The "Flying Circus" Tournament
The sky is alive with rotary engines and those great flying
machines. The 2012 Ace of Aces tournament is free form
style. PICK UP A SCORESHEET AT ANY TIME FROM THE EVENT KIOSK
or from GM Doug Porterfield. The Event Kiosk will always be in
the kiosk hallway in the Cornwall - Hopewell- Kinderhook corridor
except during the "circus heat" engagements in Hopewell.
The only set time is for the Final Championship flying circus.
Players are free to engage in dogfights at any time during
the week before noon on Saturday. All results must be returned
to the GM or the event kiosk by 6 pm Friday. Each game reported
on the scoresheet must include the opponent's name, badge number,
result of dogfight, damage to each player, and opponent's name
and badge number.
Learning the game takes less than five minutes. You will be
playing a game quickly and completing it within another five
to ten minutes. Formal teaching of the game is accomplished by
arranging a time with the GM (most likely to be found in the
free-form wargame area) or coming to one of the pre-arranged
Circuses. In addition, many current players are willing to teach
For those who are car pooling to WBC, Ace of Aces is an
excellent game to learn and play while on the road (drivers excepted,
of course). So if you see anyone playing, just ask about it.
Veterans please bring your green Ace of Aces buttons
(designed and graciously provided by Greg Schmittgens during
As the GM will not always be available to resolve disputes,
good sportsmanship is vital. The game will be played using only
the beginners rules, except that aces will not be included. Players
must have at least 15 dogfights against ten different opponents,
with no more than five against the same opponent. No more than
40 dogfights will be counted. Advancement will be determined
by highest point average of those qualifying. Points are awarded
5 for shooting down opponent unless both shot down on same turn,
3 for battle that ends without a shootdown if you have inflicted
more points than received and for event where both are shot down
on the same turn,
1 for flight that ends in the same amount of damage and the battle
ends due to being "lost in clouds" or if you get away
after sustaining more damage than inflicted, and 0 for being
The point total will be divided by the number of flights flown.
Ties will be broken by highest number of flights flown followed
by greatest difference in damage inflicted over damage received.
(Games played against opponents who do not register with the
GM will not count.) The top six pilots (check the results on
the event kiosk for eligible pilots and alternates) will advance
to the Final Circus. The Final Circus will be a round robin where
the top six qualifiers will face each other one-on-one for a
total of five flights by each Ace. The winner will be based on
most points during the Final Circus. In the Final, when breaking
contact with the opponent, players return to page 170, so there
will be no draws. Ties will be broken by head to head record,
followed by another round of dogfights if needed. If still tied,
points inflicted vs points received during the Final Circus will
be the ultimate tie-breaker.
The Final will use this additional rule: 'You cannot do continuous
stalling in place. With the Rotary series, if you are on one
of these pages - 187, 188, 198, 205, 209, 213 - you may not call
one of these pages that continues a stall pattern.'
Join us at one of the "Circus" heats for additional
target-rich environment dogfighting, accompanied by period music,
movies, and art. The aerodrome is open. Prepare for battle.