I use 1/300, like Sundance uses and have the same hex
size.
I don't worry about the 'overhang' of the heavy bomber
aircraft. Typically, I use a triangular shaped stand
upon the apexes of which one bomber fits nicely and
the entire stand takes up an appropriate area on the
hex sheet.
These stands were at one time available from some
source, I forget which. They are easy enough to
reproduce using a small table saw.
For opposed raids, I'll use up to 65 B-17/B-24 deployed
on the hex sheet.
The bombers NEVER MOVE. The interceptors (usually 4
flights of 4) are deployed within 2 altitude levels of
the bombers and out of range (gun, usually, but if
rocket-armed, out of that as well).
If a 'max' game (4x4 flights of interceptors, 4x4
flights of escorts) the escorts place one flight,
the interceptors one flight and the placing continues
until all aircraft are down on the table. There are
NO restrictions on placing escorts, which can be
P-38's, -47's or -51's.
That many fighters (32, 16 per side) needs a pretty
large playfield, so all the numbers could be halved,
with each player (8 in this case) having 2 airplanes
rather than 4.
But the bombers ARE NOT MOVED. Instead, the heavies
are presumed to be heading for the Initial Point,
from where they'd start the bombing run.
Using a level speed for the heavies, each fighter is
moved back along the grid a number of hexes equal
to the hexes the bombers would have moved and the
position of the fighters (interceptors and escorts)
relative to the bombers is maintained.
An escort flight is moved first, then interceptor,
alternating 'til all have moved. Gunnery is done
after all movement.
At game's start, an over-all CO is determined among
the players for each side. That player decides
(for the Americans) whether the mission is escort
(protect the bombers) or Luftwaffe attrition (kill
the L'waffe fighters). The escorts may be split
such that some protect bombers, some kill L'waffe
fighters. It makes no difference how many or how
few fighters are 'protect' detailed.
At a point in the war, the heavies were 'bait' to
bring the L'waffe up to be destroyed in the air.
Look it up.
The German CO can similarly order fighters to
go after the heavies, go after the escorts or a
mix. They would normally go after the heavies if
the target is aircraft or aircraft parts production
facilities.
If bombers suffer critical or other damage which
means they must leave the formation, score that as a
'kill' for the Germans and remove the aircraft from
play. Damage from Flak (if present, but it just adds
complication since ALL aircraft are targets) does
not count in this case.
If you want to run a series of these as a campaign,
start the Germans with good pilots, some aces and
the US with good pilots, no aces. Keep track of
kills and award ace status to the US for 5 kills,
to the Germans for 5 also, BUT counting each 'heavy'
killed as 2.
Interceptors may be -109's, -190's, -110's, -410's
etc. You can of course use -262's, but these have
a horrible turn radius.