The "Flying Circus" Tournament
Format
The sky is alive with rotary engines and those great flying
machines. The 2010 Ace of Aces tournament is free form
style. PICK UP A SCORESHEET AT ANY TIME FROM THE EVENT KIOSK or from the GM Doug Porterfield. 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 noon Saturday. Each game reported on the scoreshet must include the opponent's name, badge number, result of dogfight,
damage to each player, and opponent's initials.
Learning Ace of Aces 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
- Conestoga 1) or coming to one of the pre-arranged Circuses. In addition, many current players are willing to teach new
players. 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.
Look for players in the hotel lobby under the large "Join The Air Service" banner. Veterans please bring your green Ace of Aces buttons (designed and graciously provided by Greg Schmittgens
during previous WBCs) or Ace of Aces t-shirts.
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 as follows: 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 shot down. 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 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.
During the Final Circus, each player will be using a set of Maneuver
Cards. The Maneuver Cards is a set of cards with one maneuver
per card.
Instead of yelling out the maneuver, each pilot will put their
card down and flip over simultaneously to conduct the turn.
Join us at one "Circus" heats for additional dogfighting accompanies by period music, movies, and art. A Blue Max medal and British Distinguished Flying Cross will be awarded to the top Aces on each side (those with the best records shooting down Allied and Central Powers planes).
The aerodrome is open. Prepare for battle. |