As well as the above suggestions you could always force them to break off from the fight Allen - This works well in Over The Trenches campaign but you might be able to adapt it, or create something similar for WW2:
All aircraft will actively engage until they are:
a. Within 3 of destruction, or,
b. Within 5 of destruction if on fire, or,
c. The pilot’s wounded (on A deck 5 or B deck 3) or,
d. The engine is damaged,
They must then disengage and head for the barn at best speed taking whatever evasive manoeuvres are necessary for survival, and shots at targets of opportunity - that's something in range crossing their nose !
Seems that would work - alternatively you could use a system to determine if that pilot survived/escaped - if he does his tally continues to grow - if not he starts again. Either way, as the tally grows they will be less willing to sacrifice their pilot cheaply !
Have a look in the
Fire in the Skies solo campaign rules for WW2 too, you might find some things you could use from there.
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