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The "Flying Circus" Tournament
Format
The sky is alive with rotary engines and those great flying
machines. The 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 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 11 am Saturday. Each game reported
on the scoresheet must include the opponent's name, badge number,
result of dogfight, damage to each player, and opponent's initials.
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 - 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.
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.
Join us at one of the "Circus" heats for additional
dogfighting, accompanied by period music, movies, and art. The
aerodrome is open. Prepare for battle.
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