ORIGINS 2009
After Action Report
Check Your Six
Raid on Rabaul
Yesterday, I played CY6 for the first time.
There were six gamers around the table, roughly 21 aircraft in the air and about 6 Japanese ships in the harbor. The reason I say roughly is because my responsibilities were two Wildcats (F4F-4s with six ought 50s) who were busy covering two Dauntless dive bombers headed towards a cruiser and a destroyer. I was totally focused on the mission at my end of the harbor.
I was matched against the GM and his three early model Zekes. Fortunately, he was distracted by supervising the entire table, yet he still took the time to teach me the ropes. After years of playing other aviation games, it was easy to pick up. That being said, I thought there were a few novel ideas the designer brought to the game.
I kept my F4F's slightly ahead, to the side and above my charges rather than race pell-mell towards the Zekes. When I finally committed to a diving defense, both the GM and I ended up, literally, head to head with my two fighters screening the SBDs. A tough head on shot by the leading Wildcat not only netted me a hit, but the hit effectiveness roll of 25 plus a column shift totally vaporized the E/A (to quote the GM)! The other two Zekes passed harmlessly through my formation on the initial pass but were quick to reverse direction and come about again!
Since my Wildcats had husbanded their altitude, they were able to position themselves between the two remaining E/A and my SBDs once again.
This time, one of my Dauntless' was knocked from the skies by the leading Zeke just as the second Wildcat picked off the following Zeke.
Since the last Zeke was headed in the same direction as my last dive bomber (intent on lining up over the cruiser) and my two Wildcats were headed in the other direction, the SBD was momentarily on its own.
As this last Zeke closed the gap with my dive bomber, the tail gunner and his twin 0.30s were able to inflict enough engine damage upon his tormentor to slow him to a speed of two, down from four. This allowed the Dauntless a slight speed advantage of one and made it possible for the escorting Wildcats (who were high-tailing it at a speed of four) to get within range!
It was still nip and tuck. The Wildcats were spraying lead all over the sky; the Zeke was missing the SBD left and right; and the bomber was just hoping it would be able to lay its eggs!
In the last two game turns the following action occurred; the lead Wildcat ran out of ammunition with his last burst. Luckily, airframe damage was inflicted upon the Zeke.
The Zeke then nailed the SBD with an engine damage hit. The Japanese (GM) pilot had one last chance to splash the American bomber shortly before it passed over the cruiser.
Fortunately (for me), between the smoke billowing over his windscreen plus the loss of control due to airframe damage, this last burst went awry. The second, trailing Wildcat blew this Japanese pilot out of the sky and my Dauntless was able to limp over the cruiser, drop her bombs and send it to the bottom!
The Game Master totaled up my contribution plus the other actions of the raid and declared the Americans victorious!
Initial Blush Comments;
I liked the Out of Ammo Abstraction. I figure it handles inexperience (and Gun Jams?) in a way that does not slow down the game.
I like the way it handles altitude for gunnery. I had to pay close attention to keep myself in a position to deliver or, conversely, avoid an attack.
I liked the mechanism it uses to differentiate between different guns.
I have only played one game of CY6. Because I plot moves to actually line up with anticipated target locations, and the GM did the same, 85% of our shots were dead on, straight ahead. I would make a house rule to reward pilots who do the same.
I want to thank the Game Master for CY6 at Origins 2009. Tom Michael was very patient, pleasant and knowledgeable and had over 300 1/300 painted aircraft on hand to game with. I may have to amend my opinions of the Wolverines!
Lastly, I believe I'll purchase a copy of this game.