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71 EAGLE RAF - AIR COMBAT TACTICS PAGE 3.

MANOEUVERS


Barrel rolls? Yes, barrel rolls. A barrel rolling plane is very tough to keep a guns track on. Yet, they look so inviting that it's quite hard for an aggressor to break himself off. Just be careful not to blow TOO much E while rolling. (It helps if you're flying a 38L here.

Make sure to drill this following point into your head also. DO NOT desert the guy who's just saved your ass. If he gets the bad guy to break but then gets into a tangle with him, you BETTER turn your crate around and go help out. Even if you're hurt a bit the two of you should make short work of him. Hell, now your buddy can drag for you.

So in review: 1st know when to drag and when to just do your best evasives. 2nd know how to drag. A basically straight line angling AWAY from your friend. 3rd get your butt back there and help your buddy if at all possible."

The Break

1. Roll 90o to left or right.

2. Pull back on stick.

3. Apply flaps & opposite rudder to increase rate of turn.

Use this to try to shake an attacker on your six. The attacker has to follow you into the turn and have a greater rate of turn to score further hits. This is not the end of it since he can use the vertical axis as well as horizontal. If he climbs into the turn he will lose speed and travel further than you allowing him to stay behind. He will have carried out a "banked high yo-yo".

The Barrel Roll

1. Stick back slightly.

2. Stick to right or left.

3. Roll until enemy overshoots or breaks off.

Use this to try to shake an attacker on your six. The attacker has to follow you into the barrel roll or he will overshoot. Both planes will spiral round one another and all other things being equal the more manoeuvrable plane will win. A good pilot however will have many tricks up his sleeve and can overcome the inadequacy of his plane.

The Split S

1. Bank 90o.

2. Stick hard back into a break through 90o horizontally.

3. Roll inverted and stick hard back into an inverted half loop.

Use this to try to shake an attacker on your six. The attacker will follow you into the break. If you manage to shake him you are flying in the opposite direction and have gained speed in the descent. You can run for it or, if the enemy was fooled by the break you can complete you loop, convert speed back into height and get on his tail. Seen from above it appears you have made a right angle turn.

High Yoyo

1. Stick back into steep climb.

2. Go into long gradual dive.

3. Apply flaps & reduce throttle to lose speed if reqd.

Use this to avoid overshooting a slow moving target, you lose speed in the sharp climb and the gradual descent avoids gaining too much speed. If the target realises what you are doing you have gained Alt which you can use an energy bank and you still have a height advantage.

Low Yoyo

1. Stick forward into long shallow dive.

2. Close into blind spot behind & below target.

3. Climb steeply for the kill.

Use this to catch up on a faster moving target. You gain speed in the descent and close on the enemy where he can't see you. If the target sees you then the pressure is still on him to shake you off.

Banked high Yoyo

1. Break with your target.

2. At 45o bank, pull back on stick and climb into the turn.

3. Get above and inside his turn radius.

4. Dive onto his tail.

Use this to stay with a more manoeuvrable target going into a sharp break. You use 3 dimensional space to travel a greater distance in the turn than the enemy. At worse you now have a height advantage, at best you are right on his six.

Banked low Yoyo

1. Forward on stick into gradual dive.

2. Use flaps/gear/throttle etc to avoid speed gain.

3. Bank & pull in below and inside his turn radius.

4. Climb steeply onto his tail.

Use this to stay with a more manoeuvrable target going into a sharp break. You use 3 dimensional space to travel a greater distance in the turn than the enemy. You are below the enemy and difficult to see.

Half loop

1. Full throttle.

2. Full back on stick.

3. When level, roll 180o.

OR

4. Roll inverted.

5. Full Back on stick.

Both of these are a useful alternative to the break. The advantage of a half loop are that if you do i) a high half loop, you reverse direction and gain alt: OR ii) a low half loop, you reverse direction and gain speed.

The Rollaway

1. stick right or left bank to 45o.

2. Back on stick.

3. Roll opposite way to target.

4. When inverted pull back on stick.

5. Roll inverted in behind target.

This is effectively part banked high yoyo and part split S. This is another way of staying with a slower and more manoeuvrable target. The disadvantage is that you lose sight of the target. The advantage is that if he sees what you are up to then at least you have height advantage, are heading in the opposite direction and have not had to lose speed. You may well be in a position to set up another attack particularly if he bled off speed to try to lose you in the break.

The Immelman

1. Full Throttle.

2. Full back on stick.

3. Climb into vertical.

4. Roll 90o.

5. Back on stick again till level (but inverted).

6. Roll 90o

This is effectively part half loop with a half roll stuck in the middle. It is not generally advisable to try and climb out of trouble but planes with good climb and roll rate (FW190 A8) may well get away with it. The attacker does not know when you will instigate the half roll or which way you will roll. If you roll several times in succession he has to follow or he wont be able to break out of the climb in the same direction as you. In the vertical though you do present him with a classic "six" shot. You are also vulnerable to a deflection shot from other players. Seen from above it appears you have made a right angle turn.

The Uploop

1. Back on stick 45o.

2. Climb briefly.

3. Roll inverted.

4. Back on stick again and complete a half loop.

Use this when a more manoeuvrable plane Yak 3 etc rolls and half loops away under you. You would never be able to beat him in the turn but by climbing you start your half roll higher and you are arcing around a different centre point. As you also travel further, you should end up on his tail. Once he commences his half loop he cant see what you are doing. IF anyone can tell me the "official" name for this manoeuvre I'd be obliged. I have called it the uploop as although I'm familiar with it I am not sure by what name it is commonly known.

The Rolling Scissors

1. Bank 45o left or right.

2. Turn briefly & sharply.

3. Repeat banking in opposite direction.

4. Take "opportunity shots" as they occur.

This occurs when two planes are moving at roughly the same speed and are jockeying for position. Each plane banks and turns in an effort to get into a good firing position and the other tries to shake him.