Here is, from memory the AAR.
Next game I'll take notes and bring my camera.
It was a Battle of Britain scenario.
3 Spitfires, 3 Hurricanes trying to shoot down 6 Ju88 with 6 Me-109 in support.
The brits were chasing the JU88 and the Me-109 were coming to the rescue.
I was flying the 3 Spitfires.
Movement is pretty much like in CS. You plan your turn on a sheet of paper. However, experienced pilots can adjust their move. In CS turn, imagine you could change your facing. You also have to decide if you climb or dive or fly level. Depending on that, you can adjust your speed for the next turn. Some maneuvers are restricted and you can do an Immelman or a split S (S1D) with no roll!
I was flying Green pilots, so no adjustment and no extreme maneuvering.
The Brits went after the bombers, I made contact on turn 4 an started firing at them.
Trying to hit anything over range 3 is hard. The system goes like this, you roll to hit (2d6 vs a TN), then the damage (d4 for LMG, d6 for HMG, d10 for 20mm) you add the result (the highest number on the dice counts as 0), then depending on the robustness of the plane it has to make a save. If it passes, nothing happens, if not, airframe damage (-1 to everything). After 2 damages, boom. There is also a lucky hit table (kind of critical hit) that affects the plane even if it passes the save.
So two of my planes had a shot at a bomber, one hit and one damage. They shot back, nothing much.
Following turn, I kept on the damaged bomber, scores a rudder hit (lucky) that send the plane out of control (the plane would crash at the end of the game but the pilot survived). However, this created debrits that hit one of my Spitfire and (lucky hit) it ended up with fuel on the windshield. The same guy got fired at by all the bombers and got an airframe damage.
Next turn, the damaged Spitfire managed to pass 4 8+ tests and survived only to be shot down by two Me-109 that arrived on the scene. Unfortunately the pilot died.
My partner managed to shot down a Me but got totally outmaneuvered. So I ended up 2 Spits against 4 Me. So I basically ignored them, kept on the bomber, damaged a bomber, got 1 Spit damaged before we called it a night.
Ju-88s are though SOBs. Hard to damage and with 2 HMGs firing backward not fun at all.
Spitfires MKI are very nice planes compared with the Hurricanes.
8 LMG sounds weak but it is not that bad in that system.
I messed up the acceleration during my first turns. In CY6 you change speed AFTER you movement is completed and use this speed for the next turn.
The firing phase takes about as much time as in CS because of the many die rolls.
I liked the game a lot. I will see if I can get my hand on a copy from a German supplier.
The guy that painted the planes had insane skills, he painted the roundels and the ID number on the planes by hand, on a 1:300 fighter!
He also made nice stands for the game. You just had elements to make them higher to represent the altitude of the plane.
So that was it.
I think it should be possible to create CS planes for the system, the difficult thing would be the maneovering table that seems to be different for each plane (disclaimer: I tried to enjoy the game and did not asked too many questions about this). However I understand that planes are classified in 4 maneuvrability categories so it should be possible to adapt CS planes for the system. Not sure if it would be worth the effort though.
Malphas, over and out