"I want a game that plays realistically..."
How so? Which facet of aircombat should be represented well?
"... rewards skill rather than rolling."
Agreed -but skill at what?...ie: what part of what a pilot does and/or decides should be the focus of the game?
"When I read an actual account of an air battle and find that something very similar happened in a game..."
I agree that believable / plausible AARs -ones that don't require a spin doctor to shape the gameplay into something reasonable- are a good indicator of whether the game successfully captured the historical action.
Sorry, my google-fu (and memory!) is weak: is there a site/link to a description?