I won't be reviewing components or rules; there are already some great reviews of Wings of War which cover those basics in enough detail. Instead, I will be talking about Wings of War in terms of what makes it so fun and what it will bring to your collection.
Looking Great!

I own the original set (Famous Aces) and four of the miniatures and the result is a game that looks fantastic as it is played. The miniatures are very high quality and the cards as they are played out remind players they are 'flying' over the farmlands and battlefields of France, regardless of your play surface.
The colorful models and cards make the game very attractive and a big dogfight looks exciting. If you play in the office or a pub, be prepared for other people to cluster around and watch the action unfold. The models add so much I would recommend being prepared to get a few if you plan on picking up WoW.
The Wind Through Your Hair!
Despite the very simple movement mechanics (place a move card in front of your plane, move it) you do get a strong sense of flying an aircraft with unique flight characteristics. The different movement decks let you explore your own plane's strengths and weaknesses. You'll find yourself zooming past the enemy with the Spad, slipping out of reach of the enemy guns, only to Immelman turn right back at them and dare them to a game of chicken! Meanwhile, your Fokker turns fast and is nimble enough to get on anyone's tail, but might not have the speed to stay there.
Dogfights really do look and feel chaotic, while still giving the player the sense that they have some control over their destiny. A mess of 3 or 4 planes makes for a wild and fun dogfight that will have you laugh, curse and make "zooommm" noises as you chase your target.
Fast and Furious
A great element of the game is that it is relatively quick. Thirty minutes to an hour is common for a four player game, and this means it will slot in easily to a lunch break or as a lighter game between heavier sessions. What’s more, there’s action right from the start so you rarely get a dull moment. Further, everyone is busy all the time, whether you’re plotting your next move or moving your plane around, there’s little downtime to get bored in.
WoW as a Gateway Game
Since I picked up WoW I have played with the girlfriend (and she was happy to play again), and I have had a couple of games with three other co-workers. The rules are so simple that anyone can pick the game up in minutes. A nice element is that many of the rules can be introduced incrementally. At first, I teach the movement rules and a how to shoot at people. Once damage starts happening I explain the damage rules, and if any special rules can come into play I make them known and explain those too.
With new players I like to play with all damage cards showing. It makes it easier to handle the special damage rules and makes them feel secure that they are playing the game properly. I’ve found this slight rules change takes very little away from the game. Also, with new players, I remove the 'explosion' card so that I can be sure everyone will last more than a turn!
It's worth noting here that the developers have been very generous in providing a large number of optional rules on their website and these can make the game as complex as you like. I think this adds a great deal of longevity to the game and lets you tailor the game to your audience. I applaud Andrea and team's continuing support.
Two to Many Players
In addition to the great look and easy, incremental rules, there's another great WoW feature that makes it an ideal gateway game, and that is that it works so well with any number of players. Two player games are tense and fun (and suit the more complex optional rules such as altitude), and the game easily scales up to a dozen plus players. The only limit is your damage deck as if you are purchasing models, they provide the extra movement decks you need. To overcome the damage deck limitations (they recommend no more than four planes to a deck to avoid depleting the deck quickly) you can either buy more expansions or write down damage and return cards. You can do pretty much the same thing with the movement decks, but it makes things a bit fidlier, especially for new players.
WoW is also a great demo or gateway game because it’s so easy to add new players on the fly. Simply place the 'reinforcement' plane at the edge of the board, hand the player a movement deck and send them into the fray!
Strategy – There is some, but not too much!
Some have claimed the game is high on luck and low on strategy, but I find the blend just right. In lighter games a bit of luck adds the chaos needed to give new players a chance and to keep experienced players on their toes. That being said, there’s room for a lot of thinking in WoW, especially if you’re playing as part of a team. Knowing your enemy allows you to have a good guess at what is likely to come next and taking advantage of your own plane’s advantages will help to keep you safe.
As stated, I find the luck balance just right. I know I won’t automatically trounce a new player and put them off before they have learned the game, and the new player knows they’ve got a fighting change. This is a balance I enjoy in games, but your mileage may vary.
Conclusion
I’ve been very pleasantly surprised by WoW. I knew I wanted it from the moment I saw the miniatures (the jump to 3D is too delightful to resist) and it’s met my expectations, and beaten them. If you like games with a bit of combat, a bit of luck, and euro playability you need to own this baby!














