Well, as it happens, a few months back the Fistful of Everything playtest group in UK put together a game using Fistful of Lead and some really nice Star Wars model ships. They were kind enough to share their notes.
What happens when you take an Old Western game and convert it to space ship dogfights?
A really cool game! I gotta say, it turned out remarkably well. Same mechanics, same special cards. Only a few adjustments.
For instance, one of your two actions is always a movement of some sort that can be combined with a small turn. More nimble ships get more turns. Or you can move twice to just haul ass.
Close Combat became Dogfighting. Still opposed roll with the winner decided the direction the loser is facing after. This led to some cool maneuvers that replicated tailing without any forced mechanics or pre-plotting.
Pilots who had more shock than remaining damage points on their ship were forced to "break off" (leave the table). They had a chance to come back after skipping a turn. This is similar to the Regroup mechanic we've been using for Big Battles.
TIE fighters, being unshielded, died in droves. But that why there are hordes of them.
A couple of turns in, the Imps are taking heavy lossesThere are rules for missiles, ion cannons, proximity mines. But all essentially the same game.
The Rebels were able to clear most of the air space, but their losses were mounting when we called it.
I'm trying to figure out a way to get this out with all the other stuff I'm doing (still have a day job) and not infringe on any IP as well as make generic enough to use other genres.