With a vast array of stats for WW1 linen-wings to modern aircraft, this family of games from Scott Fisher depicting war in the air has something for everyone.

All three of these air war games use similar engines.  Check Your 6! is a WW2 game, with bombs and guns whereas CY6JetAge brings in Beyond-Visual-Range weapons (missiles) and better guidance for AAA.  Bigger bombs and faster aircraft too.  Colourful Skies goes the other way in history and adapts the ruleset for WW1.

After initial setup in a scenario, players go to their planning sheets to decide what their aircraft are going to do.  Manoeuvres are planned (up/down) and turns too.  The things you can do are dependent on the speed you are going.  Likewise, the things you do affect the speed you start the next turn.

With all formations/lone wolves plotted we move to the table.  This is laid out with a hex grid and aircraft moves are illustrated on the move card.  Less experienced pilots and nations move first (experienced pilots can anticipate their moves and adjust accordingly) and everyone tries to get a shot in to achieve their objectives (or avoid getting shot).

Aircraft fly in Combat Altitude Bands, divided into Tactical Altitude Levels.  It's rare to have a scenario that crosses CABs as an aircraft will usually be seen to 'bug out' if it leaves the agreed CAB range (accompanied by chicken noises from opponents).  The game goes through phases - Tailing Declaration (gives a player an advantage if they are tailing), Move plotting phase (paperwork), Movement phase, Detection phase (eyeballs and radar, and IR if you have the right missiles.  It's the1980s at the latest, don't expect too much), Fire phase (light blue touch paper) and then start again.  In Jet Age the detection phase of the game involves trying to find hidden aircraft, and the Fire phase involves Anti-Aircraft fire, Air-to-air, then Air-to-ground.  Boom!

Moving a formation can bring chaos and aircraft break off if they can't formate in the move. Leaders need to be aware of the rest of their guys and fly accordingly.  There are individual rules for each type of weapon and dice rolls are modified to take account of many factors, including pilot skill, agility and range.

The rulebook (especially the Jet Age one) can feel like a mighty tome to learn but in fact, although rule-dense, a few pages allows for a great combat simulation.  A huge number of aircraft stats are included and new scenario books are written all the time.

We've enjoyed a few games and relived some famous events that took place in our lifetimes (yes, Doug can remember vividly the Bridges at Toko-Ri).  The game isn't that hard to learn once you settle in and you get some great air battles going on.  

If you fancy a game, see Dale or Doug at the club and we'll gladly set something up.

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