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| The initial setup |
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| Down two Sabres |
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| The initial setup |
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| Down two Sabres |
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| The initial Soviet deployment |
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| A pair of beautiful Heinkels |
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| The beginning of the end of the skilled Heinkel |
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| The I.A.R.80s on their run towards the airfield, intercepted along the way |
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| The second Heinkel broke free and placed an airframe hit on an I-16, while the other I-16 had done the same to an I.A.R.80 |
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| The airfield destroyed, the remaining Romanians scramble towards home. |
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| After one turn, one Salvadoran Corsair is already down |
The setup placed the Salvadoran Corsairs in the center of the table, with the Honduran Corsairs in their tail arc, but more than seven hexes away. The Salvadoran Corsairs flipped about, but the Honduran Corsairs both opened up with long range shots, needing a 10 (skilled on green) and an 11 (green on green) to hit. The skilled Honduran Corsair pulled off the shot, and opening up with four 20mm cannons, blew his target out of the sky. One turn in, one Corsair down.
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| While the other Salvadoran Corsair takes an engine hit |
After dancing about a bit, the second Salvadoran Corsair took an engine hit, resulting in the skilled Honduran Corsair to run out of ammo - shite, this was turning into not a fun scenario, but the pair of Mustangs made their appearance, while the out of ammo Corsair buggered out by exiting the CAB. Now t was the turn of the Mustangs to take some long range tail arc shots at the remaining Honduran Corsair, which resulted in an engine hit. The Honduran went for the CAB exit, but failed his aircrew check, resulting in a destroyed Corsair (flying over enemy territory as it were).
Ending result - five VPs for the Hondurans an four for the Salvadorans.
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| From six hexes away, the green marked Mustang puts an engine hit on the remaining Honduran Corsair |
I used the Dockfighters bases for the first time - the players liked the visual aspect and how we could change TALs using the combination of two different sized posts. They also liked the speed dial since it could not be bumped out of place. However, the stands are very wobbly in action, which is a concern.
Planes - Raiden and MSD Games
Mat - Hotz Mats
My constant search for an ideal (for me) flight stand for Check Your 6! might be finally at an end. My parameters, and hence my issue in finding the type of stand I desired was that I wanted something that visually indicates TAL on the playing surface, that isn't too tall and prone to knock overs, and that doesn't cause polarity issues with the magnets I have on my miniatures. Let me summarize my issues with existing base configurations:
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| Image from Woodpecker Games site |
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| An ace Me 110 (indicated by the red ring on the base), Speed 3 and TAL 2, chased down by a veteran (blue ring) Swiss Me 109 at Speed 4 and TAL 3 |
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| After the first turn, two Vichy taking off while another pair come in to assist |
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| My skilled and green pilots coming in from the west |
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| Let the dancing begin |
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| I had miscalculated the number of hexes the French could move, which resulted in the sole American damage |
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| Scott's Wildcats coming in over the airfield, with my skilled pilot lining up his best shot |
After the Wright Flight Wings of War gaming session, a few of us played Check Your 6!, doing the Heinz Bär, Jet Ace scenario from the rulebook. I gave each player just one plane, which made it a bit of a shorter affair, but one that seemed to work well as we had two relatively newer players involved. I used the charts designed by Joe Chacon as they are meant to teach newer players, and they worked very well - I'll be using them for a convention game in March.
My buddy Matt supplied the Me.262 while the P-47s came from the collection of our departed friend Bob.
Matt took the jet, and climbed to get up to the P-47s as the latter descended from a higher CAB. Bill lined up the Me.262 well, hoping for a tail shot, but Matt had plotted an Immelmann and a nose to nose attack was the result. With the differences in pilot skill playing a part (the jet as an ace and this P-47 as skilled), Bill needed a 9 to hit. He did not make the roll. In return Matt's to hit roll was easier, and he blasted the P-47 into tiny bits, rolling several high numbers on his four 20s. Bill greatly failed his robustness roll, and that was that. One Thunderbolt gone.
The other three P-47s tried to close on the German, but Matt smoked another one with another high damage result. It looked like The German would meet his victory conditions easily...a combination of three damaged and/or destroyed Thunderbolts. But on the second attack Matt went out of ammo. He no longer had the ability to win the game. The remaining two Americans tried to close the gap. They were rolling 11s and 12s to hit, and just could not come up with the desired hit. The jet was able to safely extricate off of a friendly edge. The end result was a tie.
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| This is not going to end well for someone |
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| Meanwhile the other 'bolts were turning to get into firing arc. |
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| The result was another Thunderbolt blasted from the sky |
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| Last turn and last chance for the Americans to hit...fail. |
Nine Nates faced off against three pairs of Allied aircraft - Hawk 81s of the American Volunteer Group's 1st Squadron, Buffalos of the British 67 Squadron, and the aforementioned Hurricanes. It was interesting to watch the player's morale ebb and flow with the game. After spotting the Buffaloes, and having a set of the three Nates drop down from above just a few hexes away from them, the Japanese players continued to place hits on the Brewsters, but the robustness of the Buffalo coupled with the two light machineguns of the Nates meant that the Buffalos were not going anywhere for some time. However, the tide began to turn a bit with one of the Buffalos taking damage and the other receiving a lucky hit, impacting its fuel. By this time the slow climbing and slow moving Hurricanes, along with the faster Hawks, made their way into the fry, but the Nates were able to react and drive off the Allies. If memory serves me correctly, one Nate was shot down and one damaged, with the Allies suffering the loss of a Buffalo, the other damaged, a Hurricane shot down, and a Hawk likewise. Several of the Nate ran out of ammo during the course of the game (I believe four in total, but it was still an overall Japanese victory. I probably should have balanced the players a bi more as the Japanese side all had experienced gamers, while the Allies had one experienced gamer, one who had played CY6 a few times, and one who had never played.
All the planes were painted by Miscellaneous Miniatures.
Today saw a few of us gather for some Check Your 6! action. The scenario was Neutrality Patrol, an engagement between the Swiss and German air forces on June 8, 1940.
The Germans are trying to bait the Swiss into war, after the Swiss had shot down German aircraft that had wandered into Swiss air space during bombing raids on France. Hermann Goering ordered increased German presence along the German-Swiss border as a result.
Five players enjoyed this Messerschmitt vs. Messerschmitt action. The Germans start on the board, with the Swiss deploying on Turn One.
The Swiss scored an early kill, and it did not appear that the Germans would recover, but after several turns, it was still four against seven, the German's outnumbering the Swiss. Another Bf.110 took damage, and the Swiss swarmed, all four aircraft lining up for the kill.
But it was not all easy going for the Swiss. A skilled Swiss pilot was blown out of the sky by the forward guns of a Bf.110, but then the Germans took another damaged aircraft (engine) that also happened to suffer from an engine lucky hit. It limped off the table with a movement rat of one. The Swiss could not close for the kill due to the number of German aircraft still in the fight. By this time another Bf.109 suffered damage at about the same time another German was destroyed. A bad plan by the damage Swiss aircraft resulted in a failed aircrew check. With two of the Swiss Messerschmitts out of ammunition, it was time to head for safer skies.
End result was three Bf.110s destroyed and one damaged for thirteen Swiss victory points, with the Germans gaining eight victory points for the two destroyed Bf.109s.
Planes - Raiden painted by Chris Geisert
Mat - Hotz Mats
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| Most of the mat...there is a good 8-10 inches hanging over the edge of the table. |
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| Battleship Row |
I submitted a cool map of Pearl I found on the interwebs, that was created from period Japanese maps. I was worried that the grid system already in the map would cause an issue, but as you can see, no problemo!
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| Yes, Swiss Bf109s over Pearl...I have not started collecting Pearl Harbor aircraft yet. |
The quality of the PVC is very good...a bit weightier than other PVC mats I own.
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| What are THOSE guys doing here? |
I ordered my mat on June 15th and received it, from Lithuania on June 24th, with FedEx tracking all along the way. If you are needing custom work, or want one of Deep Cut's many offerings, buy with confidence that you will receive a great product in a very reasonable amount of time!
The combat takes place a Low CAB. The starting locations and TAL are determined by die rolls. Six players, two for each faction each running two aircraft, with each faction having one each of the four pilot skill types (ace, veteran, skilled, and green). Each section of two planes roll to see which edge they begin, so for example the Spanish players might start at Edge 2 or Edge 4, based on their die roll. Ironically each faction rolled such that both pairs of fighters started in the same area (for their faction). TAL rolls were interesting, with the French and Spanish players being widely dispersed, while the Americans started at TALs five and six.
The French forces maneuvered in Area F, heading generally towards the oncoming Spanish who were in Area D. The Americans made a beeline towards the French, with the Yanks starting in Area C. As the forces closed in, deflections shots reigned, and rained, but the French D.520s did some excellent work, knocking down the green and skilled American Wildcats. It was not looking good for the remaining Americans, as the Spanish split their sections, one focusing on the reduced Americans and the other swooping in behind the French. But the Americans held on.
The Spanish lost the next plane to the Wildcats (if memory serves), with two others taking various damage. The French continued to dance with the Americans. It was looking like a French victory, but the Americans continued to fight, their veteran and ace pilots swirling about. Then a French fighter took damage, and then another fell out of the sky. The Spanish ace splashed one the D520s, but ran out of ammo and had to leave the dogfight. With no Spanish left to to take out the Americans, and the French having troubles of their own, the Americans pulled out a victory.
I rather enjoyed hosting this game. All of the players had gamed CY6 in the past, so that made running the game rather easy. You can find this scenario on the Downloads page above.
Well, maybe not so much an after action report as I simply cannot remember all the details, but today I hosted a four player Korean War game, the scenario being The Leatherneck "Checkerboards" from the Korean War scenario book - Marine Corsairs vs. People's Republic of China MiG-15s. As always with Check You 6, crew quality is often the deciding factor. I took a pair of MiGs while waiting for one player who we knew would be arriving a bit late. On the first turn I maneuvered the pair into a firing solution but the range, difference in skills, and the fact it was a deflection shot made the attempt futile. That sums up the Chinese players' day...when we could get into a firing position, the to hit modifiers were such that it was tough to bring cannon rounds onto the Corsairs. The Chinese had green pilots, the Americans had three skilled and one veteran.
The Corsairs are Raiden, and MiGs a mix of Raiden and CinC.
The Marines drew first, and for that matter second, blood. The cannon-armed Corsair is a beauty with its good maneuverability and hitting power. A few turns in, after I handed off my pair of birds to the late arrivee, and BOOM, down goes a MiG. A turn or two later same thing happened. However, finally a MiG bears down and takes a tough shot with success and a Corsair shuddered then fell from the combination of 37mm and 20mm rounds. Pilot rolls were also not successful on either side for bailing out. Another Corsair took some airframe damage, but by this time both remaining MiGs were out of ammo and making time for the Yalu.
Over overwhelming American victory as they gained four additional victory points for each destroyed MiG in top of the normal Check Your Six scoring.
Some pictures from the game. The actual battle took place over the Yellow Sea, but I have yet to obtain a sea mat with hexes on it, so my standard Hotz map had to substitute today.