An innovative 1-on-1 combat game that simulates a dogfight between WWI aircraft. Each player has a book with pictures of what they see out the cockpit of their airplane. Each player selects a maneuver (bank left, barrel roll, etc.) and tells their opponent a page number to turn to. This new page, when cross indexed with the maneuver made, gives the page number that shows the results of the chosen maneuver. The object of the game is to get your opponent in your sights and shoot them down.
There are advanced rules for fuel consumption as well as a campaign game.
AOA-HRS is based on a hex field. This chart shows the change in facing and/or hex for each maneuver. It makes it easy to have battles with multiple planes per side using a hex map and miniatures.
The chart was derived by having one plane do a stall (which does not change a plane's position) and having the other plane do a maneuver.
This is a map of page numbers on to a hex grid; clean and readable. This was taken from the Wingleader books but I believe this applies to most of the other games in this series. The red numbers indicate a "tailing" position the green numbers indicate a "tailed" position. The letters identify the damage level delivered from that position.
I never carried around a die for the advanced rules to this game. I used a table like the one attached. The German and Allied players write/call-out a number 1-6 at the same time, and cross reference it on the table to get a 1d6 roll. This rock-paper-scissors approach fits inside the box with the rules.