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Dragon Dragon pew pew pew
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This review is intended for people who enjoy the original game, and are wondering if buying the WWII versions would be worth the changes.

The biggest change is how the maneuvers are actually planned. Instead of laying down three cards at a time and executing them all one after the other, the WWII game is much more fluid, as this picture explains:



You'll also notice you now have the option of choosing your speed! This adds a very new element that gives you a feeling of greater maneuverability than in the WWI game.

Another difference is in the damage. The base game comes with three sets of "damage chits." There are weaker A damage chits, and the stronger B or C. While B and C have the same average, though, the C deck contains the most zeroes, meaning any damage you do take will be very high numbers, which can cause some drastic swings to occur (I took 14 damage in one shot by a plane shooting 2 C and 1 A at close range).

The C chit damage:

Look at all those 0s... but also all those 8s :soblue:

There are also new rules for pilot abilities, such as being able to perform other maneuvers besides a straight coming out of Immelman turns or being immune to tailing, amongst others. These are a nice addition, and could easily be used for the WWI version. Most of the other variants are the same, with the notable exception of fuel. High maneuvers cost 2 fuel, slow maneuvers cost 1, and each player is given an agreed upon amount of fuel at the beginning of the game. This can be used to set a time limit on the game, and handicap a better plane (or player).

The pilot abilities and the fuel are both excellent new tools for balancing the planes, but the real change to the game comes in the planning, and this is where the game fell flat for us. By constantly cycling the maneuver cards everything is always a bit unsure, unlike in Famous Aces where the start of the turn everybody knows where they are and can plan accordingly. In WWII, you really need to have a good feel for the cards to make any sort of coordinated advance, because knowing where your next card will take you is half the battle.

By constantly cycling the maneuvers there is definitely a different pace to the game. In Famous Aces you agonize over your planning, and then sit back and watch your master work unfold or fail. In WWII you must be constantly engaged in what's going on, because you are planning after every move. This does three things:

1. it takes away from the relaxing atmosphere Famous Aces provides. Instead of joking and talking during the resolution phase that occurs in our Famous Aces game, most of the time in Dawn of War you are thinking and planning what will go next. For people who prefer a more serious game with little downtime and a lot of "let's get straight to business" this will be a boon. It is a constant flurry of planning, resolving, planning, resolving, all the while trying to outguess your opponent. For people who enjoyed the more laid back feel of the resolution stage, this will be a disadvantage.

2. it takes away the advantage from people who are really good at planning ahead. My primary opponent knows me very well. In Famous Aces she can predict my final position based on my first card, and she's very good at guessing what that first card will be. In Dawn of War, this advantage is stripped because I can constantly mix up my maneuvers, so if I see her getting a hint of what I'm doing, I can throw something unexpected in. Her ability to project my actions is lost because I am constantly tweaking those actions.

3. it makes the game feel more strategic. This is a relative thing, but by constantly being able to adjust your plan gives you a better feel that you're in control, rather than setting up a plan and hoping everything goes well as in Famous Aces. Also, for the planes that deal a lot of damage at once (as in my previous example), one pass at close range may be enough to finish off a plane, or cripple it severely. This makes the maneuvering much more important, because one misstep and you could wind up in front of some very powerful guns. It also allows you to coordinate attacks more efficiently, letting the powerhouse player taking one ripping shot at a plane, and then having your more reliable B gunner move in to finish off the few remaining points that are left. This is providing, of course, that those dreadful 0s were not drawn ;)

There is one huge advantage to Dawn of War, though, and that is the decision to include 6 maneuver decks. An A, B, 2 Cs, and 2 Ds. This lets you fly planes of the same type, and gives you a better selection of games rather than the limiting feeling you get with only an A,B,C, and D in Famous Aces. This better organization makes for much easier "out of the box" games than in Famous Aces, where it felt almost obligatory to buy the "not an expansion" expansions if you wanted a rich, engaging game. The expansions for Dawn of War also look very good, focusing on one squadron and coming with 3 maneuver decks for those types on planes. This will let you fly different planes of the same type, allowing you greater flexibility in customizing your scenarios.

Dawn of War definitely provides a different feel than Famous Aces, and this may be better or worse depending on what you like in the series. Myself I enjoyed it less than Famous Aces, but that is because I felt the more thought-intensive flow in Dawn of War was limiting for my game group. So if you enjoyed WWI a little and feel like the changes might improve the game, I would recommend buying it. If you enjoyed WWI a lot, I would consider purchasing it anyways. For $30 it certainly changes the game a lot, and since the base set contains everything you need it will always be a nice Wings of War alternative.
Christian Holmes
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060708
I concur with Dan.

I just played this for the first time this week, and he is absolutely correct in the different feelings to the game.

A friend of mine and I played two games of the WWI game, then ended with Dawn of War. We were chatting, having light trash-talk towards each other, generally having a good time with WWI. He brought out DoW, and both of us got real quiet, constantly planning our next moves.

Afterwards, he asked me what I thought the difference was, and I felt that DoW takes a *slightly* longer time to play that WWI. Typically, when planning 3 moves, I think of them in succession, then just pull out those cards. DoW MAKES you plan every single move.

This is not a BAD thing. It was mega fun! It just feels different. It also makes you feel like the planes are going a lot faster for some reason.

Good job Dan!
Dragon Dragon pew pew pew
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spaztian wrote:
This is not a BAD thing. It was mega fun! It just feels different. It also makes you feel like the planes are going a lot faster for some reason.

Good job Dan!


Thanks, and that idea of "feeling faster" really is important, and reminds me of one other very important point.

Because you are constantly planning your moves, and because there are some CRAZY maneuver cards (a right/left swoop going all the way down the far length of the card, for instance) it's easy to escape an encounter by just juking some direction you know your opponent can't go. You may not be in such a strong position for the next encounter, but it can save you.

However this has the... change of making EVERY ENCOUNTER where you get in range a crucial one. If you know you're gonna get in range next turn, you have to make it count. This certainly makes the game more intense.

Speaking of projection... Immelman turns are dangerous. Crucial dangerous. The minute someone sees you going into one, they know where you're going to be in the next turn, and they have that one turn to plan whereas you are broadcasting.

Imagine that one time in Famous Aces you did a straight heading for the table edge, and everybody knew you had to start next turn with an Immelman. Remember how scared you were? How you felt like such a sitting duck? That's what an Immelman is like in this game EVERY TIME unless you're sufficiently far away (which a good team will never let you be) or your buddy is covering you.

Again, it's not bad or good, it's just different. If you felt that there was a "constant Immelman" problem in WWI (though my sister would love to play you... she can spot one from a mile away...), Dawn of War certainly makes the concept of projecting a whole turn in advance very dangerous indeed :devil:
Last edited on 2007-07-25 19:17:12 CST (Total Number of Edits: 1)
Roland Wood
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3. it makes the game feel more strategic. This is a relative thing, but by constantly being able to adjust your plan gives you a better feel that you're in control, rather than setting up a plan and hoping everything goes well as in Famous Aces.


Don't you mean more tactical and less strategic? Your description of better on-the-fly ability to adjust your maneuvering and react to your enemy sounds like a more tactically rich game and less of a strategic one-- which to my mind is a better feeling in a dogfighting game.

Your review has convinced me that Dawn of War is the version for me. Thanks.
Christopher Co
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As to my opinion, FA or DOW are almost similar to me. Because with WW1 version, you can always make house rules. Instead of going for a 3 card turn, you can always apply the pipeline maneuver rule of DOW. The only thing that can't be simulated by the ww1 version is the 2 speed (acceleration) rules.
Xander Fulton
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05060708
Indeed, a useful review.

Reading it does make this feel a lot more like a PC game, say "IL2:1946" than the previous title in this series did...which I see as a good thing!
N J
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Nice review.

I dont normaly play board games but a friend of mine got me onto the wings of war games, and now im hooked.

But with Dow I found the tokens for speed and damage were rubbish, they should have been cards like the ww1 version. The speed system was very iritating. It could have been more manuvers in your deck in stead of the fidly tokens.

I loved the ww1 version but DOW was a big disapointment. It just felt less refined and cheap. Mainly the tokens anoyed me but also the player boards were bland and seemed a poor design. The 2 card play was cool but the constant planing seemed to slow the play down to much and i find the 3 card play from the ww1 version better represents air combat.

Still not a bad game but not up to the standard set by the first one.

 
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