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Thread: Principles Of Air Combat

  1. #1
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    Default Principles Of Air Combat

    What are the principles of air combat? They aren't necessarily simply the Dicta Boelke, those are simply important rules of thumb, not a straightjacket.

    For example, Richard Bong, the top-scoring US ace of WW2 in the Pacific, often remarked that he was the worst shot in the Army Air Corps. His solution to the problem of how to make kills?

    It was to get on his opponent's six so tightly that he could not fail to miss because he would then be left with a point-blank straight ahead shot. No deflection shooting whatsoever. Why bother? For him it would only have been wasting ammunition.

    But how did he get there? How might he have achieved on-six and close-in so often?
    Last edited by xxmikexx; 03-18-2008 at 08:24 PM.
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    Last edited by Kurtvw; 04-15-2008 at 09:24 AM.

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    Kurtvw,

    You wrote "The trick is to learn to know what your opponent is going to pull next, and beat him to the position" You also wrote "... managing position and energy will allow you to start taking options away from your opponent, just like chess..."

    I have almost no simulated air combat experience. However, you have just given me a way of looking at the problem that I will never forget ...

    And I do play chess and so I know exactly what you mean, in the realm of chess, by taking options away.

    xxxxxxxxxxxxxxxxxxxxxxxxxxxx

    By the way, is there a particular game you would recommend for online combat?

    EDIT: I just saw your other post in the other thread recommending Aces High.
    Last edited by xxmikexx; 03-19-2008 at 02:59 AM.
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    Last edited by Kurtvw; 04-15-2008 at 09:24 AM.

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    Kurtvw,

    A scenario. I can only imagine this because, as I said, I have no actual experience. However, I 've done some reading and I'll ask you about the following situation ...

    xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

    You're in your Spitfire, turning inside a 190 who dove down on you and started a stern chase, which you have only just noticed. So you broke sharp left, and now he is trying to follow you in the turn. So ...

    You could continue the turn, knowing that eventually you will be on his six. But you also know that he has the ability to fly away any time he wants, and you want to kill him before he can make such a decision.

    Therefore you might also consider doing (I hope I've got the terminology right) a high yo-yo, to try to force the issue by putting yourself on his six as a result of making him overrun you from underneath while you are hanging above him, so to speak.

    xxxxxxxxxxxxxxxxxxxxxxxxxxxxx

    Would you please explain for the readership what the advantages and drawbacks are of these two maneuvers (plus any others that might apply). And you will be better than I at explaining with words only what a yo-yo is. (But they didn't use that term at the time, did they?)

    P.S. I'll be the 190 driver. After you execute whatever maneuver you elect, I'm going to do my best to kill you. Again I will have to go by my gut, but I'll try to describe what I would have done, after which you can tell me what i SHOULD have done.

    xxxxxxxxxxxxxxxxxxxxxxxxxxx

    EDIT: I've had time to think, which I wouldn't in actual combat, which presumably is where training and experience kick in. Anyway, I'm in the 190. I see you break left. I know you can turn more tightly than I can. So I decide to try to head you off at the pass by going back upstairs and doing a high yo-yo of my own, preventing the overrun and, in effect, allowing me to turn inside you, albeit from above.

    So my plan is to try for a diving shot from your seven or eight. But I'm a good shot (and I certainly did very well at real world skeet) so I figure I might nail you. Even if I don't, I'll at least be taking the initiative and making you react to me, because I probably will still have the speed advantage.

    xxxxxxxxxxxxxxxxxxxxxxxxxxxx

    Okay, teach, you've got the floor.
    Last edited by xxmikexx; 03-19-2008 at 12:45 PM.
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    Last edited by Kurtvw; 04-15-2008 at 09:24 AM.

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    Kurtvw,

    This is great! Regrettably I've got to run about three hours worth of errands. However, before I leave, let's do this. Imagine that you and I are the only aricraft in the sky, just to simplify things. (But I hear you. Get in and get out before S-word happens.)

    Anyway, let's exchange roles ...

    I'm in the Spit and a squadron buddy announces that you are on my six and closing fast. I yaw left, put my right wing down, chop the throttle, drop the gear, and apply full flaps. My move amounts to a jink combined with an extremely high drag sideslip in the horizontal plane, and you're going to close the distance very quickly. With luck, before you see what I actually did, you will have slid right by me. I will then kick out the sideslip and take snap shots at you as head toward my twelve. In fact, I will track you with rudder and fire as long as you're close in.

    Then, whether I've hit you or not, I will dive away to regain airspeed and simply bring the fight down to a lower altitude.

    Back in a few hours.
    Last edited by xxmikexx; 03-19-2008 at 01:01 PM.
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    Kurtvw,

    Okay. I see why the put-the-brakes-on tactic is a loser. But as a rookie I still have two related questions ...

    First of all, I was thinking that as a beginner you are going to out-fly me regardless of equipment, and you're certainly going to out-think me. Therefore I thought "Okay, let's do something completely unexpected here. Maybe I'll be able to put something together out of the result of getting him off balance."

    Secondly, what if I in fact execute the earlier described dumb maneuver and then dive away? What can I then do to try to overcome your positional and diving speed advantage?

    xxxxxxxxxxxxxxxxxxxxxxxxxxx

    By the way, I used to shoot pool. The game is only partly about making shots. It is mostly about having each shot set you up for the next one, and about not leaving your opponent in a good position if you miss your shot. So in straight pool, the order in which the balls are run is very important.

    You probably will choose a different order than I depending on your shot-making strengths and weaknesses, but our fundamental strategic goal must be the same -- maximize our chances of running the table while, if we miss a shot, minimizing the opponent's chance of doing the same thing.
    Last edited by xxmikexx; 03-19-2008 at 04:55 PM.
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