3.24.2026

Blood and Irony Over the Kanto Plain

The Final Hours of the Pacific Conflict


The cessation of hostilities in a global conflict rarely occurs with immediate, universal synchronicity. Instead, the inertia of vast military machines, compounded by the limitations of mid-twentieth-century communications and the unyielding fanaticism of entrenched combatants, often results in a chaotic and bloody twilight. This phenomenon was starkly illustrated on the morning of August 15, 1945, in the skies over the Kanto Plain near Tokyo. Mere hours before Emperor Hirohito broadcast the unprecedented announcement of Japan’s unconditional surrender, the final aerial engagement of the Second World War erupted in a furious, close-quarters dogfight.

In this tragic clash, a formation of Grumman F6F-5 Hellcats from United States Navy Fighter Squadron 88 (VF-88), operating from the aircraft carrier USS Yorktown (CV-10), was ambushed by a mixed force of Mitsubishi J2M3 Raiden and A6M5 Zero interceptors belonging to the Imperial Japanese Navy’s elite 302nd Kōkūtai. The resulting engagement, which cost the lives of four American aviators who had taken off during wartime only to be shot down during peacetime, serves as a poignant microcosm of the broader Pacific War. It highlighted the technological apex of wartime aeronautical engineering, the devastating attrition of pilot experience, and the lethal consequences of rigid adherence to martial codes.

By mid-1945, the Allied war machine had effectively isolated the Japanese home islands. The Imperial Japanese Navy had been systematically dismantled in the titanic fleet engagements of the Philippine Sea and Leyte Gulf, rendering it incapable of power projection. Concurrently, the United States Strategic Bombing Survey (USSBS) had prioritized the systematic destruction of Japan's industrial capacity and urban centers, leading to the devastating low-altitude B-29 Superfortress incendiary campaigns directed by Major General Curtis LeMay of the XXI Bomber Command.

Operating in conjunction with the strategic bomber offensive, Admiral William F. Halsey’s United States Third Fleet maintained a relentless operational tempo off the coast of Honshu. Halsey’s Fast Carrier Task Force (Task Force 38) was a maritime armada of unprecedented destructive capability. A single task group within this force, such as Task Group 38.4, fielded more offensive punch than the entire pre-war carrier fleet, boasting over a hundred Grumman Hellcats, Vought Corsairs, and Curtiss Helldivers.

Despite the atomic bombings of Hiroshima and Nagasaki on August 6th and 9th, and the Soviet Union's abrogation of the Neutrality Pact followed by their invasion of Manchuria on August 8th, the Japanese military high command remained deeply fractured regarding capitulation. In response to this diplomatic stalling, Admiral Nimitz directed Halsey to maintain unremitting pressure on the Japanese military infrastructure. Halsey’s directive was to launch continuous fighter sweeps and bomber strikes against airfields, transportation networks, and coastal shipping to preclude any possibility of a coordinated kamikaze (suicide) defense against the anticipated Operation Downfall invasion forces. It was under this doctrine of continuous attrition that the aviators of the USS Yorktown prepared for their missions on the morning of August 15th.

In stark contrast to the overwhelming material superiority of the United States Navy, the Japanese home defense forces were operating in a state of terminal decline, yet they remained exceptionally dangerous. The primary defensive bulwark for the Kanto Plain and the Tokyo metropolitan area was the 302nd Kōkūtai (Naval Air Group), operating out of Atsugi Airfield.

Established in March 1944 specifically to counter the high-altitude threat posed by B-29 Superfortresses, the 302nd Kōkūtai was an elite formation steeped in the culture of the Bushido code. The pilots considered themselves the dedicated Samurai of the modern era, sworn to protect the Emperor and the capital. Surrender was universally viewed as an unthinkable disgrace. Following the Emperor's eventual broadcast, many officers at Atsugi would briefly rebel, taking up arms against their own government in a futile attempt to continue the war, though the garrison ultimately surrendered without bloodshed.

The 302nd was commanded by Lieutenant Yukio Morioka, who, at 23 years of age, was the youngest air group leader in the Imperial Japanese Navy. Originally trained as a dive-bomber pilot, Morioka transitioned to fighters and led a unit characterized by a severe dichotomy in pilot skill. While the unit retained a core of highly experienced, pre-war veterans, the severe attrition of the Pacific War meant that the bulk of its pilot roster consisted of raw recruits. By early 1945, the Japanese aviation training pipeline had collapsed; new pilots were often thrust into combat with a mere 130 hours of total flying time, facing American aviators who typically boasted upwards of 525 hours before their first combat deployment. This disparity in training would heavily influence the tactical dynamics of the final engagement.

The human element of the August 15 dogfight reveals a cross-section of the men swept up in the war's final crescendo. The engagement pitted weary American aviators dreaming of the postwar world against Japanese defenders who felt they had nothing left to lose.

Fighter Squadron 88 (VF-88) "Gamecocks"

Air Group 88, attached to the USS Yorktown, had arrived in the Pacific Theater late in the war but had quickly been bloodied. Over the six weeks preceding mid-August, the group had suffered devastating losses while operating in the heavily defended airspace over the Japanese home islands. The squadron had lost ten pilots, including their revered squadron leader, Lieutenant Commander Charles Crommelin, who perished in a freak mid-air collision with his wingman over Hokkaido.

Command of VF-88 subsequently fell to Lieutenant Malcolm W. Cagle, a former executive officer whose leadership was viewed with deep skepticism by the exhausted squadron. The veteran pilots, bonded by the shared trauma of combat attrition, were highly critical of Cagle's risk management in the final, uncertain days of the war.

The division that launched on the morning of August 15 was led by Lieutenant Howard M. "Howdy" Harrison, a seasoned flight leader from Sutton, West Virginia. Harrison's primary motivation in the war's final days was survival; he desperately wished to return home to reunite with his wife and meet the infant daughter born after his deployment to the Pacific.

Harrison’s wingmen presented a diverse tapestry of American backgrounds. Ensign Wright C. "Billy" Hobbs, a 22-year-old native of Indiana, was a passionate aviator who believed he was born to fly fighter aircraft. Conversely, Ensign Eugene "Mandy" Mandeberg viewed his service through a different lens. A former reporter for The Michigan Daily in Detroit, Mandeberg saw his deployment not as a grand adventure, but as a grim wartime duty. Squadron mates noted that Mandeberg lacked the aggressive demeanor typical of fighter pilots, preferring to study the "flora and fauna" rather than focus strictly on tight formation flying. Ensign Joseph G. Sahloff, hailing from Selkirk, New York, was driven by a desire to prove his aeronautical competence among the Navy's best. Lieutenant (j.g.) Clarence A. "Ted" Hansen and Lieutenant (j.g.) Maury Proctor, both possessing vital combat experience, rounded out the strike package.

The Veterans of the 302nd Kōkūtai

The Japanese pilots launching from Atsugi represented the antithesis of the American outlook. Leading elements of the 302nd Kōkūtai was Ensign Sadaaki "Temei" Akamatsu, a legendary and highly controversial figure within the Imperial Japanese Navy. Akamatsu had been flying since 1932, logging an astounding 8,000 flight hours. A veteran of the Second Sino-Japanese War, he was a known trickster, a frequent insubordinate, and notoriously flew combat missions while heavily intoxicated. Despite his lack of discipline, his combat record was undeniable; he was one of the few Japanese aviators who preferred the heavy, demanding Mitsubishi J2M Raiden over the nimble Zero, utilizing strict "boom-and-zoom" tactics to rack up kills.

Akamatsu was joined by other seasoned aces, including Yozo Tsuboi, the highest-scoring Raiden ace of the war, and Junro Teramura, a seasoned squadron leader. These veterans provided the tactical backbone for the 302nd, directing the aggressive, high-speed diving attacks that would characterize their interception of VF-88, while the less experienced conscripts provided the sheer numerical volume necessary to overwhelm the American formations.


The Grumman F6F-5 Hellcat

The F6F-5 Hellcat was the quintessential American carrier fighter of the late Pacific War. Designed specifically utilizing combat data from early engagements with the Japanese Zero, the Hellcat was engineered to prioritize speed, altitude performance, and pilot survivability over horizontal maneuverability.

At the heart of the F6F-5 was the massive Pratt & Whitney R-2800-10W Double Wasp, an 18-cylinder radial engine producing 2,000 horsepower. This powerplant propelled the aircraft to a maximum speed of 380 mph at medium altitudes. The Hellcat was heavily armored, featuring self-sealing fuel tanks and protective plating around the cockpit and oil coolers, allowing it to sustain immense kinetic punishment and remain airborne. Armed with six .50-caliber Browning M2 machine guns, it projected a devastating cone of fire.

However, the F6F-5 was undeniably burdened by the requirements of naval aviation. The heavy landing gear and complex wing-folding mechanisms added significant parasitic weight, making it slightly slower at high altitudes compared to late-war, land-based fighters. Furthermore, on the morning of August 15, the Hellcats of VF-88 were heavily encumbered by underwing ordnance and external drop tanks intended for airfield suppression, severely degrading their acceleration, climb rate, and maneuverability prior to the engagement.


The Mitsubishi J2M3 Raiden ("Jack")

The J2M Raiden represented a radical paradigm shift in Japanese fighter design. Conceived by Jiro Horikoshi, the brilliant engineer behind the A6M Zero, the Raiden was a localized point-defense interceptor built expressly to destroy heavily armored, high-altitude American bombers. Horikoshi completely abandoned the traditional Japanese emphasis on dogfighting agility in favor of raw speed and rapid climb performance.

The J2M was visually distinctive, featuring a sleek but stubby fuselage necessary to house the oversized Mitsubishi Kasei engine. To minimize drag, the engine was buried deep behind a long cowling, utilizing a specialized intake fan and a long extension shaft connected to the propeller. The J2M3 variant achieved formidable aerodynamic benchmarks. Post-war evaluations conducted by the United States Technical Air Intelligence Command (TAIC) utilizing captured airframes, 92-octane fuel, and methanol injection recorded the J2M3 reaching a blistering maximum speed of 417 mph at 16,600 feet.

The Raiden was heavily armed, typically carrying four 20mm cannons, providing the burst mass necessary to shred American aircraft. Its primary operational weaknesses were poor pilot visibility from the deeply recessed cockpit and sluggish handling characteristics at low speeds. However, when utilized correctly in high-speed, vertical diving attacks - as favored by veterans like Akamatsu - the Raiden was a lethal, energy-fighting platform.

The Mitsubishi A6M5 Model 52 Zero ("Zeke")

By the summer of 1945, the legendary A6M Zero was fundamentally obsolete, outclassed in speed, dive rate, and armor by nearly every American fighter in the theater. The A6M5 (Model 52) was a desperate attempt to modernize the airframe and prolong its tactical viability.

Engineers shortened the wingspan and rounded the wingtips to increase the aircraft's maximum dive speed, a fatal flaw in earlier models. They also modified the Sakae engine's exhaust system, utilizing thrust-augmenting individual exhaust stacks to squeeze out additional speed. The Model 52 incorporated rudimentary armor plating behind the pilot and self-sealing fuel tanks, though it remained structurally fragile compared to the Hellcat. Retaining its armament of two 20mm cannons and two 7.7mm machine guns, the Zero's primary asset remained its superlative horizontal turn time. If a Zero pilot could successfully force an American aircraft into a low-speed, turning engagement, the A6M5 could still easily outmaneuver the heavier Hellcat.

The Final Mission: August 15, 1945

At 0415 hours, Vice Admiral John "Slew" McCain’s Fast Carrier Task Force commenced flight operations, launching a massive 103-plane fighter sweep intended to neutralize the airfields surrounding Tokyo. Lieutenant Harrison's division of eight F6F-5 Hellcats launched from the USS Yorktown, tasked with suppressing Tokurozama and Atsugi airfields to clear the airspace for subsequent heavy bomber strikes.

The mission deteriorated almost immediately after departing the carrier deck. The American formations encountered severe weather fronts characterized by towering cumulonimbus clouds. Unable to navigate safely over or around the dense cloud banks, unit cohesion broke down. Harrison, adapting to the deteriorating tactical situation, detached two of his Hellcats to maintain a high-altitude orbit above the weather. Their orders were to act as a vital communications relay, while Harrison led the remaining six aircraft - piloted by Proctor, Hansen, Sahloff, Hobbs, and Mandeberg - down to a low tactical altitude beneath the overcast to proceed toward the target.

The Ceasefire and the Ambush

At approximately 0645 hours, as Harrison’s six Hellcats approached Tokurozama Airfield, the high-altitude relay team forwarded an urgent, historic transmission: Emperor Hirohito had accepted the terms of the Potsdam Declaration; all Allied offensive operations were to be suspended immediately.

Admiral Nimitz’s recall order was broadcast across all fleet frequencies. American pilots aloft were instructed to jettison their offensive ordnance into the ocean and immediately reverse course back to Task Force 38. For the aviators of VF-88, the psychological shift was profound. The burden of combat evaporated in an instant. Lieutenant (j.g.) Ted Hansen vividly recalled his immediate thought upon hearing the transmission: "Oh God, let's get our fannies out of here".

However, the transition from wartime to peacetime was violently interrupted. Out at sea, radar operators aboard the US destroyers Heermann, Black, Bullard, and Chauncey - acting as advanced pickets - detected a large cluster of incoming bogeys. Unfortunately, this warning did not reach Harrison’s low-flying division in time. Plunging out of the heavy cloud cover directly above the withdrawing Americans were twelve Japanese fighters - specifically four J2M3 Raidens and eight A6M5 Zeros - from the 302nd Kōkūtai. This Japanese formation had either failed to receive the Emperor's surrender broadcast or, driven by the fanaticism prevalent at Atsugi, actively chosen to ignore it.

The Dogfight Over the Kanto Plain

The tactical ambush was disastrous for the Americans. The Hellcats were flying low to the ground, heavily encumbered by their drop tanks, and operating at a low kinetic energy state. Conversely, the Japanese interceptors possessed a massive advantage in potential energy, utilizing the gravity of their steep dive to achieve speeds well in excess of the Hellcats' capabilities.

Realizing the impossibility of outrunning the diving attackers, Harrison ordered his division to turn directly into the onslaught, initiating a series of brutal, high-closure-rate head-on passes. The airspace instantly dissolved into a chaotic, swirling furball.

Hansen found himself immediately targeted by multiple enemy airframes. In a desperate maneuver, he engaged in a head-to-head merge, devastating a Japanese fighter with his six .50-caliber machine guns and narrowly avoiding a fatal mid-air ramming attempt by a second aircraft, which he also subsequently destroyed. Nearby, Maury Proctor observed a J2M Raiden firmly attached to the tail of Ensign Sahloff’s Hellcat. Proctor violently wrenched his aircraft into a tight starboard turn, pulling a high-deflection lead on the Raiden. Firing from 700 yards, Proctor’s concentrated burst struck the Raiden, causing it to explode in mid-air.

Despite these localized victories, the numerical supremacy and massive energy advantage of the 302nd Kōkūtai proved insurmountable. Sahloff’s F6F-5, severely damaged in the initial pass, plummeted to the earth. In the swirling confusion, visual contact was lost with Harrison, Hobbs, and Mandeberg. Overwhelmed by the sheer volume of attackers, all three were shot down.

The engagement lasted only minutes. Hansen and Proctor, piloting heavily damaged aircraft, managed to utilize the superior ruggedness of their Hellcats to extricate themselves from the combat zone, limping back to the Yorktown. The final tally of the war’s last dogfight stood at four American Hellcats lost, alongside two Japanese Zeros and two Raidens.

Aftermath and Legacy

The loss of Harrison, Hobbs, Mandeberg, and Sahloff - men who died in combat after the war had technically ended - cast a long, dark shadow over the celebrations aboard the Third Fleet. Admiral Halsey carried the psychological burden of their deaths for the remainder of his life. In his postwar memoirs, Halsey explicitly asked that the names of these four aviators never be forgotten, viewing their sacrifice as the ultimate tragedy of the conflict and referring to their deaths as an "unpayable personal debt".

The remains of the fallen aviators lay undisturbed for decades. It was not until March 1946 that U. S. personnel recovered unidentified remains from the Myoho-ji Temple in Yokohama, which were subsequently buried as an "unknown" at the Manila American Cemetery in the Philippines. In 2019, modern forensic initiatives led to the exhumation of these remains. Utilizing advanced Single Nucleotide Polymorphism DNA capture methods, the Defense POW/MIA Accounting Agency conclusively identified the remains in March 2025 as those of Ensign Eugene Mandeberg. Eighty years after his final flight, Mandeberg was laid to rest with full military honors at Beth El Memorial Park in Livonia, Michigan, providing a solemn closure to the final casualty event of the Second World War.

3.18.2026

P-47N Scenarios

The first MiG-15 kill

I detailed the P-47N in Taiwanese service in a previous post, and now have been working on scenario creation. The encounters over the Taiwan Straits during the 1950s saw a variety of aircraft and mission types, but the following all feature the final version of the Thunderbolt. None of the scenarios are large, ranging from two to six players, and only twenty-seven miniatures are needed (if one doubles up the MiG-15 and MiG-15bis). I've not been able to locate La-11s or Curtiss Commandos in 1/285 or 1/300 scale so if you know of a source for either please comment below!

3.16.2026

Adding to the Collection

Kepford's Corsair

While gaming on Saturday with the group, one of the members was checking out the Misc Minis website and came across a few new listings under the painted miniatures categories. There were a few for 1/285 scale, so I have added a flight of resin VF-17 Corsairs and another of metal Raidens. Price points are good at about $9.00 per plane (keep in mind the cost of the plane itself is about $3.00, so the cost of painting and decaling is about $6.00 per plane - and Kevin does amazing work! While I did not have an immediate need for either of these aircraft, in reviewing the various scenario books, I think they will fit into a few places and my next exercise will be to create lists of the scenarios that feature each type of plane. 

A Raiden Raiden

I hope Kevin at Misc Minis will keep offering painted 1/285 scale aircraft as it is a more convenient (or is that addictive?) way for me to add to my collection!


3.15.2026

Yakkety Yak After Action

A pair of Yak-7s, nicely painted by Misc. Minis

Yesterday for the Check Your 6! Southwestern Ohio group I ran a strictly hypothetical encounter, which featured the Yak-7 vs. the Heinkel He 100 (and found on the Downloads page and entitled Yakkety Yak). 

The scenario calls for five players, but since this encounter is a figment of my imagination, one could remove two of the Yak-7s, or add a pair of Heinkels, just to have a little fun or to adjust to the number of available players (we usually give a pair of planes to each player).

It is a bit of a bounce on bounce scenario, with four Heinkels closing on a pair of Yaks. A few random turns later four Yaks drop down from the clouds practically on top of the Germans.

The first game's initial setup

We ran the scenario twice as the first game was a rather short affair. The aircrew quality really showed through, but also the poor robustness rolls led to the destruction of three Yaks within the first handful of turns. So we changed the aircrew qualities with random die rolls, which yielded a result of all crews being skilled. This, on top of the Soviet "rabbits" changing tactics in the second game from running to turning into his foe, made for a heck of a game. The German players really danced about the board, and they had to due to being outnumbered 3:2. One turn saw the Yaks clustered together, and I thought the Germans would have a tough time the next turn. I took my pair of Heinkels and dover through and below the reversing Soviets, which also brought the other pair of Heinkels into a pair of perfect firing solutions. Our dice were fairly meh, but it did scatter the Yaks, and caused some damage. After seventeen turns, with one Yak shot down and another suffering an airframe damage (and one other running out of ammo) we called the game. No damages to the Heinkels resulted in a German victory.

The "rabbits" - my pair of Heinkels, have dove through the Yaks...

...setting up a pair of nice opportunities for the remaining Heinkels

And then the dance really begins with a decent amount of separation

Jamie obtains another great firing solution, but Mr. Robusto (Matt) makes his rolls

I tweaked the aircrew ratings a bit and have uploaded the revised version of Yakkety Yak. It was a fun game (both games for me - I had three kills in the abbreviated first game).

Yak-7s - Raiden Miniatures painted by Misc Minis.
He 100s - Table Top Flights painted by me, decals are Scale Specialties.
Mat - Deep Cut Studio.

3.10.2026

The VF-27 Scenarios


What follows is the aircraft mix needed for the seven scenario outlines I have cobbled together featuring the Hellcats of VF-27, calling this group of scenarios "The "Cat's Mouth" Killers of VF-27." Not a huge number or variety of planes are required, and these scenarios are ideal for 2-6 players (typically I run games with two planes per player). I will probably just order the requisite fighters as I do not need six Jills for just one game - seems to be a waste of money and waste of time to paint them. However the Judys are useful for other Hellcat scenarios from the Desperate Measures scenario book, so I might also add those to my next Flight Deck order - plus it is a different looking aircraft for a Japanese design.

3.08.2026

Blog Slows

Just a little update - after a prolific 2025 my blog posts in 2026 have slowed to a crawl. I've had a few Civil War presentations and tours already this year which require some preparation time, including a trip to the Fort Donelson Symposium where I led a tour and did a talk, and then there is the dad issue. About a month ago he was hospitalized. After a week of clearing his lungs and controlling his blood pressure, he spent nearly three weeks in a rehab facility to work on strength. Now he has been in an independent living apartment for almost two weeks, and it has been a chore. Not only organizing the move and getting him settled, but his memory, almost overnight, has been severely impacted. The facility is beautiful - new, with plenty of excellent amenities, but dad seems to also find the negative in every aspect. And the incessant phone calls (called me over 60 times when I was in Tennessee, always wanting to go "home" even though he knows he can't due to his need for having others around) and worn me, and more importantly to me, my wife down to a frazzled edge. So I have not had the energy to paint, decal, or post, let alone to get a game or two in. There is the constant running to his house (45 minutes away) and then visiting him. By the time I get home, I'm done mentally for the day. Also, the weather has prevented me from priming many planes over the winter, but now the weather is improving I at least will be able to work on that task.



I do keep working on research, having created scenario outlines featuring the F6F Hellcat, including a few featuring VF-27 as I have the excellent Scale Specialties decal sheet which includes the distinctive cat face of the squadron. What I also like about VF-27 is the fairly late war use of the three color scheme before morphing into the overall glossy dark sea blue, and they were using both schemes the day the USS Princeton, their carrier, was sunk. The three color paint scheme is not so daunting to me, having worked on some early war Wildcats and Buffalos - same colors, with the addition of the band of dark blue to the upper surfaces.


To pull off the seven VF-27 scenarios I only need four Hellcats (more accurately it would be four -3 and four -5 models, but at 1/285 scale who is counting?), six A6M5s, four Oscars (I already have several later model Ki-43s), four Judys, and six Jills. Flight Deck does make all the planes needed (well, they offer just the -3 Hellcat, but at this scale...).

2.15.2026

Great War Scenarios

Baer's SPAD VII - Image from Reduced Aircraft Factory
Currently there are three World War One scenario books available for Check Your 6! - those being the Colorful Skies series. These books offer the Check Your 6! gamer over 150 scenarios for the Great War, but only one that features the American 103rd Aero Squadron. To that end, I have put together, with the assistance of AI, the outlines for a dozen scenarios that focus on Paul Baer during his time with the 103rd. That is the good news. The bad news? AI cannot make a clear determination of what types of planes Baer was facing.

Baer's opponents during his short tenure with the 103rd were a mix of Jastas (his patrols ranging from early March to May 22, 1918). However the reports are often not clear on the type of planes the Germans used. We do know on certain missions Baer specifically claimed Albatros fighters, but on others his claims are listed as "scout" or "D" type. As the various Jastas in the spring of 1918 were using the Pfalz D.IIIa, the Albatros D.Va, perhaps a Fokker D.VII or two, and even the odd Fokker Dr.I, when the reports are vague we must make some assumptions, and can also assume that just because Baer claimed an Albatros that does not preclude a mix of planes being used by the Germans for that encounter, as was frequently the case within the German Jastas. Therefore, even though I have done much research and utilized many AI queries to access sources unknown to me, in some cases we simply cannot identify what aircraft types the Germans were flying.

Here are Baer's combats, with claimed (letters) and confirmed (numbers) victories:


For the scenarios I will be adding in tables to randomly determine German aircraft mix when it is unclear what was being used. The red numbers on the table that follows indicate this uncertainty.


Most of the scenarios featuring Baer's service in the 103rd are small in scope, which usually means one side would be potentially out of the fight early in the game. However, I have some ideas on using one plane per player for the smaller scenarios that should help make games last a bit longer - more on that to come as I organize my adaptations for Check Your 6! Great War.

2.11.2026

Goblin Arrival

A very short post....


Today I received my order from Geektown for a half dozen of their McDonnell XF-85s from their Space: 1963 - Hot Skies/Cold Seas range. These tiny little parasite jets will be a fun addition to any 1950s Jet Age project.


My order was placed on February 5th, and I received it six days later.  The quality of the material used on these 3D prints is on par with Flight Deck Decals which is the gold standard for 3D aircraft.

2.10.2026

The Second Taiwan Crisis


For those who know me personally or follow this blog, you may have deduced that I like the off the beaten path topics, whether it is small battles from the American Civil War, or to some of the Check Your 6! projects I have taken on (100 Hours War, 1948 Arab-Israeli, 1950s Jet Age, etc., etc.). As I move slowly into more jet age projects, trying to understand how to use missiles, radar, and what not more effectively, I came across a conflict that saw plenty of air combat in a short period of time, including the first shoot down of an aircraft by a Sidewinder air-to-air missile. The Second Taiwan Crisis is like the Korean War, but with a couple of twists (let's call it the Korean War 2.0). One is the aforementioned use of missiles (although most kills were still through machineguns and cannon), and the other is the use of afterburner. Therefore this period allows the World War II or Korean War Check Your 6! gamer an easier transition into using additional rules as opposed to jumping into Vietnam or later conflicts.

I will not get into much of a history of this conflict, but it is good to note that the Nationalists (Republic of China) had fled to Taiwan and a series of smaller island groups, a few that were within artillery range of mainland China, after their defeat. Taiwan is only 90-100 miles from the Chinese mainland, and as a result the Taiwan Straits, much like today, was a point of potential conflict. There were several encounters prior to the late summer of 1958 as the two sides jockeyed for territorial gains. By mid-1958 the Communists (People's Republic of China) were putting more pressure in taking those island groups that were just off their coast. To support the defense of Taiwan, but not necessarily interested in protecting the smaller Nationalist controlled islands, the United States sent both air force and naval assets to the region. That alone could provide an interesting what-if series of scenarios, but the actual shooting war was just as fascinating.

The two forces involved, the Nationalist and Communist Chinese, used a variety of aircraft, but the principle fighters were the F-86 Sabre and the MiG-17 Fresco. While the MiG-17 was a superior platform over the Sabre, the quality of the Nationalist pilots overcame the technological disadvantages. The Communist pilots were, for the most part, poorly trained and often flew in predictable patterns, making it easier for the ROC pilots to obtain advantageous firing positions. To that end their average aircrew quality is lower than the ROC pilots, and they have an interesting special rule that will be included on the various scenarios I create.

Speaking of scenarios, I have fifteen outlined that should convert well into the CY6! format. Most feature Sabres vs. MiG-17s, but there are a few other aircraft types present as well. I used AI to assist, providing source material so that AI could create historical encounters. Turned out decently well.

We need to talk about miniatures, and of course I lean on Flight Deck Decals for this conflict. They make an F-86F Sabre which is ideal, and a variety of MiG-17s, but one would want the Fresco C version. Add in a few F-84s and MiG-15bis models and one is good to go. I will post numbers needed by scenario in a future post, but this project will be very affordable for gamers due to the small number of miniatures needed, and mostly of the same aircraft types.

2.06.2026

The McDonnell XF-85 Goblin

A member of the Check Your 6! Facebook group recently shared a post from a company called Geektown, a 3D print company. While Geektown offers merchandise that I am far from interested in, they do have a line called Hot Skies/Cold Seas that have a few oddball "could-have-been" aircraft that made it into the test phase but not into production. One of the offerings is a six pack of McDonnell XF-85 Goblins, a parasite fighter that was to be used to protect bombers during missions that would have been beyond the range of conventional fighters. The Goblin would be carried under the bomber, then launch when enemy aircraft were nearing the bomber formation. It would be retrieved by connecting to a trapeze via a retractable hook that extended in front of the canopy on the Goblin.


The use of parasite aircraft extended back to the Great War, with planes being considered for use under airships. The Unites States Navy did put the parasite idea into use during the 1930s on the airships Akron and Macon. During World War Two both the Soviets and the Germans toyed with parasite designs and testing, with the Soviets actually using parasites in 1941 to attack a bridge. The United States put out request for proposals in late 1942, but McDonnell that submitted a proposal concept.

The XF-85 was originally conceived as a piston engined fighter that would be carried partially exposed under a bomber, but the United States Army Air Force rejected this concept due to the increased drag caused by carrying the parasite. Future developments led to the Goblin being placed within the bomber's hold, and it was conceptualized that a B-36 could carry up to three Goblins, providing a sort of flying carrier to support the other bombers on any given mission.

However, the Goblin seemed destined for failure - the first prototype was accidently dropped from a height of forty feet during wind tunnel testing. Additional testing proved that the Goblin, while showing promise, would not be fast enough to deal with the generation of enemy jets it would face, and recovery of the parasite was problematic due to the buffeting of air around the bomber. Only a few successful hookups were completed during testing, and the program was canceled.

In Check Your 6! Jet Age terms I have cobbled together these stats:


There is an existing XF-85 at the National Museum of the United States Air Force in Dayton.

2.02.2026

Operation Torch - The Western Task Force


I have a few Operation Torch posts already on the blog, but I wanted to provide a bit of an update as to where the project stands, including a small scenario book that I will be working on soon, providing a mix of historical and hypothetical encounters that feature the United States Navy's air operations which, as part of the Western Task Force, mostly dominated the skies over Morocco. 

Thus far I have ideas for seven scenarios which include an interesting mix of American and Vichy French aircraft (the following chart includes an eighth scenario from the Check Your 6! rulebook):


I have aircraft painted for two scenarios (French Surprise and Torched), however I might replace some or all of what I have with the exceptional Flight Deck Decals range. I do have the Model 75As already from Flight Deck - I just need to ship them to Miscellaneous Miniatures for painting as doing three tone camo scheme and Vichy stripes might be beyond my skill, or at least patience, level. 

Also, something I want to try to do is offer a mini-campaign aspect for the scenario book. Years ago when I used to game the Command Decision series from GDW, one of the concepts they offered in their Over the Top World War One rules was a "bathtub" campaign - taking units and scaling them down into playable units on the tabletop while also allowing campaign movement using a hex map. I plan on doing something like this for Operation Torch - taking the numbers of available aircraft and scaling that down to 10%. This would yield the following available aircraft for the mini-campaign:


I would have to determine how to use a force pool to generate scenarios, or really I would need a scenario generator and then a way to track the force pool due to shoot downs, damage, etc. Since the campaign was so short (just a few days), any plane that is shot down would not be replaced, and an aircrew survival roll could be made to determine if the pilot is able to return to the force pool. Damaged planes might return after a full day of inaction. There are several factors that need to be accounted for.

1.27.2026

Rules for the F-86F-2 Sabre

While the scenarios I am creating include the following rules for using the F-86F-2 Sabre as part of Project GunVal, I thought having the rules included as a blog post might be useful. As of this date, I have four Project GunVal scenarios available on the Downloads page, with maybe two or three more to work up. After that I hope to create a Project GunVal scenario mini-book and offering it as a pdf download. In the meantime, here are the rules and stats for the F-86F-2 Sabre.

  • F-86F-2 stats: B7 + 2 Hx, 93/75, R2/d6, @FF: 4xMC.
  • Due to the high muzzle velocity of the 20mm M39 (T-160) cannons on the F-86F-2, use a twelve-sided dice (d12) for each firing gun.
  • The T-160 cannon had a high rate of fire, therefore will check for ammunition depletion at one aircrew level lower.
  • The T-160 cannon had an issue with dispersion at longer distances. Firing at ranges greater than six hexes is suffers a -1 die roll modifier.
  • Conversely, the APG-30 radar provided greater accuracy at longer ranges. Add a +1 modifier to all F-86F types when firing at four hexes or greater within the target's tail arc.
  • Compressor Stall – When the cannons on the F-86F-2 were fired, exhaust from the guns created a cloud of gas directly in front of the nose intake which could cause engine flame out. When an F-86F-2 fires its cannon an aircrew check is required, with a -2 modifier for CABs HIGH and above and -1 for CABs MEDIUM to HIGH BOTTOM. A failed check results in an immediate reduction of one speed at the end of the phase, and a loss of one speed on each subsequent turn, plotting only forward turn codes, until the engine has been restarted. Once restarted, speed is immediately set to 2.
Here is a silent video showing some of the effects of the 20mm cannon on the Sabre.

1.26.2026

Another Scenario


Admittedly, my newest scenario has a lot in common with the "Protecting Them All" scenario in the Battles Above 1 scenario book. To be honest I used it as the basis, but, upon reviewing various historical sources, I believe some of the details of the original scenario were missing or in need of updating. Then I took my interpretation to a different level by checking the facts using AI and have created a scenario that has more of a grounding in the history of the engagement that took place on July 16, 1944 between the fighter group later known (well after World War II) as the Tuskegee Airmen and Mussolini's Aeronautica Nazionale Repubblicana, although it is still unconfirmed the number of Italian fighters that were present.

On the Downloads page you will now find "Duel With the Veltro," a game ideal for four or five players. Due to damage a lone B-24, after bombing Weiner Neustadt, is making its way home, stalked by at least a pair of Macchi C.205Vs. Arriving just in time is a flight of P-51Cs from the 302nd Fighter Squadron. 

1.24.2026

Commission Time


I am finally getting around to sending off some commission work to Miscellaneous Miniatures. While I am becoming proficient in my painting skills, my limitations are mostly solid colored aircraft, and what I am sending off to have painted are, for the most part, planes that need more brush work, or ones that go along with planes Misc. Minis has painted for me in the past and I want to keep consistency.

Vietnam - While I had bought the decals needed from Misc. Minis and Sieben Schwaben, and thought to tackle this one on my own, the amount of decals having to go on each American aircraft is something I just do not want to deal with applying so many and am completely happy allowing someone else to do that work. 

Tuskegee - I have owned the planes and the ANR decals for quite some time for a scenario in the Battles Above 1 scenario book and I think it will make a great convention game with four fighters on each side and a crippled B-24 that I could run. I am changing the scenario a bit, bringing it more inline with the historical encounter. 

Slovak-Hungarian - I have a pair of Heinkel He 70s that will allow me to bring another scenario to the table top. I think that will take care of my collection for this war.

Burma - I have a collection of Allied and Japanese planes for this ongoing project. I decided to expand upon the handful of scenarios I could host previously, so in the future more Flying Tigers games will be making an appearance on the tabletop and the blog.

1.23.2026

1948 Arab-Israeli Scenarios

The First (1948-49) Arab-Israeli War saw a fair amount of activity in the skies over the Middle East. Rob Wubbenhorst created a set of six scenarios for Check Your 6! that appeared in Wargames Illustrated (#310) and a pdf download on the WI website. In collecting books, reading same, and doing some research of my own, I have taken Rob's "original six" (hockey reference) and have expanded the number of scenarios to twenty-three, which does include one hypothetical scenario. The 1948-49 War is ideal for smaller games when one has a few players available, and features a wide range of aircraft types (American, British, Czech, and Italian) and nationalities - Israel, Egypt, Syria, Iraq, and Great Britain. I hope one day to work up a 1948-49 scenario book, but in the meantime I have re-purchased the planes necessary to game twenty-one of these scenarios, replacing the metal castings with the crisp 3D prints from Flight Deck Decals and Table Top Flights (see HERE). Like the metal planes, which are mostly Raiden, the 3D prints will be painted by Miscellaneous Miniatures.

On the chart that follows, Rob's scenarios are named in black, the ones I have added are titled in green. In the chart itself appears red numbers for Egyptian Spitfires which means I do not have the data to indicate if the Spitfires used for those particular scenarios were Mark LF.IXc or Mark Vc (most likely the latter). I hope with the future release of a series of books from Helion & Company more information will come to light. 



I look forward to getting these scenarios fleshed out and play tested.

1.18.2026

"Fixing" the MiG-15

I am digging this late war scheme used by Soviet pilots

Recently I was doing some research on muzzle velocities, rates of fire, projectile weights, and rounds carried for a few Korean War aircraft. While one does not want to bog down the simplicity of balance of the Check Your 6! Jet Age rules, the historical data is telling an interesting story. Comparative analysis shows some interesting facts about the MiG-15s armament when looked at in the context of other weapons, even its own.

The two versions of the 23mm cannon, the Nudelman-Suranov NS-23 and Nudelman-Rikhter NR-23, have the same projectile weights (6.2 ounces) and similar muzzle velocities (2300 and 2264 feet per second). What is interesting is the muzzle velocity of the 37mm N-37 is nearly the same, yet the 23mm cannons are rated as MC, while the 37mm cannon is rated as LVHC with a low rate of fire. The effective ranges for these guns are all around 600 yards, and with the same muzzle velocities they should all be rated as having a low velocity weapon. How to handle? One could rate the pair of 23mm cannons as LVC since the effective ranges are the same as the 37mm cannon, rated as LVHC in the rules with a six hex range. The penalty at medium range would be appropriate since the guns also had a wide dispersion and a decreased chance to hit at longer ranges. 

The rates of fire for the two type of 23mm Soviet cannon are lower than the .50 caliber and American 20mm cannon, but probably not enough so to make the 23mm a low ROF weapon, or only the earlier NS-23 version. The data comes in at 7.08 rounds per second (RPS) for the 37mm, and 9.17 RPS for the NS and 11.25 RPS for the NR versions of the 23mm. To compare, the .50 caliber is 20 RPS and the 20mmAN/M3 is 12.5 RPS. Okay, now I do think that the NS-23 should have a low rate of fire.

For the MiG-15s, I suggest the following revisions, which do not hinder game play:

1.11.2026

The First Victory AAR

My pair of Yaks in lower left corner.
I hosted (and played) The First Victory scenario from the Check Your 6! Korean War scenario book this past weekend for the group. Alas, it was another one of those times in which I did not remember to take many pictures, but I can cobble together a bit of an after action report this go-around.

We had three North Korean players with a pair of Yak-9s each, facing off against three players flying a pair of F-80s (high cover) and three Twin Mustangs. The Yaks had a mission to get their aircraft of the edge of the board, although the scenario seems to be a bit confused on which edge and even with how the setup was described (Board Edges 1 and 2 do NOT intersect so one cannot set up their planes within ten hexes of that intersection), but we managed. The Yaks and Mustangs were pretty much on the deck, and with visibility only sixteen hexes it took a few turns for spotting range to be achieved. I made the players fly level and use only forward turn codes until a spotting check was passed. Then the fun began.

Denying Mustangs their due while the F-80s are in a futile chase.


We had four Korean Yaks line abreast (with a hex in between each) with my pair lying support a few hexes behind. One pair went for the deck with the goal of getting off the victory point edge while the other two players mixed it up with the Shooting Stars (once they came down to play) and Twin Mustangs. With mostly green crews on the board, shots were not easy to come by, but one F-82 shot down a Yak, evening the numbers. However, while the F-80s turned to chase the pair of Yaks screaming for the board edge, a series of maneuvers meant that the remaining Yaks were now engaged and unable to really break away. I placed my pair of Yaks with a couple of pretty good tail shots, but of course missed both. At that I had a chance to break for the victory point board edge as well, while the other engaged Yak finally meant his demise. The Shooting Stars could not get the first pair of Yaks, so some VPs were heading our way. I was able to slip around a few turns, knocking down a Shooting Star while giving the Twin Mustangs mostly deflection shots. On one turn the remaining F-80 decided to do a zero speed move in hopes of getting me in a shooting aspect, but a broke hard and the next turn that pilot failed his crew check. Being at Surface Low TAL 1, he crashed into the ground. I am counting that as a maneuver kill!

The end is nigh.
But now the F-82s were circling and one of my Yaks exposed its tail. BOOM! Down goes Frazier! A turn later my other Yak took an engine hit. We played about sixteen turns, and had some successful aircrew survival roles. Using the VP chart in the scenario book, the ending tally was:

Americans - 9 VPs
North Koreans - 8 VPs

Planes - Flight Deck Decals
Decals - a mix of Dom's, Flight Deck, and Sieben Schwaben Spiele.
Paints - all Vallejo except the red which is Army Painter Pure Red. NATO Black on the F-82s, aluminium on the F-80s, and Azure Blue on the Yaks.

1.05.2026

Low on Ammo!

Our group seems to roll A LOT of doubles during game play. This causes many aircraft to run out of ammo and hence creates less than a perfect gaming experience. We've tried a house rule or two to address the frequency of our doubles conundrum, but haven't used them on a consistent basis. In all my reading, where there are certainly instances of running out of ammunition, or at least some guns running out while others still had rounds, it did not seem to happen as habitually as it does in our games. I was looking at the Ammo Depletion table recently, trying to figure out a way to reduce the amount of out of ammunition results while factoring in crew experience. What follows is a chart that I plan to try at a few upcoming games that I host.

When a second set of doubles has been rolled (or after the first fire box has been checked), it triggers an ammunition check. Using the same parameters for aircrew quality as on the Ammo Depletion table (meaning that a skilled aircrew has to check on doubles of 4 or higher, a veteran on 5 or higher, etc.), based on pilot skill the player will take an aircrew check and using the following table to determine the outcome. The numbers under each weapon type are the minimum numbers to roll in order to maintain that weapon type's ammunition supply. There are no die roll modifiers as aircrew quality has already been factored into the chart.


Example One: A veteran P-38 jock rolls his second set of doubles for the game, this time a pair of fives. This triggers an aircrew check on the table. The player rolls a 7 on his 2d6. Checking the Veteran row, this would result in his 20mm cannon being out of ammo, but his four .50 caliber HMGs are good to go. 

Example Two: A poor Chinese MiG-15 pilot has rolled his second set of doubles which triggers a check on the table. He rolls his 2d6 and the result is an 8. All guns are out of ammo. Had the result been an 11, then the two 23mm cannon would still be available, but the 37mm Sabre buster would be out of rounds.

Any check would be dependent upon what guns were used in the firing attack. If the type of gun(s) were not used, they are not impacted by a failed crew check.

Also, additional doubles means another aircrew check on the table, not an automatic out of ammo result. Therefore a plane could roll multiple doubles during the course of a game, but could continue to pass the checks and have some or all of its guns available.

1.04.2026

GunVal Scenario

While the details are hazy, I was able to host a scenario featuring a pair of 20mm cannon equipped F-86 Sabres in the cold skies over MiG Alley recently (called Moore's Double Down and can be found on the Downloads page). The player running the 20mm Sabres had a lot of issues as he kept failing crew checks when firing the 20mm cannons, causing the Sabres to flameout, requiring additional crew checks to restart the engines. However, the American players did a number on the Soviet-piloted MiGs, even though outnumbered eight to six. The first four MiGs on the board did not wait for their reinforcements and instead went at the Americans, which allowed the Imperialist Yankees to swarm the four MiGs. By the time the next four MiGs were able to close in, the odds were not looking good. It was an overwhelming American victory!

No after action report this time as I waited too long to write it up and the feeble mind does not quite have all the details.







Miniatures - A mix of Raiden and GHQ
Game Mat - Deep Cut Studio with 1.75" hexes.