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Wings of the Motherland
by J. D. Webster · Clash of Arms Games
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About the game
What is Wings of the Motherland?
Fighting Wings game system (Volume 4) goes to the Russian front, modeling aircraft and situations from the German invasion of Russia in the Summer of 1941 to the fall of Berlin in 1945. 48 new aircraft ADCs (very few duplicates from previous games and if so these are updated with better information), two double sided maps for four unique playing surfaces and two full counter sheets of air and ground units, one half counter sheet of ships and play-aid counters, plus the third edition rules and playa aids for the Fighting Wings system. This game builds on the Whistling Death game Fighting Wings rules. All Whistling Death errata is incorporated and subtle changes make this sophisticated system easier to use. 220 scenarios planned, showing evolution of fighter combat, close air support and the low altitude air war that was the Russian front's primary characteristic. Much more emphasis on air-to-ground than in previous series. A number of air naval scenarios as well. NEW ENTRY INTO THE FIGHTING WINGS SERIES! "Tiger Wings" covers early Pacific air battles, and the rules level work as an 'on ramp' to higher level FW play. Good starter game! The Kickstarter Ended with a FABULOUS load of extra Stretch Goals-- far more than a retail/store edition can hold. You can still get lots of extra content with a Late Pledge (for a limited time). https://www.atomagazine.com/Details.cfm?ProdID=198
How it plays
Mechanics
On the shelf
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Questions players ask
Questions to bring to BoardGameBrain
- How do setup and the first turn work in Wings of the Motherland?
- When does scoring happen and what ends the game?
- How should the table resolve an unusual timing or rules interaction?