MacSver's WWI Wings of Glory, we were just using basic rules (no altitude or tailing), no restrictions on manoeuvre speeds (speed is a rule not in the WWI ruleset) but advanced damage tokens (possible different effects on top of damage) were played.
My US pilots decided to stay together as best they could, where as MacSver went for the split approach, hoping to get at least one fighter in behind my planes. Things went a bit downhill early on for him though. My Wildcat managed to squeeze off a shot on the Zero, and the randomly pulled damage chit had the Japanese plane immediately blowing up mid air. MacSver was up against it.
A fun game to blow some of the air combat cobwebs away, but I feel we were both dying to add in something more advanced, which we will next time.
As a note (mostly to ourselves) the manoeuvre card play is slightly different in the WWII game than the WWI version. In the WWI game 3 manoeuvre cards are played down at a time for play. In the WWII version we set up with one card down and then add on the following turns movement, which is them pushed down as a single future move is planned, like a conveyor belt. We'll see what difference this makes next game...