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Western Front Ace: The Great War In The Air, 1916-1918 box art

Western Front Ace: The Great War In The Air, 1916-1918

Players

1-2

Time

120-180

Age

12+

Weight

3.1

Rating

8.75

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The game has a high level of direct confrontation and strategic depth, with frequent interaction between players. However, it does not emphasize cooperation as much.

Replay value

The game offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds new content and gameplay elements, further enhancing replay value. The strategic depth of the game provides room for players to improve their strategy over time, discovering new tactics and strategies. The game scales well with different numbers of players, maintaining its appeal and balance. While it may not be the easiest game to learn, it offers enough depth to keep players engaged. Overall, Western Front Ace: The Great War in the Air, 1916-1918 has a strong replayability score of 8.0.

Luck profile

The final luck score for Western Front Ace: The Great War in the Air, 1916-1918 is 7, indicating a moderate influence of luck on the game outcome. Random elements have a notable but not exclusive impact on the game, allowing for some strategic decisions to influence the outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Western Front Ace is a solitaire, tactical air war game covering air operations in the Western and Italian fronts during WWI. Players control an aircraft from one of seven different nations represented, with options to upgrade to better aircraft as the war progresses. You will manage individual aircraft, weapons systems, specific crew members, and ammunition over missions representing 3-4 days per turn.

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Credits

Designers

1
Gregory M. Smith

Artists

1
Ian Wedge

Publishers

1
Compass Games

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