Tracy, Jacob, John O, and I decided to test out the FIGHTING WINGS "Quick Start Rules" (QSR) with a home brewed scenario, pitting two Bf109Es against two Spitfire Mk IIAs. All aircraft began at 10.0, wings level, level attitude, and heading straight for each other "nose to nose" at eight hexes away. There was an eight hex separation from wingtip to wingtip between the two ships in each element as well. We did this so we'd have to start learning turning and transitioning right off the bat.
We won't claim we did everything right as this was our first time out with the system. But I'm sure that we'll compare what we did in the game with the QSR and learn a little bit from that.
The two Messerschmitts worked to get a bit more lateral separation between them--the northern most 109 heading west banked left but pulled into a shallow climb in the first turn while the southernmost 109 heading west banked left and began to turn left. The northernmost Spitfire heading east did a right bank and went into a shallow climb, so a vertical scissors was in the making there. The southernmost Spitfire immediately pulled up into a vertical climb, hoping to gain an altitude and positional advantage over his enemy bearing down on him, but there was quite a price paid in airspeed. The first reactions of all the fliers involved pretty much set the stage for subsequent action.
The two southernmost aircraft had a few seconds of proximity as the Spitfire reversed out of the half-loop and into a shallow dive, looking down on top of his quarry below him who was turning to the south. The Messerschmitt driver pulled out all the stops with his trottle and dived to get away. There was a short burst from the Spitfire but no damage scored on the German. Then the Messerschmitt zipped far to the south as the Spitfire had little airspeed to catch up and exploit his all-too temporary positional advantage.
Meanwhile, it got very interesting with the northern pair of aircraft. The Messerschmitt overshot in the climbing vertical scissors and the Spitfire let loose a burst, inflicting two hits on the 109E. Both aircraft pitched over and it looked like--for a couple of seconds--that the northernmost 109 could zoom down onto the tail of the southernmost Spitfire that was "hanging in the sky" after having come out of his half loop and ineffectively spraying the southernmost 109 dashing to the south. But the northernmost 109E has the initiative over the northernmost Spitfire, who maneuvered to pepper his target from his six o'clock should he try such a maneuver. The German cleverly turned his altitude advantage but now much slower airspeed into account (nearly stalling into a hammerhead) and it was the Spitfire's turn to overshoot. But the deflection, distance, and speed advantages of the Spitfire were too much so no shot was possible--the Englishman was just a flash passing over the Messerschmitt canopy view and bore off.
At this point, the southernmost 109 was breaking off, the southernmost Spitfire was in hot pursuit but had no chance to catch his quarry and began to loop back to help his comrade against the very hornet-like 109 that was beginning to bear down on both of them from the north.
We'd gotten through six turns with four players in roughly four and half hours. We're pretty sure we'd go faster next time, now that we understand how transitions and turns work and can fill out our log sheets and do the math the way it's supposed to be done.