I said I like simple but my homemade rules are a bit more than that. Here's the "meat" of my combat rules:
COMBAT(Affects take effect at END of current turn)
1. Announce if aircraft is shooting a Short/Medium/Long Burst, then Roll 1D6
(see NOTE 1 prior to going to step 2)
NOTE 1: If a 6 was rolled: Roll 1D6 to see if Pilot or Observer were HIT:
For Single-Seat Aircraft On a roll of 1 or 6 Pilot was HIT
For Two-Seat Aircraft On a roll of 1 or 6 Roll 1D6 again
Even roll Pilot was HIT
Odd roll Observer was HIT
If HIT, then Roll 1D6 Even roll KILLED
Odd roll INJURED
Mark on Aircraft Data Sheet whenever Pilot or Observer are hit and condition
2. For: SHORT Burst - Mark 1 ammo box for each weapon/weapons fired (see NOTE 3)
MEDIUM Burst - Mark 2 ammo boxes (see NOTE 3)
LONG Burst - Mark 3 ammo boxes (see NOTES 2 and 3)
NOTE 2: If Long Burst Roll 1D6. If roll = 1 or 6 then gun(s) Jammed after firing (see steps 6, 7)
NOTE 3: When all ammo boxes are filled in, the weapon is Out Of Ammo (see steps 6, 7)
3. Apply the following Modifiers as applicable:
A) -1 for each hex from shooter to target
B) +1 for every 2 movement points (round up) shooter aircraft is faster than target (divide by 2)
C) -1 for every 2 movement points (round up) shooter aircraft is slower than target (divide by 2)
D) +1 for every Kill shooter has up to +5 (Ace Status)
E) -1 for every Kill target has up to -5 (Ace Status)
F) -2 for each wound the shooting Pilot and or Observer received (As Per NOTE 1)
G) If Aircraft used a Single gun If Aircraft used 2 Synchronized Guns
+0 if shooting Short Burst +2 if shooting Short Burst
+1 if shooting Medium burst +3 if Shooting Medium Burst
+2 if shooting Long burst +4 if shooting Long Burst
4. If result is greater than 0 after applying Modifiers A thru G, then that many HITS ARE SCORED. The resulting number of HITS is marked off on the target’s Damage Boxes.
For every 10 Damage Boxes filled, subtract 1 from movement distance and place appropriate Speed indicator on aircraft stand. When all Damage Boxes are filled in, aircraft is destroyed.
5. If Pilot was wounded, subtract 1 movement distance box for each wound received.
6. Out Of Ammo or Jammed: Place appropriate colored marker(s) on aircraft stand:
Out of Ammo (Pilot) = Light Red Marker Out of Ammo (Observer) = Orange Marker
Jammed (Pilot) = Black Marker Jammed (Observer) = White Marker
7. For PILOT: End of NEXT turn For OBSERVER: End of CURRENT turn:
Roll 1D6 to reload or clear jam. On a roll of 2, 3, 4, 5 weapon(s) is reloaded or jam cleared. If 1 or 6 weapon(s) is still out of ammo or jammed.
I have individual AIRCRAFT DATA SHEETS I cobbled from various sources, mainly Canvas Eagles and my own imagination
, that include the aircrafts speed (distance they can move) and numbers of hits they can take before going down in flames.
My written rules, with all the pertinent stuff not including the individual Aircraft Data Sheets, has grown to 6 pages, but this page is the only one I keep handy now that I've got the rest memorized.