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Ace of Aces - Powerhouse Series » Forums » Reviews
Ace of Aces Powerhouse review for non-wargamers, with illustrated example of play
Ace of Aces – Powerhouse Series

Review

Overview

This is an attempt to review the game Ace of Aces – Powerhouse Series. This was produced in 1980 by Nova Game Designs in the form of two small books – one for each player. Players take the roles of World War I fighter pilots and take simultaneous actions in an attempt to shoot down their opponents without being shot down themselves – all done with a first person perspective.

This review is aimed principally at non-wargamers. There are already reviews about other sets from the Ace of Aces series which cater for the wargamers among us. I have read a few comments and have yet to find a negative view of this game from any. However, as a non-wargamer myself I feel that this game series deserves a wider audience.

I shall therefore give an overview of the components and basic rules, and then give an example of play to help those who are unfamiliar with Ace of Aces a feel for how the game plays.

Components

The game is basically two small books, which both fit into a slip-case which will fit comfortably on any bookshelf. There were some versions issued in the 80s which didn’t have a slipcase and were set out in what was basically a piece of folded card – I have one myself in the Flying Machines set – but these are quite hard to find in good condition, and probably not as desirable anyway. There is also a thin rules booklet which fits into the slip case as well.



In the front of each book is a short section about famous World War I fighter aces, and some descriptions about the planes of the period, although I gather there are some inaccuracies in the information given. There is then a short section which details the rules for the game, but by far the majority of each book is given over to hand drawn pen and ink pictures showing a first person view out of a WWI fighter plane cockpit. Under each picture is a table with arrows symbolising the manoeuvres available to each pilot, under each of which is a number which is a reference to a page number in the book.



Setup

Decide who is going to be the Allies and who is going to be the Germans, and take the appropriate books. That’s it.

Gameplay

Ace of Aces is the original ‘first-person-shooter’ before arcade games came along. Each page in the books contain a picture showing a first person view out of the cockpit of a World War I fighter plane. For the Allied player it is a SPAD XIII, and for the German a FOKKER DVII.



Wargamers will probably tell you that an internal strut in one of the pictures is wrong, and in fact such-and-such a plane was not used by such-and-such a pilot, but wargamers are also the sort of people who will happily spend 5 hours debating the maximum range of some arcane piece of World War II artillery, so that’s just the sort of thing they would say.

Each player turns to page 170 in their books, and are presented with a view out of their cockpit of an enemy plane. This is the first sighting of the enemy, and is the signal for a dogfight to begin!

Basic game turn

A single game turn in the basic game consists of the following steps.

1 Each pilot selects the manoeuvre (arrow) s/he will perform, and records it and the number underneath. This number is called the MID-TURN PAGE NUMBER.



2 Pilots take damage if they were being shot at the end of the previous round.
3 Pilots call out to each other their mid-turn page number.
4 Each pilot turns to the page indicated by their opponent’s mid-turn page number. Note that the pictures on mid-turn pages are ignored.
5 Each pilot finds the originally selected manoeuvre (arrow) that s/he recorded for this turn. Below that arrow on the mid-turn page is a new number. This number will be the same for both players and is the END-TURN PAGE NUMBER where both players end their turn.
6 Pilots turn to the end-turn page, noting and tailing or shots which occur on this page.
7 If a pilot is being tailed (see below) s/he must give clues as to the direction of the next manoeuvre (left, straight, right).

In the basic game each player is considered to be able to take 6 points of damage before being shot down. Being shot form close / medium / long ranges causes 2 / 1 / ½ points of damage respectively.



If a pilot is being tailed (indicated by a ‘T’ under the page number – something which occurs when a pilot can see a rear view of his opponent’s plane through a forward view – s/he must give a clue as to the direction of their next manoeuvre. Pilots used to be able to watch the rudder of their enemy and predict what might happen.

If both players lose sight of each other (page 223) they are considered to have lost contact. Each player must then decide whether to try to re-engage (SEARCH), or to head back to base (ESCAPE). If both pilots search, battle recommences on page 170; if both pilots escape the battle is considered to be a draw; but if one pilot escapes and the other searches, the searching player is considered to have driven his opponent from the field of battle, scores half a victory point, and is considered to be the winner.



Players may decide to run a campaign where pilots they use have a name, and (if they survive an encounter) may be re-used. Pilots used in this way gain 1 point for an outright kill and ½ a point for driving an opponent from the field. Once a pilot (not the player) reaches 5 points they are considered to be an ACE, which brings certain benefits (greater damage when shooting and a chance of surviving being shot down).

Example of play

To illustrate the game, I have worked out an example of play between Alan the Allied, and Ginny the German.



START POSITION



Both players start on page 170. Here we see the cockpit view of Alan (the allied player) on the left and Ginny (the german player) on the right.

1 Alan decides to start aggressively, and chooses a FAST LEFT BANK (the second arrow in the FAST LEFT section of the manoeuvres chart) and heads straight towards Ginny’s plane. He calls out the mid-page number 27.

Ginny starts more cautiously, and chooses to SIDESLIP to the right (the third arrow in the CRUISE RIGHT section). She calls out the mid-page number 35. Note that the arrow symbol for this manoeuvre has a dot underneath. This indicate that it is a FANCY MANOEUVRE, and there are restrictions on these in the advanced game which we need not worry about as this is an example of basic play.

Both players turn to the mid-page number called out by their opponent, and look for the number under their own manoeuvre. The end-page number for both players should always be the same, and in this case the outcome is page 32



2 Alan has been slightly too aggressive, and has gone zooming straight past his opponent. Ginny is now directly behind him. Ginny, on the other hand, has a rear left view of Alan. That is, she is looking over her left shoulder.

Alan decides to waste no time and chooses an IMMELMANN TURN (the second arrow in the CRUISE STRAIGHT section). The Immelmann turn was invented by a German pilot named Max Immelmann, and is basically the first half of a loop, except that half way through the plane is rolled so as to be right way up. This is also a fancy manoeuvre, and has the effect in Ace of Aces of turning the plane around. He calls out the mid-page number 93.

Ginny decides to perform a WINGOVER to the left (the second arrow in the CRUISE LEFT section). She calls out the mid-page number 37.

Both players turn to the mid-page indicated by their opponent, and looks under the symbol for their manoeuvre. The outcome is page 133.



3 The planes are now facing each other from medium range.

Alan decides to perform a WEAVING TURN (the second arrow in the SLOW STRAIGHT section) in an aggressive attempt to bring about a head on exchange of shots. He calls out the mid-page number 62.

Ginny WEAVES to the left (the third arrow in the SLOW RIGHT section. Note that in addition to the dot beneath the arrow indicating a fancy manoeuvre, this arrow also has a bar indicating a forced loss of altitude. Again this does not effect this example as we are playing basic rules. She calls out the mid-page number 73.

The outcome is page 26.



4 DAKKA-DAKKA-DAKKA!!! Ginny has Alan in her sights and his given him a blast from close range. Alan takes two points of damage and so now has four points remaining. Ginny remains on six.

Alan takes a chance and performs a basic STALL manoeuvre (the first arrow in the SLOW STRAIGHT section). A stall is used to cut forward momentum (in the intermediate and advanced games there is a loss of altitude involved). He calls out the mid-page number 26.

Ginny expects Alan to move quickly past her, and so does a TIGHT BANK to the left (the second arrow in the SLOW LEFT section) in the hope that she will swing around behind him. She calls out the mid-page number 17.

The outcome is page 17.



5 Alan has successfully turned the tables on Ginny. He is now behind her, and the letter ‘T’ underneath the page number indicates that he has an advantage in reacting to what his opponent does.

Ginny selects a weave to the left (third arrow in the SLOW LEFT section) – a risky move but she hopes that Alan will expect her to move quickly and fly past her, giving her a clean shot. She calls out ‘LEFT’ to give Alan a clue.

Alan chooses another STALL (the first arrow in the SLOW STRAIGHT section). He calls out the mid-page number 17. Ginny responds with her mid-page number 42.

The outcome is page 42.



6 DAKKA-DAKKA-DAKKA!!! Alan’s slow move has kept him behind Ginny, and he shoots from medium range causing one point of damage. Ginny is now down to five points. Alan remains on four.

Ginny uses an IMMELMANN TURN (second arrow in the CRUISE STRAIGHT section) to turn her plane around and end Alan’s advantage from tailing her, but runs the risk of taking another burst from Alan’s guns. She calls out ‘STRAIGHT’ to give Alan a clue.

Alan chooses a CRUISING TURN to the right (first arrow in the CRUISE RIGHT section), hoping to keep Ginny in his sights. He calls out the mid-page number 15. Ginny responds with her mid-page number 141.

The outcome is page 72.



7 Ginny has successfully broken the tail and avoided falling into Alan’s sights. Both pilots now have a front left view of each other from medium range.

Ginny now no longer has to give Alan a clue about her next manoeuvre since she is now not being tailed. She chooses a WEAVING TURN to the left (second arrow in the SLOW STRAIGHT section). She calls out the mid-page number 20.

Alan chooses the same option. He calls out the mid-page number 20.

The outcome is page 21.



8 The planes have jinked past each other, and still have a forward view of each other, but this time to the right and from close range.

Alan selects an IMMELMANN TURN (second arrow in the CRUISE STRAIGHT section). He calls out the mid-page number 15.

Ginny selects a WINGOVER to the right (second arrow in the CRUISE RIGHT section). She calls out the mid-page number 8.

The outcome is page 63.



9 The planes are at medium range, and have a forward side view of each other.

Alan selects an WEAVING TURN to the left (second arrow in the SLOW STRAIGHT section). He calls out the mid-page number 27.

Ginny selects a WEAVING TURN to the right (third arrow in the CRUISE RIGHT section), unknowingly mirroring Alan’s manoeuvre. She calls out the mid-page number 26.

The outcome is page 209.



110 The planes are now directly above/below one another. Collisions don’t happen in the basic game. In fact I can’t find them covered by the rules at all, but presumably if a game was being played with the altitude rules then collisions could be said to happen. They certainly happened in real life.

Alan selects an IMMELMANN TURN (second arrow in the CRUISE STRAIGHT section) in an another aggressive move to bring his guns to bear on Ginny. He calls out the mid-page number 24.

Ginny chooses a STALL (the first arrow in the SLOW STRAIGHT section). She calls out the mid-page number 209.

The outcome is page 24.



11 DAKKA-DAKKA-DAKKA!!! Alan’s Immelmann turn has worked brilliantly. Not only has he caught Ginny with a burst from close range; he has also got behind her and can tail her next turn. Ginny takes another two points of damage, bringing her down to three. Alan remains on four.

Ginny decides to try to escape from the fight. This is a very cautious move as it would still take at least two shots to bring her down. She chooses a FAST BANK to the left (second arrow in the FAST LEFT section) and calls out ‘LEFT’ to Alan to give him a clue.

Alan does not anticipate Ginny’s attempt to escape and chooses a slow WINGOVER to the left in an attempt to follow his prey. He calls out the mid-page number 36. Ginny responds with her mid-page number 45.

The outcome is page 43.



12 Ginny has moved out to medium range, but has not managed to break her tail. Alan now has a fair idea that Ginny is trying to escape, and gives chase.

Ginny uses another FAST BANK to the left (second arrow in the FAST LEFT section) and calls out ‘LEFT’ to Alan to give him a clue.

Alan chooses a FAST BANK to the left (second arrow in the FAST LEFT section) and heads off in pursuit. He calls out the mid-page number 12. Ginny responds with her mid-page number 223.

Page 223 is the ‘Lost Contact’ page, so Ginny is hoping that she has successfully escaped. However it is possible that Alan’s manoeuvre has kept her in sight. Ginny must resolve the outcome as usual, by turning to the mid-page indicated by Alan (12) and looking under her manoeuvre. However, this cannot be double checked by Alan.

In this case, the outcome is page 72.



Ginny has not managed to escape, or to shake Alan off her tail.

This dogfight would continue for several more turns. Ginny might continue to try to escape, although this is looking difficult considering that she is still only at medium range – especially as Alan has the advantage of tailing her. Alternatively she may decide to turn and re-engage; after all she still has three points of damage left which is more than enough to withstand another close shot.

Ending the game

The game is ended when one of the players is shot down (a KILL); or one or both of the players ESCAPE.

Intermediate and advanced rules

Before finishing this review, I should briefly mention some of the features in the intermediate and advanced rules.

The intermediate rules bring in the effects of altitude. Any manoeuvre with a bar at the bottom indicates a forced loss of altitude. There are also adjustments to shooting caused by range and altitude, and things like scoring critical hits, allocating damage to locations, restrictions to ammunition and the possibility that your gun might jam.

The advanced rules go on to add further layers of simulation and complexity. Among them is the fancy manoeuvre which has been mentioned above in a couple of places. This is indicated by a dot underneath the arrow. These are difficult to perform, and as such a pilot may not perform one of these unless s/he had performed a STRAIGHT CRUISING or a STRAIGHT FAST on the previous turn. The exceptions to these are the IMMELMANN TURN (which when done successively form a loop); and the SIDESLIPS (which when done successively are called a ‘falling leaf’ – at least by the rulebook). Once one of these is done, any number can be done in a row afterwards.

Of course, players are free to incorporate some of the intermediate and advanced rules into their game and not others.

I should also mention that Ace of Aces can be played by any number of players – not just two. You can have as many players as you have books. It involves keeping a finger in more than one page (one for each opponent), choosing a manoeuvre and giving different mid-pages to each one.

Recommended player aids

Ace of Aces gives a pilots eye view of the dogfight. That is, the pictures show you a view out of the cockpit of what the pilot sees. This helps you feel like you are actually in a fight, in the way that many traditional games which give an overhead view of your plane on a map do not. However it is possible to track the dogfight using hex paper and a marker if the players wish – especially if there are multiple players.

There are some really wonderful files which have been uploaded against some of the other versions of Ace of Aces which assist with this, and I recommend you check them out. I especially like the Underlying hex field manuever results file AoA-hrs.pdf which has been worked out for the Handy Rotary series. A similar one would come in very useful for Powerhouse.

What’s good about this game?

thumbsup The first person perspective makes you feel like you are actually in a dog fight.

thumbsup Downtime. There isn’t any.

thumbsup This game is all about theme. The manoeuvres have been designed to reflect ones that could actually be done by the planes in question. Other editions of Ace of Aces (such as WWI Flying Machines and Handy Rotary) have different manoeuvres available, reflecting the capabilities of the machines at that stage in the war.

thumbsup No luck in the basic game. The intermediate and advanced rules bring in some dice rolling, but even this fits the theme as hitting a critical part of your opponent’s machine was a stroke of luck rather than accurate aiming.

thumbsup Innovation. This game was years ahead of its time, and arguably has still not been bettered as an air combat simulation.

thumbsup Simultaneous actions. Ideally players should be encouraged to choose a manoeuvre at quite a fast tempo as well, and the simultaneous action resolution really brings a feeling of not knowing what your opponent is doing.

thumbsup Portability. The slipcase is the size and shape of a book, and can be transported just as easily.

thumbsup As previously mentioned, the game can cope with any number of players (although it should be mentioned that the game does slow up with more players.

thumbsup The intermediate and advanced rules enable the game to become a more accurate simulation of air combat. Most players I have met tend not to bother – the realism of Ace of Aces comes from the speed and the feel, rather than lots of critical hit charts – but the flexibility is there.

What’s bad about this game?

thumbsdown People with no sense of direction, or people who don’t know left from right. I am surrounded by such people. Seriously. Take pity on me. Wife. Nephews. Mother-in-law even. They look at the picture; see that I’m off to the right; and then turn left. THEN they act all surprised when we lose contact.

But seriously – that’s the only downside.

Conclusion

This game is a perfect example of its type. To give this game any less than top marks, would only be possible if I were expecting it to be something it was never trying to be. It would be like complaining that William Shakespeare’s plays don’t tell you anything about 17th Century Japanese sword making, or rating Die Macher as a 1 because it doesn’t play in under 20 minutes.

This game is easy to pick up; fun and quick to play; and remaining accessible to non-wargamers and children while still being (despite its age) probably the best air combat simulation for wargamers. It can be played in cars on the move, or more seriously with multiple players and intermediate or advanced rules. Thoroughly recommended. I hope I’ve done enough to encourage you to pick up a copy and give it a try.

Rating 5 out of 5
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Last edited on 2009-01-29 17:35:34 CST (Total Number of Edits: 4)
Brandon Pennington
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Wow!! Outstanding review! I have been interested in this series for a while!
Branch IngFactor
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I remember playing this game when it came out in 1980 but have been unable to find a copy for a reasonable price. Any suggestions on where to pick one up? Do you know if they plan to reprint these?
Harvester of Eyes.
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I had the Handy Rotary Series and the Powerhouse booklets. I flew hundreds of dogfights. It was game many non-wargamers would play.and most didn't realize there was an underlying hex based grid. I won more than my share of these games.

By the way, when your aircraft are in the same hex and one is directly above or below you, the direction you are looking is the direction your opponent if heading.
John Lopez
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Still a favorite game, and the advanced rules really work well once you have the basics down.
Zeus Thunderer and Victory!
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scribidinus wrote:
By the way, when your aircraft are in the same hex and one is directly above or below you, the direction you are looking is the direction your opponent if heading.


That's right! Enemy headed back to your 4 o'clock? Use that handy-rotary right turn and, with a bit of luck and surprise, DAKKA-DAKKA-DAKKA!!!
Rick Rodrick
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All of the variations are great but I like Handy Rotary Series the best. The planes aren't quite as quick and powerful as the ones in the Powerhouse series so it seems like you don't lose your opponents plane quite so often. Also, who wouldn't love the "rotary turn" where you basically take your hands off the controls and let the torque of the rotary engine point you in the other direction.

A very cool, easy to play game that stands up to contemporary games very well.
Zeus Thunderer and Victory!
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Great review! And, for the record, I always preferred the drawings to the half-tone photographs some sets used. For some reason, the drawings just "felt" more authentic!

Shortly after the Handy Rotary set appeared, there was a sort of campaign logbook that I picked up called "Hals und Beinbruk" (Roughly, "Neck and Bone-break") that you could record missions and what-not. Neat little, unofficial accessory from another publisher.

My sets are lost to the sands of time. Someone, somewhere, is enjoying dogfights with autographed Handy Rotary and Powerhouse flipbooks! :cry:
Graham Dean
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branchingfactor wrote:
I remember playing this game when it came out in 1980 but have been unable to find a copy for a reasonable price. Any suggestions on where to pick one up? Do you know if they plan to reprint these?

As far as I am aware these are out of print and likely to remain so. I bought my Flying machines set when it came out, but the other two I bought on ebay, but I don't know what they go for these days.

I wish they would get reprinted, but I think nowadays the modern air combat game is Wings of War, which looks good, but I prefer Ace of Aces. The miniatures from Wings of war could be used though, if you wanted to track your dogfight on hex paper.
Graham Dean
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BradyLS wrote:
scribidinus wrote:
By the way, when your aircraft are in the same hex and one is directly above or below you, the direction you are looking is the direction your opponent if heading.


That's right! Enemy headed back to your 4 o'clock? Use that handy-rotary right turn and, with a bit of luck and surprise, DAKKA-DAKKA-DAKKA!!!

I knew something of the kind was going on with that, but I never figured it out - thanks!

I was trying to remember 'DAKKA-DAKKA-DAKKA!'. It just wouldn't come to me, and I had to use the word 'gunfire', which is pretty tame really. I might edit that in, if that's OK?
Last edited on 2009-01-26 01:21:57 CST (Total Number of Edits: 1)
Zeus Thunderer and Victory!
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I suppose there is always hope. And with the state of graphics, a really nice set of books with CGI-rendered illustrations might no be bad. Or maybe a more comic-book style approach...

Graham: I borrowed 'DAKKA-DAKKA-DAKKA!!!' from an old GW Space Hulk (or similar) rule book. It's public domain, IMHO, so feel free!
Last edited on 2009-01-26 01:27:23 CST (Total Number of Edits: 1)
Graham Dean
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BradyLS wrote:
Or maybe a more comic-book style approach...

... with speech bubbles from the pilots!

DAKKA-DAKKA-DAKKA!!!

"Take that you swine!"
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