time Query to FAQ section

    "He is wise who watches"

  2. #2

    Default

    Ace Abilities and Optional Rules.

    An ace may have one or more special skills but not the same skill more than once.
    Note that some skills require the use of the standard or advanced rules as indicated in the title of the skill.
    This list is sourced from the Rules and Accessories Pack (RAP), Ace Sets, Crew Skills (Giants sets), Series 9, 3a and 4a releases (s.9) (s.3a) (4a).

    I have copied Ace Abilities and Optional Rules in this thread to a Word Doc that I've put in the WW1 files under Game Aides - which you can find linked here


    Manoeuvre Abilities: (Pilots Only)

    Acrobatic Pilot:
    This pilot may perform a non-straight manoeuvre after an Immelmann, or, a Split-S.
    When you use this skill take five recovery tokens.
    (basic rules) (RAP) (s.9 - WGF122C Nieuport 11; WGF121B/C Phönix D.I)(s.3a - WGF117A/C Nieuport 17; WGF118C Albatros D.III)(s.4a WGF125C - Pfalz D.III Voss; WGF125B - Pfalz D.IIIa Holtzem)

    Daredevil:
    This pilot may perform two steep manoeuvres in succession.
    When you execute the second steep manoeuvre take four recovery tokens.
    (basic rules) (RAP)(s.4a WGF125C - Pfalz D.III Voss;WGF125B - Pfalz D.IIIa Holtzem; WGF124C - RAF SE.5a McCudden)

    Height Control:
    When executing a dive, or, overdive, this pilot may take (or, keep) as many climb counters as he wants, up to the maximum climb of his airplane minus one.
    (Advanced rules) (s.9 & Ace set)(s.4a WGF125B - Pfalz D.IIIa Holtzem)

    Nimble Pilot:
    This skill requires the use of the Tailing optional rule.
    This pilot can tail an enemy airplane even if piloting a multi-engine airplane. You may tail the same airplane for several consecutive action phases.
    In the action phase you do not tail the same airplane any more take three recovery tokens.
    (basic rules) (Crew skill)


    Evasion Abilities: (Pilots Only)

    Good at Escaping:
    This skill requires use of the Tailing optional rule.
    This pilot's airplane may not be tailed unless the tailing airplane's pilot is also an ace with the Good at Escaping skill
    (basic rules) (RAP) (s.4a WGF125B - Pfalz D.IIIa Holtzem; WGF124C - RAF SE.5a McCudden)

    Lucky Pilot:
    This pilot may choose to ignore a single damage card during the game after drawing and seeing it.
    The ignored card is shuffled back into the deck.
    To remember that this skill has been used discard its token.
    (basic rules) (RAP) (s.4a WGF123A Pfalz D.IIIa Berthold;WGF125B - Pfalz D.IIIa Holtzem)

    Evader: (New for 2023)
    When this pilot takes a damage card as the result of an exploding balloon, after looking at it he can decide to discard it and take another one from the same deck instead. After he takes the new card the original one is replaced into it's deck and the deck is reshuffled.
    This can be used twice in a game but only once per turn.
    Adv: This same procedure can be used when a damage card is taken because of a collision with an airplane, a balloon, or a balloon barrage.


    Personal Abilities:

    Chivalrous Aptitude:
    Some pilots took away all tracing bullets away from their machine gun feed to avoid igniting enemy planes.
    Ignore any fire and smoke special damage on a damage card drawn by the target of an attack by this ace.
    In addition, if a target airplane takes an explosion card its owner shows it and openly draws another damage card. If the second card is a 0 the aircraft is eliminated, if it is a 1 or more ignore the explosion and this new card is taken as damage instead. Ignore any jamming result on the second card. The explosion card is reshuffled into its deck.
    An ace that chooses this skill may choose two more skills (excluding the incendiary bullets skill which is prohibited to pilots with chivalrous aptitude)
    (Standard rules) (RAP)(s.3a - WGF117A Nieuport 17)

    Strong Constitution:
    This ace ignores the effects of the first crewman hit special damage on himself.
    If the ace takes a second wound, and he is the pilot, he is incapacitated and the aircraft is eliminated.
    If he is the observer, or, other crewman, he is incapacitated by the second wound and can no longer fire his machine gun.
    (standard rules) (RAP)(s.4a WGF123A Pfalz D.IIIa Berthold)

    Super Ace:
    This player discards two recovery tokens from each of the ace's skills after each manoeuvre rather than just one.
    (basic rules)(Aces set)(RAP)(s.9 - WGF118C Albatros D.III)(s.4a WGF125C - Pfalz D.III Voss)

    Double Ace:
    When another 'once per game' skill (such as Lucky Pilot or Intuitive) is used, do not discard that skill but take seven recovery tokens instead.
    To remember this skill has been used turn the card face down.
    (basic rules) (s.9 & Aces set)(s.4a WGF123A Pfalz D.IIIa Berthold)

    Team Coordination:
    During the planning phase, the ace can look at the cards planned by all friendly airplanes within two rulers distance, before planning his own cards.
    If more than one friendly ace uses this skill at the same time, randomly draw to see who plans first among them and shows planned cards to the others.
    This skill can be used twice in a game.
    (basic rules) (s.9 - WGF122B Nieuport 11) (s.4a WGF123A Pfalz D.IIIa Berthold)

    Intuitive:
    This skill requires the use of the Tailing optional rule.
    For the current turn, the ace can tail an airplane even if the ruler checking for tailing passes through a lateral side of the target base (but not the front), instead of the rear.
    To remember this skill has been used turn the card face down.
    (basic rules) (s.9) (s.4a WGF124C - RAF SE.5a McCudden; WGF124A - RAF SE.5 Bishop;WGF125B - Pfalz D.IIIa Holtzem)

    Expert Trainer:
    This pilot allows another crewman within one ruler of distance to use one of his skills. The expert trainer does not take recovery counters for that skill, when used by another crewman, and can even use it himself in the same phase.
    Use once per game. To remember this skill has been used turn this card face down.
    (s.3a - WGF118A Albatros D.III)

    Experienced pilot:
    An observer/gunner with this skill can abandon his role to replace a wounded or killed pilot.
    Mark the abandoned role circle with a casualty marker.
    To remember this skill has been used, discard the casualty marker of the incapacitated pilot and turn this card face down.
    Special rules for specific airplanes can forbid some members, in inaccessible places such as the upper gun platforms or engine nacelles, from using this skill. (Staaken)
    (standard rules) (Crew skill) (Multi engine only)

    Emergency Pilot:
    An observer/gunner with this skill can abandon his role to replace an incapacitated pilot.
    Being busy with unfamiliar controls, he fires with the usual restrictions for a rookie pilot.
    Mark the abandoned role circle with a casualty marker.
    To remember this skill has been used, discard the casualty marker of the incapacitated pilot and turn this card face down.
    Special rules for specific airplanes can forbid some members, in inaccessible places such as the upper gun platforms or engine nacelles, from using this skill. (Staaken)
    (standard rules) (Crew skill) (Multi-engine only)

    Lightfooted:
    When a multiple role crewman with this skill leaves a position he is not forced to stop on the black line but can directly move to a different position connected along this line taking the new role next turn.
    When you use this skill take three recovery tokens.
    (standard rules) (Crew skill) (Multi-engine only)

    Firm Hand: (New in 2019)
    This pilot may ignore a rudder jam special damage.
    This skill can be used twice in the game - put a counter on it as a reminder each time the skill is used.
    (s.4a - WGF123A - Pfalz D.IIIa Berthold)

    Single Arm: (New in 2019)
    The pilot has only one arm. When his machine guns jam, take one additional jam counter.
    (s.4a - WGF123A - Pfalz D.IIIa Berthold)

    Stuntman: (New in 2019)
    This ability can be used on single seaters only. Before anybody reveals a manoeuvre card, if this ace planned a straight manoeuvre you can declare that he turns the nose to right or left and skids while shooting. In the next firing phase his firing arc on the chosen side is widened as indicated (on the card - normal arc plus to 3 or 9 o'clock ie 90 deg left or right)
    When you use this ability take four recovery tokens
    (s.4a - WGF123C - Pfalz D.III Voss)


    Technical Abilities:

    Bullet Checker:
    During the first world war some pilots checked every single bullet before taking off and discarded half of them to avoid jamming problems during fights.
    When any airplane weapon with this ace on board fires ignore jamming cards with the green symbol; the weapons only jam when a card with the red symbol is drawn. (affects the whole airplane, even if the ace is incapacitated)
    (basic rules) (RAP) (3a - WGF206C RAF R.E.8; WGF117C Nieuport 17)(s.4a WGF125B - Pfalz D.IIIa Holtzem); WGF212A - Breguet BR.14 B2 (Escadrille Br 111)

    Incendiary Bullets:
    Some aces used special incendiary bullets that were especially effective against balloons.
    The effect of this skill are the same of the incendiary bullets rule.. ie:
    "When a shot from an airplane carrying incendiary bullets inflicts smoke special damage on an enemy airplane the damage should be treated as fire instead.
    When a single damage card inflicts 5 damage points, without bonuses, it causes fire special damage too.
    When a shot from an incendiary round causes engine damage the target airplane also takes smoke damage with normal effects.
    When a balloon takes smoke, rudder jammed, engine damage result from an airplane with incendiary bullets treat it as fire instead. Any 5 points damage card also inflicts fire special damage."
    This skill cannot be taken if the pilot has the chivalrous aptitude skill.
    (standard rules) (RAP) (Balloon Special Pack)

    Technical Eye:
    This ace is able to quickly assess the damage inflicted on friends and opponents.
    You may look at the damage cards of a friendly or enemy airplane which is within one ruler's distance from this ace's airplane, in any direction.
    If this skill is used during a movement step it must be used before all airplanes move, or, after all of them have finished moving.
    When you use this skill take four recovery tokens. (affects the whole airplane, as long as the ace is not incapacitated)
    (basic rules) (RAP) (Series 3a - WGF206C RAF R.E.8)

    Weapon Specialist:
    When un-jamming his own weapon this ace takes one phase less than usual.
    Two phases normally, three phases if wounded.
    (standard rules) (Crew skill & Aces set)(3a - WGF205C Ufag C.I )(s.9 - WGF210B Albatros C.III)(s.4a WGF212B - Breguet BR.14 B2 (Audinot/Hellouin De Cénival))

    Fire Expert:
    When receiving smoke or fire damage take two tokens instead of three.
    (standard rules) (Crew skill)(3a - WGF205B Ufag C.I)(s.4a WGF212B - Breguet BR.14 B2 (Audinot/Hellouin De Cénival))

    Photo Expert:
    The airplane of this observer can take a picture not only while doing a stall but also while doing a straight manoeuvre.
    (s.3a - WGF206A RAF R.E.8; WGF205B Ufag C.I)(s.4a WGF212A - Breguet BR.14 B2 (Escadrille Br 111))


    Combat Abilities:

    Itchy Trigger Finger:
    Aces with this skill are faster to shoot than everyone else.
    When they fire all the damage they cause is resolved before the simultaneous fire of the other airplanes that do not have an ace with this skill.
    (basic rules)(RAP)(s.3a - WGF118C Albatros D.III)(s.4a WGF125B - Pfalz D.IIIa Holtzem)

    Perfect Aim:
    When firing this ace may choose to have his opponent take one extra damage point when his attack inflicts damage. To remember the card causes extra damage keep it on the +1 damage space on the target airplane's console. A card inflicting zero damage is still considered a zero.
    You must decide to use this skill before your opponent draws the damage card. When you use this card take three recovery tokens.
    Note the bonus granted by this skill is not cumulative with the bonus granted by the Aim optional rule if that rule is in use. If the disruption optional rule is in use the bonus granted by this ability is lost when the aces airplane is hit.
    (basic rules)(RAP)(s.9 - WGF210A Albatros C.III; WGF122A Nieuport 11; WGF121C Phönix D.I) (s,3a - WGF117A Nieuport 17; WGF118B Albatros D.III)(s.4a WGF125C - Pfalz D.III Voss)

    Sniper:
    When this ace fires at an enemy airplane he tends to hit a bull's-eye. When the ace fires the player may select one of the damage cards that his opponent would have to draw.
    The sniper player (instead of his target) draws two damage cards from the appropriate deck, looks at them, then gives the one of his choice to his opponent. The other card is shuffled back into the deck.
    When you use this skill take four recovery tokens.
    (basic rules)(RAP)(3a - WGF205C Ufag C.I; WGF117A Nieuport 17; WGF118A/C Albatros D.III)(s.9 - WGF209B Sopwith 11/2 Strutter; WGF121A Phönix D.I)(s.4a WGF123A Pfalz D.IIIa Berthold; WGF125C - Pfalz D.III Voss);WGF212C - Breguet BR.14 A2 (Stanley/Folger)

    Shadower:
    When tailing before showing its planned manoeuvre this pilot can replace it with an unused one for this turn mirroring the manoeuvre of the tailed airplane. He can mirror a curve with any curve in the same direction, a side slip with any side slip in the same direction, a straight or stall with any straight or stall, an Immelmann with any straight, stall, or, Immelmann. He must respect the usual restrictions on steep manoeuvres and Immelmann.
    Use once per game. To remember this skill has been used turn this card face down
    (s.3a - WGF117B Nieuport 17)

    Sharp Eye:
    When this skill is used the ace can hit a plane at long range as if it were at short range giving it two cards of damage instead of one.
    This skill can be used twice in a game.
    (s.9 - WGF209A Sopwith 11/2 Strutter - Costes/Astor)(s.4a WGF124B - SE5 Bishop; WGF124C - SE5a Dallas; WGF125C - Pfalz D.III (Voss)

    Balloon Buster:
    When the ace fires at a balloon the target must tell the firer if at least one zero card is drawn and from which deck or decks but the target does not have to say how many 0's are taken.
    If so the firer may require the target to draw one additional damage card from the same deck as one of the 0 damage cards.
    Take four recovery counters. Until all are removed 0 damage cards are not declared by any balloon the ace hits.
    (basic rules)(Ace sets)(s.9 - WGF122C Nieuport 11) (Balloon Special Pack)

    Nimble Gunner: (basic rules) (Crew skill)
    This skill applies only to gunners of Bristol F2. Fighter and German CL (Hannover or Halberstadt) airplanes .
    The rear gun field of fire is not restricted, as drawn on the base. It includes the entire area except the forward firing cone.
    (Note - this is for non altitude games only)

    Precision Bombardier: (Standard rules)(Crew skill)
    This skill requires the use of the Dropping Bombs optional rule.
    When a bombing is declared, before showing planned manoeuvres, the player can say "short", "long" or nothing.
    If "short", place the card directly against the bomber base instead of using a stall or a straight to move it forward.
    If "long", after the bomb card is placed put the long side of a ruler against the front side of the bomb card and advance the bomb card by the ruler width by placing the front side on the other side of the ruler.
    You can put a second ruler on the long side of the bomb card if you want to be sure to move it straight.
    (affects the whole airplane, as long as the ace is not incapacitated)
    (s.3a - WGF206A/C RAF R.E.8; WGF205C Ufag C.I)(s.4a WGF212C - Breguet BR.14 A2 (Stanley/Folger); WGF212B - Breguet BR.14 B2 (Audinot/Hellouin De Cénival))

    Perfect Bombardier:
    When a bomb card falls on a target, if the bomb card does not cover the red dot at its centre but it is within a rulers width of it, consider it as if it covers the red dot.
    (s.3a - WGF205B Ufag C.I)

    Sneak Attack: (2019)
    When firing, if the shot is at short range, and the ruler reaches the target airplane stand passing through the rear edge of the target's base, the target draws a third damage card.
    When you use this ability, take two recovery counters.
    If higher machinegun optional rule is in use, overlapping targets hit thanks to that rule also draw an extra damage card.
    When playing with Advanced Rules, and extra damage card is also inflicted to targets at a higher altitude. There is not extra damage card against airplanes at the same altitude, if the firer has at least one climb counter, and the target has none.
    (WGF125A - Nieuport 16 (Ball)




    Optional Rules:

    Higher Machine Gun: (Basic & Standard rule)
    The machine gun on the upper wing of an aircraft can be used to fire upward.
    If a pilot does not execute a steep manoeuvre, it can fire on an airplane overlapping its base if part of the target base is within the firing arc. the shot is considered to be short range.
    (s.9 - WGF122A/B/C Nieuport 11 )(s.3a - WGF117B/C Nieuport 17)(s.4a - WGF124A/B/C SE5/SE5a)

    Higher Machine Gun: (Advanced rule)
    The machine gun on the upper wing of an aircraft can be used to fire upward.
    If the altitude rules are in use, the aircraft does not execute a steep manoeuvre, it can fire at long range on an airplane overlapping its firing arc exactly one altitude level above.
    It can also fire at short range at airplanes overlapping its firing arc at the same altitude level unless the firer has climb counters and the target does not.
    (s.9 - WGF122A/B/C Nieuport 11 ) (s.3a - WGF117B/C Nieuport 17)(s.4a - WGF124A/B/C SE5/SE5a)

    Fixed higher Machine Guns: (Basic and Standard rules)
    The machine gun on the upper wing of the Comic can be fixed to fire upward. If the player chooses this action just put this card next to the mat to remember.
    The Comic can fire with a +1 aim bonus at an overlapping plane in its fire arc, the shot is considered to be short range.
    The comic cannot fire at long range after a steep manoeuvre.
    (s.9 - WGF209C Sopwith 11/2 Strutter Comic)

    Fixed higher Machine Guns: (Advanced rules)
    The machine gun on the upper wing of the Comic can be fixed to fire upward. If altitude rules are in use the Comic can fire at long range with a +1 aim bonus at an overlapping plane in its fire arc exactly one altitude level above. It can also fire at short range with a +1 aim bonus at airplanes overlapping its firing arc at the same altitude level unless the firer has climb counters and the target does not.
    The comic cannot fire at long range at targets at the same altitude level after a steep manoeuvre and it cannot fire at any target at a lower altitude level.
    (s.9- WGF209C Sopwith 11/2 Strutter Comic)

    Alternative Armament:
    The machine gun on the upper wing was sometimes removed. In this case the airplane fires with B damage instead of A.
    (s.3a - WGF117B Nieuport 17)
    and
    Alternative Armament:
    The airplane has a second machinegun on the fuselage in addition to the one placed on the upper wing. In this case the airplane fires with A damage instead of B.
    (TnT - WGF125A - Nieuport 16 Albert Ball; WGF125B - Nieuport 16 Jean Navarre)

    Optional Armament: (New for 2019)
    Most Breguet Br.14B2 had twin machine guns for the rear observer.
    If this rule is in use the firepower for the rear firing arc is A instead of B.
    s.4a WGF212A - Breguet BR.14 B2 (Escadrille Br 111)

    Unreachable Machine Guns:
    The Phoenix D.I and Pfalz D.III machine guns were well forward in the fuselage out of reach of the pilot. So if this rule is in use a jammed machine gun cannot be un-jammed.
    (s.9 - WGF121A/B/C Phönix D.I)(s.3a - WGF118B [A-H] Albatros D.III) (s.4a WGF123C Pfalz D.III Voss )
    (This can also be applied to over-wing Lewis guns on the Cotton/Betts DH4)

    Rockets Only:
    The Nieuport 11 agility suffered when both Rockets and Machine gun were used. The player can decide to have just rockets, just machine gun, or, both rockets and machine gun.
    If the machine is equipped with rockets only for the game put this card face up beside the mat to remember the machine gun cannot be used.
    (s.9 - WGF122C Nieuport 11)

    Rockets and Machine Gun:
    The Nieuport 11 agility suffered when both Rockets and Machine gun were used. The player can decide to have just rockets, just machine gun, or, both rockets and machine gun.
    If the machine is equipped with rockets and machinegun for the game put this card face up beside the mat to remember the machine gun can be used but right sideslips (cards 13/20, 14/20, 17/20)
    and left sideslips (cards 15/20, 16/20, 18/20) cannot both be used in the same turn.(ie you can't sideslip left and right in the same turn)
    (s.9 - WGF122C Nieuport 11)

    Flying Doctrine:
    The two seater versions of the Sopwith 1˝ Strutter were able to perform reversals but initially because of training and doctrine, crews did not attempt such acrobatic manoeuvres.
    If this rule is in use remove the Immelmann turn from the two-seater Strutter's manoeuvre deck.
    (s.9 - WGF209A/B Sopwith 11/2 Strutter)

    Rookie Observer:
    A rookie observer un-jams a rear machine gun slower - take four jam tokens instead of three.
    When a rookie observer fires the rear machine gun all the damage he causes is resolved after the simultaneous fire of all the non-rookie crewmen. If the rookie observer is killed he does not get to return fire (unless he is killed by another rookie)
    (s.9 & RAP)(3a - WGF206B RAF R.E.8; WGF205A Ufag C.I)(s.9 - WGF210C Albatros C.III)

    Rookie Pilot:
    A rookie pilot cannot fire the forward machine guns immediately after executing a steep manoeuvre, an Immelmann turn or a split S or climb.
    He is slow to un-jam the MG, take four jammed counters instead of three, or, five if he is wounded.
    When a rookie pilot fires the forward machine gun all the damage he causes is resolved after the simultaneous fire of all the non-rookie crewmen. If the rookie pilot is killed he does not get to return fire (unless he is killed by another rookie)
    A rookie pilot does not suffer additional penalties the first time he is wounded; if the optional tailing rule is in use he cannot tail.
    (s.9 & RAP)(3a - WGF206B RAF R.E.8; WGF205A Ufag C.I)(s.9 - WGF210C Albatros C.III)

    Loss of Control:
    Wounded pilots are replaced by crewmen with Expert Pilot skill without incident.
    If the only active pilot of an airplane is killed and replaced by a crewman with a Rookie Pilot or Expert pilot in the first or second action phase of a turn use a stall (as if it were a non-steep manoeuvre) in the next action phase, instead of the planned manoeuvre.
    In addition, if he was killed in the first action phase, discard the third phase card and replace it with the card planned for the second phase. (The card in the second phase will be a non-steep stall)
    if a pilot is killed and replaced in the third action phase, the first manoeuvre of the next turn must be a stall. consider it a non-steep manoeuvre.
    Most multi-engine airplanes have two pilot roles. If both pilots are still active (not incapacitated) the procedure above does not apply.
    (Giant's set)

    Fire Rule for Giants:
    The new optional rule that came with the Giants of the Sky release regarding fire is this:
    Aircraft with 20-29 points of damage resistance - when exchanging a fire token take one A and one B damage cards.
    Aircraft with 30 points of damage resistance or more - when exchanging a fire token take two A damage cards.
    (eg Staaken & HP 0/400 would take 2x A damage per token, Gotha & Caproni would take 1xA & 1xB damage per token)
    This rule does not apply to balloons.
    (Giant's set)

    No Explosion Rule:
    If this optional rule is in use an 'Explosion' special damage card does not eliminate the aircraft but inflicts damage equal to half of its original damage allowance. (eg: Boom on Staaken would =17; on a HP 0/400 =15)
    This rule does not apply to balloons, or, ground targets.
    (Giant's set)

    Emergency Controls:
    When the pilot is incapacitated the plane is not shot down. It can be piloted by the observer with a reduced manoeuvre deck composed of three straights, two turns to the left, two turns to the right and a stall. The observer cannot do anything else except move - no firing, un-jamming, taking pictures, bombing etc. he can use his skills normally if any.
    (s.3a - WGF206A/B/C RAF R.E.8)

    Lockable Controls:
    Albatros fighters had a special mechanism to lock controls, freeing the pilot's hands so machine guns could be un-jammed. If this optional rule is in use, in the phase in which the machine guns jam, the pilot may decide to lock controls and speed up un-jamming. Immediately discard one jammed machine guns counter. Until all jammed machine guns counters are removed replace all planned manoeuvres with straights. (ie remove one counter and fly straights until remaining counters removed)
    (s.3a WGF118A/B/C Albatros D.III)

    Additional Machine Gun:
    Several R.E.8 of 52 Squadron had twin machine guns for the observer, instead of just one.When the observer fires deal A damage cards instead of B cards.
    (s.3a - WGF206B RAF R.E.8 )

    2 Pdr. Davis Gun:
    An R.E.8 of 30 squadron had a recoil-less 1.57" Davis Gun, besides its two machine guns, shooting 45deg downward. It was on the starboard side of the observer cockpit. Instead of firing the machine gun, the observer can fire at a ground target overlapping the airplane, or, in its front firing arc within one ruler dealing a C damage card. Before it can shoot again the observer must spend three consecutive actions reloading it doing nothing else - for example no firing, un-jamming, taking pictures, bombing etc
    (s.3a - WGF206A RAF R.E.8 )

    Experimental Armament:
    In 1918 a second frontal machine gun was tried on the UFAG C.I. This special armament was never adopted to standard production. When this airplane fires in its frontal firing arc it deals A damage cards, instead of B cards.
    (s.3a - WGF205A Ufag C.I)

    High Speed Dives: (2019)
    If this optional rule is in use a Pfalz D.III/D.IIIa can plan an extra stall directly after another stall or a dive, even if they are two steep manoeuvres in a row.
    If the pilot has no ace skills he must draw an A damage card. If there is any special damage symbol the airplane spins out of control and is eliminated.
    If there is no special damage symbol ignore the card and shuffle back into it's deck.
    If the pilot is an ace, no A card is drawn and the manoeuvre is safe.
    In any case if altitude rules are in use when the second stall is executed the airplane loses an altitude level
    (s.4a WGF123A - Pfalz D.III Voss)

    Enhanced SE.5a: (2019)
    On his SE.5a B8491, Captain James T.B. McCudden trimmed the weight, used high compression pistons and installed a four blade propeller taken from a captured LGV C.V.
    90 deg turns (cards 4/22 & 5/22) are not considered steep manoeuvres. if the Flying Higher optional rule is in use, the Maximum Altitude of his SE.5a is raised by 2.
    (s.4a WGF124C - RAF SE5a McCudden)

    Tunnel Machine Gun: (2019)
    This airplane had a fixed machine gun under the fuselage pointed backward. If this rule is in use it can be fired as a B damage weapon against any plane at one ruler distance or less from the centre of the plane if the ruler passes through the rear side of the plane base to reach the target.
    The target takes one B damage at long range and two at short range. If the optional blind spot rule is in use ignore it for this weapon.
    If altitude rules are in use only targets at the same altitude can be hit.
    (s.4a WGF212C - Breguet BR.14 A2 (Stanley/Folger)

    Experienced Ground Crew: (New for 2023)
    The balloon descends to the ground in one less turn than the scenario states (Normally 11 instead of 12)
    Adv: If the Descending Balloons rule is in use the first time the balloon is ordered taken to the ground it immediately loses a climb token. A second counter is lost at the end of the same turn.

    Marksman Observer: (New for 2023)
    An observer on this balloon is a fierce soldier, well trained with firearms. he can perform infantry fire once in each turn.
    If the Balloon Observers rule is in use, choose which of the two observers is the marksman. He can fire only until he is either eliminated or bails out


    Again, I have copied Ace Abilities and Optional Rules in this thread to a Word Doc that I've put in the WW1 Files under Game Aides - that you can find linked here. Last Updated 22nd Sep '19

    WOW & WOG Complete Listing Jun 2017 by Skystalker links cards to models

    Models that come with ace skill/optional rule cards:

    Series 9:

    WGF121A Phönix D.I (w/ Unreachable Machine Guns) Fregattenleutnant Friedrich Lang (Level 01; Sniper) Kaiserliche und Koenigliche Seeflieger Seeflugstation Pola (X/A)

    WGF121B Phönix D.I (w/ Unreachable Machine Guns) Stabsfeldwebel Karl Urban (Level 01; Acrobatic Pilot) Kaiserliche und Koenigliche Luftfahrtruppen Flik 14J (X/A)

    WGF121C Phönix D.I (w/ Unreachable Machine Guns) Stabsfeldwebel Kurt Gruber (Level 01 & 02; Perfect Aim, Acrobatic Pilot) Kaiserliche und Koenigliche Luftfahrtruppen Flik 60J (X/A)

    WGF122A Nieuport 11 (w/two Higher Machine Gun cards) Sous-Lt. Jean Chaput (Level 01; Perfect Aim) Aeronautique Militaire Escadrille N57 (E/B)

    WGF122B Nieuport 11 (w/two Higher Machine Gun cards) Lt. Armand De Turenne (Level 01 Team Coordination) Aeronautique Militaire Escadrille N48 (E/B)

    WGF122C Nieuport 11 (w/two Higher Machine Gun cards, Rockets only, or Rockets and Machine Gun) Sottotenete Giovanni Ancillotto (Level 01 & 02 Balloon Buster, Acrobatic Pilot) Regio Esercito 77th Squadriglia (E/B)

    WGF209A Sopwith 11/2 Strutter (w/ Flying Doctrine card) Sous-Lts. Dieudonné Costes & Henri Astor (Level 01; Sharp Eye) Aeronautique Militaire Escadrille N391 (V/B/B)

    WGF209B Sopwith 11/2 Strutter (w/ Flying Doctrine card) Flight Sub-Lt. Raymond Collishaw & AM 1st Class R.S. Portsmouth (Level 01;Sniper) Royal Naval Air Sevice 10 Naval (V/B/B)
    NOTE: The aircraft card for this item mistakenly displays the squadron assignment as “Escadrille N391”

    WGF209C Sopwith 11/2 Strutter Comic (w/two Fixed Higher Machine Gun cards) Unknown Pilot Royal Air Force 78th Squadron (V/A)

    WGF210A Albatros C.III Leutnants Erwin Böhme & Ladermacher (Level 01; Perfect Aim) Luftstreitkräfte Kasta 10 Kagohl 2 (Y/B/B)

    WGF210B Albatros C.III Leutnant Emil Meinecke & Oberleutnant Ott (Level 01;Weapon Specialist) Umur-u-Havaiye Müfettisliĝi 6 Bôlük (Y/B/B)

    WGF210C Albatros C.III Unbekannter Pilot (Rookie Pilot & Rookie Observer Cards) Luftstreitkräfte (Y/B/B)

    Series 3a:

    WGF117A Nieuport 17 Capitano Francesco Baracca (Level 01 & 02; Acrobatic Pilot, Chivalrous Aptitude, Perfect Aim and Sniper) Regio Esercito 70A Squadriglia; 91A Squadriglia (I/B)

    WGF117B Nieuport 17 (w/ Alternative Armament & 2 Higher Machine Gun Cards) Sous-Lt. Charles Nungesser (Level 01 & 02; Shadower and Sniper) Aéronautique Militaire Escadrille N65 (I/A)

    WGF117C Nieuport 17 (w/ 2 Higher Machine Gun Cards) Adjutant Gervias Raoul Lufbery (level 01; Bullet Checker) Aéronautique Militaire Escadrille N124 “Lafayette” AND Major William Thaw (Level 01; Acrobatic Pilot) US Air Service 103rd Aero Squadron/ 3rd Pursuit Group (I/A)

    WGF118A Albatros D.III (w/Lockable Controls) Lt. Hermann Frommherz (Level 01 & 02; Sniper & Expert Trainer) Luftstreitkräfte Jasta 2 “Boelcke” (J/A)

    WGF118B Albatros D.III (w/Unreachable Machine Guns & Lockable Controls) Stabsfeldwebel Kurt Gruber (Level 01;Perfect Aim) K.U.K Luftfahrtruppen Flick 41J/Flik 60J (J/A)

    WGF118C Albatros D.III (w/Lockable Controls) Leutnant Manfred von Richthofen (Level 04; Acrobatic Pilot, Itchy Trigger Finger, Sniper & Super Ace) Luftstreitkrafte Jasta 11 (J/A)

    WGF205A Ufag C.I (w/ Experimental Armament) Unbekannter Pilot (Rookie Pilot & Rookie Observer) Kaiserliche und Koenigliche Luftfahrtruppen 161-37 (H/B/B)

    WGF205B Ufag C.I Unbekannter Pilot (Fire Expert, Perfect Bombardier & Photo Expert) Kaiserliche und Koenigliche Luftfahrtruppen Flik 62/S (H/B/B)

    WGF205C Ufag C.I Unbekannter Pilot (Precision Bombardier, Sniper & Weapon Specialist) Kaiserliche und Koenigliche Luftfahrtruppen 161-138 (H/B/B)

    WGF206A RAF R.E.8 (w/ 2 Pdr. Davis Gun & Emergency Controls) Unknown Pilot (Photo Expert & Precision Bombardier) Royal Flying Corps 30 Squadron (K/B/B)

    WGF206B RAF R.E.8 (w/ Additional Machine Gun & Emergency Controls) 2nd Lts. G.R.T. Marsh & I. Mackay Dempster (Rookie Pilot & Rookie Observer) Royal Flying Corps 52 Squadron (K/B/B)

    WGF206C RAF R.E.8 (w/ Emergency Controls) Unknown Pilot (Bullet Checker, Precision Bombardier & Technical Eye) Royal Flying Corps 59 Squadron (K/B/B)

    Series 4a

    WGF125A - Pfalz D.IIIa Rudolf Berthold (Level 05 Double Ace; Firm Hand; Single Arm; Lucky Pilot; Sniper; Strong Constitution; Team Coordination) Jasta 18

    WGF125B - Pfalz D.IIIa Max Holtzem (No Ace Card. Acrobatic Pilot; Bullet Checker; Daredevil; Good at Escaping; Height Control; Intuitive; Itchy Trigger Finger; Lucky Pilot) Jasta 16b

    WGF125C - Pfalz D.III Werner Voss (w/Unreachable Machine Guns;High Speed Dives) (Level 06 & 07 Acrobatic Pilot; Daredevil; Perfect Aim; Sharp Eye;Sniper; Stuntman; Super Ace) Jasta 6 & 10

    WGF124A - RAF SE.5 (w/two Higher Machine Gun cards) William Avery Bishop (Level 07 Acrobatic Pilot; Daredevil; Intuitive; Perfect Aim; Sharp Eye;Sniper; Super Ace) 60Sqn RFC

    WGF124B - RAF SE.5a (w/two Higher Machine Gun cards) Roderic Dallas (Level 05 & 06 - Ace Card Level 05: Daredevil; Perfect Aim; Sharp Eye; Strong Constitution; Team Coordination; Super Ace) 40 Sqn RAF

    WGF124C - RAF SE.5a (w/two Higher Machine Gun cards; Enhanced SE.5a) James McCudden (Level 02 & 03. Daredevil; Intuitive; Good at Escaping)

    WGF211A - Rumpler C.IV Luftstreitkräfte FA.7 Sn 8231. Ace Cards (Photo Expert; Precision Bombardier; Good at Escaping)

    WGF211B - Rumpler C.IV Luftstreitkräfte FA(A)235 Sn 8256. (Rookie Pilot; Rookie Observer) Ace Cards (Strong Constitution)

    WGF211C - Rumpler C.IV Ziegert: Ace Cards (Perfect Bombardier; Bullet Checker; Technical Eye)

    WGF212A - Breguet BR.14 B2 (Escadrille Br 111): (Optional Armament) Ace Cards (Bullet Checker; Photo Expert)

    WGF212B - Breguet BR.14 B2 (Audinot/Hellouin De Cénival): Ace Cards (Fire Expert; Precision Bombardier; Weapon Specialist)

    WGF212C - Breguet BR.14 A2 (Stanley/Folger) (Escadrille Br 127): (Tunnel Machinegun) Ace Cards (Precision Bombardier; Sniper)


    Balloon Special Pack:

    Balloon Buster; Evader; Incendiary Bullets;Experienced Ground Crew; Marksman Observer.

    Nieuport 16 releases: TnT (A&B) & 2023 (B,C&D)

    WGF125A - Nieuport 16 (w/two Higher Machine Gun cards & Alternative Armament card) Albert Ball (Level 01 & 02 Sneak Attack, Perfect Aim) 11 & 60 Squadron RFC.

    WGF125B - Nieuport 16 (w/two Higher Machine Gun cards & Alternative Armament card) Jean Navarre (Level 01 & 02 Sniper, Sneak Attack) Escadrille N.67

    WGF125C - Nieuport 16 (w/two Higher Machine Gun cards & Alternative Armament card) Norman Prince // Charles Chouteau Johnson: Ace Cards (Balloon Buster, Expert Trainer, Lucky Pilot)

    WGF125D - Nieuport 16 (w/two Higher Machine Gun cards & Alternative Armament card) Henry De Guibert // Henry Lecour Grandmaison: Ace Cards (Evader, Firm Hand; Strong Constitution)
    Last edited by flash; 03-05-2024 at 08:53. Reason: Balloon Special Pack / N.16 skills

    "He is wise who watches"

  3. #3

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    Yeah.

    Now we need to highlight this for everyone to find easily. At least sticky it to the top of the WWI Rules section.

    Thanks for doing this Dave.
    Mike
    "Flying is learning to throw yourself at the ground and miss" Douglas Adams
    "Wings of Glory won't skin your elbows and knees while practicing." OldGuy59

  4. #4

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    Nice work there Dave.
    See you on the Dark Side......

  5. #5

    LOOP
    Guest


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    Great work, Flash.

    Have just one Q though. the Split-S.
    Isn't that done: stall-immel-straight.

    /P-G

  6. #6

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    Yes it is PG. The question shown is about making an immelmann turn using a stall rather than a straight before the immel card itself rather than can a stall ever be played before an immel which it can in a split S of course.
    I lifted the wording for both questions and answers straight from the threads in most cases so it is not mine and they may need to be made clearer - this is something I will get to in due course - hopefully I have clarified it above ?

    "He is wise who watches"

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    Very helpful especially with me getting back in the saddle as it were.

  8. #8

  9. #9

    LOOP
    Guest


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    Quote Originally Posted by flash View Post
    Yes it is PG. The question shown is about making an immelmann turn using a stall rather than a straight before the immel card itself rather than can a stall ever be played before an immel which it can in a split S of course.
    I lifted the wording for both questions and answers straight from the threads in most cases so it is not mine and they may need to be made clearer - this is something I will get to in due course - hopefully I have clarified it above ?

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    Really well done, Dave.
    ARES should place your FAQ on their site in the Download section.
    <img src=http://www.wingsofwar.org/forums/image.php?type=sigpic&userid=2554&dateline=1409073309 border=0 alt= />
    "We do not stop playing when we get old, but we get old when we stop playing."

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    Too much time on your hands Dave, but bloody good job
    Run for your life - there are stupid people everywhere!

  12. #12

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    You're not wrong Gunners!

    "He is wise who watches"

  13. #13

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    Thanks, Dave. This will be a great reference.
    I really need to get my feet wet with altitude - been putting it off for a while ...

  14. #14

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    A simple solution to all those vexing questions. Thanks Dave


    I'm learning to fly, but I ain't got wings
    Coming down is the hardest thing

  15. #15

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    Superb idea Dave.
    Would you like me to stick this thread?
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  16. #16

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    It needs sticking Rob. Too valuable to lose.
    Run for your life - there are stupid people everywhere!

  17. #17

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    Thanks for putting that together, Dave. Extremely useful.

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    The new optional rules that came with the Giants of the Sky release regarding fire and 'no explosion' added to the list as these can be applied to the Gotha & Caproni models as well (and any other Giant come to that !)

    "He is wise who watches"

  19. #19

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    Cheers Dave .


    I'm learning to fly, but I ain't got wings
    Coming down is the hardest thing

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    Must read those sometime then.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  21. #21

    Thumbs up


    Superb work Dave!
    Your dedication to the Game deserves a MEDAL!

  22. #22

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    Great work - I agree, this should be on the ARES site!

  23. #23

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    I have added the new ace skills & rule options that came with Series 9, if there are any errors, or, I have missed any then please let me know so I can make corrections. This will be a temporary addition. I may do a document of all the ace skills and link to that if there is a demand for it.

    "He is wise who watches"

  24. #24

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    More Kudos to Dave chaps.
    Kyte.
    "Courage is the art of being the only one who knows you're scared to death."

  25. #25

    Thumbs up

    Quote Originally Posted by Flying Officer Kyte View Post
    More Kudos to Dave chaps.
    Kyte.
    Yes many, many thanks to flash for his ongoing great work on this & the OTT Campaigns.

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    I have added all the ace skills & rule options that I can find including those that came with Series 9, if there are any errors, or, I have missed any then please let me know so I can make corrections. This may be a temporary addition as I may do a document of all the ace skills and link to that if there is a demand for it.

    "He is wise who watches"

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    Thanks for your time and effort with this info.

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    I just found this. Thank you. I'll still reading it over, I love it.

  29. #29

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    Thank you very much, Dave for compiling this very valuable list.

  30. #30

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    Lacey gazed up from his deckchair at a droning dot high in the burning blue.
    "Who is that?" He asked idly, of no-one in particular.
    "Brown, Sir." Answered the mess steward. "The one with the silly coloured tailplane."
    "He's jolly well been up there for ages, he can't have much petrol left."
    "No Sir, I understand from Mr Barker that he is...stuck, Sir."
    "Stuck?!" ejaculated Lacey, "how so?"

    The steward followed his upward gaze and sadly offered: "I understand that he tangled with a Hun earlier, Sir. Got his kite badly shot up and was winged himself, or So Captain Barker says."

    Lacey levered himself to his feet and looked quizzical. "But why 'stuck' man?"

    "Ah," the batman replied "as you have probably noticed Sir, the C dive card is a 'steep' and according to the rules of war, a wounded pilot may not plan a steep manoeuvre."

    "Bugger!" Lacey said, "Poor blighter could be up there for months! Fetch the CO and ask him for an emergency house rule would you? - that or a 12000 foot ladder."
    Last edited by AlgyLacey; 04-19-2017 at 05:47.

  31. #31

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    Nice one Dave!
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  32. #32

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    Quote Originally Posted by AlgyLacey View Post
    Lacey gazed up from his deckchair at a droning dot high in the burning blue.
    "Who is that?" He asked idly, of no-one in particular.
    "Brown, Sir." Answered the mess steward. "The one with the silly coloured tailplane."
    "He's jolly well been up there for ages, he can't have much petrol left."
    "No Sir, I understand from Mr Barker that he is...stuck, Sir."
    "Stuck?!" ejaculated Lacey, "how so?"

    The steward followed his upward gaze and sadly offered: "I understand that he tangled with a Hun earlier, Sir. Got his kite badly shot up and was winged himself, or So Captain Barker says."

    Lacey levered himself to his feet and looked quizzical. "But why 'stuck' man?"

    "Ah," the batman replied "as you have probably noticed Sir, the C dive card is a 'steep' and according to the rules of war, a wounded pilot may not plan a steep manoeuvre."

    "Bugger!" Lacey said, "Poor blighter could be up there for months! Fetch the CO and ask him for an emergency house rule would you? - that or a 12000 foot ladder."
    Oh that's very good!
    Karl
    It is impossible for a man to begin to learn what he thinks he knows. -- Epictetus

  33. #33

  34. #34

  35. #35

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    Quote Originally Posted by AlgyLacey View Post
    .... ".... the C dive card is a 'steep' and according to the rules of war, a wounded pilot may not plan a steep manoeuvre."
    They can in our rule book - perhaps he should use that !

    "He is wise who watches"

  36. #36

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    ??? A wounded pilot cannot SHOOT on a 'steep' card - there's nothing to stop him planning and playing one.
    I laugh in the face of danger - then I hide until it goes away!

  37. #37

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    I have created a Word doc detailing the ace skills and optional rules shown in this thread and placed it in the WW1 files under Game Aides should anyone wish to have a copy to refer to. I have linked it here and in the first post.

    "He is wise who watches"

  38. #38

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    Thanks Dave.
    Glad we finally got that sorted out.
    I assume that Keith did it?
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  39. #39

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    Yes, he kindly found a moment in his travels.

    "He is wise who watches"

  40. #40

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    Nice one Dave , a great help for those of us who need to keep smelling the Rosemary


    I'm learning to fly, but I ain't got wings
    Coming down is the hardest thing

  41. #41

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    Quote Originally Posted by flash View Post
    I have created a Word doc detailing the ace skills and optional rules shown in this thread and placed it in the WW1 files under Game Aides should anyone wish to have a copy to refer to. I have linked it here and in the first post.
    Thank you! I will definitely down load this a take a look. Thanks again.

  42. #42

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    This is awesome. Can you add the points to the next version? I'll definitely add this to my kit, I hope you can keep it up to date.


  43. #43

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    I won't be adding points Ken but this is why I used a Word doc so those who want to can easily make additions and manipulate the info themselves.
    It will of course be kept up to date when I get info on new releases.

    "He is wise who watches"

  44. #44

    AndrewG73
    Guest


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    Thanks for the hard work!

  45. #45

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    Thanks Andrew, I'm glad it's been of some help to you.

    "He is wise who watches"

  46. #46

    ijo58
    Guest


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    Hi
    Recently acquired Nieuport 17 Charles Nungesser and realise he has two Pilot cards. Level 1 and Level 2.

    Does he start on Level 1 and progress to level 2 during the game or can he use any level.

    Can't seem to find any reference to this question anywhere

    Ian

  47. #47

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    Quote Originally Posted by ijo58 View Post
    Hi
    Recently acquired Nieuport 17 Charles Nungesser and realise he has two Pilot cards. Level 1 and Level 2.

    Does he start on Level 1 and progress to level 2 during the game or can he use any level.

    Can't seem to find any reference to this question anywhere

    Ian
    Entirely up to you Ian. but the norm would be to start at L1 and progress as as he survives his sorties.


    I'm learning to fly, but I ain't got wings
    Coming down is the hardest thing

  48. #48

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    Firing Rear Gunner During Immelmann:
    Page 14 of the RAP Rulebook states: "airplanes cannot fire at a target in the rear firing arc immediately after using [the Immelmann] manoeuvre card or after the manoeuvre card played just before or just after it." (emphasis added)
    Q: does this really mean "or" (as in the player has a choice regarding when not to fire - either during the Immelmann card phase, or the phases immediately preceding or following the Immelmann card), or does it instead mean "and" (as in the player may not fire during the phases immediately before, during, and after the playing of an Immelman card)?
    A: Andrea says: "I meant all three manoeuvres"
    http://www.wingsofwar.org/forums/sho...Immelmann-Turn



    so if i end my current plot with a straight in case i might want to do an immalmann on my next plot and the rear gunner fired does that mean im then prohibited from starting with an immalmann on my next plot?

  49. #49

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    Quote Originally Posted by milcoll73 View Post
    ...so if I end my current plot with a straight in case I might want to do an Immelmann on my next plot and the rear gunner fired does that mean I'm then prohibited from starting with an Immelmann on my next plot?
    More like if you end your current plot with a straight in case you might want to do an Immelmann on your next plot your rear gunner should not fire but essentially it means that if he does fire you can't Immel - or maybe you can Immel but the gunner gets tossed out.... ?!
    Maybe it needs some sort of penalty like a jam after the 3 Immelmann manoeuvre cards ?
    So if in those circumstances he fires on the first straight - no fire on the Immel - no fire on the second straight - then no fire on the next card he could shoot on. That would at least transfer & take account of the no fire penalty.
    Having said that, not firing your rear gunner on a straight at the end of the turn could work great to fake someone out - they look to counter your Immel but you do something else.
    Personally I think this should just have been applied to after the Immel card but I don't write the rules !

    "He is wise who watches"

  50. #50

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    Quote Originally Posted by flash View Post
    More like if you end your current plot with a straight in case you might want to do an Immelmann on your next plot your rear gunner should not fire but essentially it means that if he does fire you can't Immel - or maybe you can Immel but the gunner gets tossed out.... ?!
    Maybe it needs some sort of penalty like a jam after the 3 Immelmann manoeuvre cards ?
    So if in those circumstances he fires on the first straight - no fire on the Immel - no fire on the second straight - then no fire on the next card he could shoot on. That would at least transfer & take account of the no fire penalty.
    Having said that, not firing your rear gunner on a straight at the end of the turn could work great to fake someone out - they look to counter your Immel but you do something else.
    Personally I think this should just have been applied to after the Immel card but I don't write the rules !




    yes it could, but it could also telegraph if you really want to do an immelmann.

    i honestly dont think the prohibition on the 1st straight is all the necessary for just this situation. when we play it we pretty much house rule it to ignore the whole fire prohibition just to keep it simple.

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