(You can see the complex aircraft stat sheet in that picture - that's all the info I need for the eight planes in play.)
The Germans flew a trio of Albatros DIIs
And the RFC were protecting the two-seaters with a couple of Sopwith Pups
Early moves. The Germans misjudged their approach, and only got i a couple of shots, taking return fire from the BE2s as they did. The two-seaters can only fire to their rear, which is a pretty risky strategy.
The Albatri turned for another pass as the BE2s approached the target. The Pups also maneuvered badly and flew through the dogfight, only getting off a couple of shots before having to turn back into the action.
They did get in a long-range shot on one of the DIIs, and scored some significant damage.
The BE2s photographed the target. But the DIIs were on them as they did so.
A Pup continued to chase the damaged DII, as a BE2 turned away from the target and made its bid for home.
A BE2 was chased by a DII ...
... and brought it down.
Actually another BE2 was shot down on the other side of the target, but the war-artist missed getting a picture.
The last remaining BE2 came under fire ...
... but managed to dodge the worst of the German attack as the plane struggled to turn after it.
A Pup shot down a DII.
The lucky BE2 didn't stay lucky for long.
Now all the RFC could do was avenge the two-seaters by shooting down the Germans before they could run for home.
They chased them, and even got in a couple of shots, but eventually the Germans made their escape. One of their planes was on its last hit, though.
The BE2s are really easy to shoot down, thanks to a modifier I put in making certain classes of aircraft easier to hit. I may need to rethink it, as it's probably excessive given the granularity of the game. Otherwise the Germans did well because the Pups maneuvered really badly; they have a high agility, but if the dice are against you there's not much you can do about it.
I used dice-based initiative again, and it worked well. In addition I tried variable ammo - a plane can fire five shots OK. When it fires the sixth it tests to see if it is crossed off or not (4+ to 'keep' the last shot). So every plane can be sure of firing six times, but may get to fire more. I'm still looking at how much ammo to give to planes; having them shoot every turn regardless of range seems to make things too easy, so a limit woud help, but I don't want to make it hard to shoot enemy aircraft down.