
© 1996, Darren Beyer
This version of Rocketman's on-line lecture from Air Warrior has been edited
by Hammer (with Rocketman's permission!) for a smoother flow and easier reading.
All information was left intact and unchanged.
This write-up is the first part of a series on mastering the merge. We'll be
talking about a co-E (or roughly co-E) merge. Co-alt is not as important as co-E
when setting up for this merge. Energy is the important attribute.
The key to winning fights is to gain the advantage of the merge. The last
thing you want to do is wait for your opponent to act then react to him. You must
always be on the attack. Make him react to you. The best way to gain an advantage
on the merge is to do a lead turn. To be able to do a lead turn, you need flight
path separation. A quick explanation:
If you go head-on at someone and you pass within 50 feet, there is no real
flight path separation. Let's say, however, you take one of those planes and
move it 1000 yards to the right. Now there is 1000 yards of separation. If you
both kept going in the same direction, your flight paths would always be 1000
yards apart like two parallel lines. This is flight path separation. Flight path
separation allows the planes to turn into each other before passing. If one
turns and the other doesn't, the one that turns can execute a lead turn and time
his turn such that he can get on the tail of the other.
So, how do you convince the enemy to give you the 1000 yards? Usually, I fly
off to one side or down, get the separation, and force him to turn into me. In a
horizontal situation, if he knows what you're doing, he'll simply turn into you
and negate the separation. This forces a head-on. The vertical is entirely
different, however and I'll get into that in a second.
A lead turn is a lead turn, regardless of whether you are in an angles
fighter or energy fighter. In fact, doing a lead turn in an energy fighter is the best
way to get a shot off. The key to a lead turn is not to pull hard Gs until you
need to. It's a low G lead until you pass him or go for the shot. You are
gaining angles on him if you lead. The worst you'll get is a nose to nose.
You will rarely get horizontal lead turns on an opponent unless he's not
paying attention. That's why I almost exclusively go for the vertical lead. The
first two graphics will illustrate a vertical lead.
In a co-E merge for a vertical lead, the first step is to identify your
opponent's plane and his energy state. At this point, you should hit WEP and get
flight path separation by dropping below him.
If you start your descent first, you should be able to keep below him. If he
dives, you dive more! But make sure when you pass that you are at least level.
You do not want your nose down on the merge! If you get down first, then your
opponent is always trying to catch up.
Now there are three things your opponent can do: go up, go down, or stay
level..

You may find you have to begin your turn earlier than 1300 yards. It depends
on what your opponent is doing and how much separation you have. I find 1300
works well when he dives on me as we'll see in this graphic:

Pull low G (3 - 4 range) in your vertical turn until you pass or need to
convert for the shot. In this case, the opponent dove on us to take away flight
path separation. What's good for us and bad for him is that we are going up and
losing speed while he is going down and gaining speed. Our turn radius is
getting smaller while his is getting larger. Our relative energy states stay
pretty close, but we are out-turning him because we are trading speed for
altitude and he is trading altitude for speed.
Now, if you are in a plane that bleeds energy such as a FW, Jug or Yak, you
may find that you don't get the second shot opportunity shown above and you may
be forced to split-S after the first, which isn't entirely bad. I find myself in
this scenario more often than any other. In the arena, most people want to dive
on you and even good pilots will need to take away the flight path separation
so, if you are below them, you can still gain a little lead on them. I often get
accused of head-ons at the first shot opportunity.
Sometimes the enemy sees you dive, rolls inverted, chops throttle and tries
for the split-S T-Bone. As long as you begin your lead-turn first, the best
he'll do is force a nose-to-nose, get stuck nose down on the merge (a definite
no-no!) and be at a lower E-state. For the record, split-S on the merge is
probably the worst maneuver you can do.
If you can get your opponent's nose down while yours is up, you'll win the
fight. The reasoning is that you're dropping speed so have a better turn radius
and rate. Your opponent is gaining speed and has a larger turn rate. Since he
is pulling Gs, he is losing more E relative to you because at higher speeds you
lose more energy to friction, etc. This is an important concept. I want to make
sure everyone understands it before I go on. Most of my fights in the arena start
this way. Most of my co-E fights that is. If you DO get caught nose down to
enemy's nose up, do a low g pullout (assuming you have enough alt)- extend
and then zoom. Get away and try for another equal merge.
One more thing on this diagram. You may get caught at a slight energy
disadvantage if you try a double Immelman like I've shown here, but what's good
about getting that first shot is that you ping the guy in less than a
revolution. It really gets them on the defensive.
Now we'll go on to the situation where the enemy stays level...

This is really a no-brainer. The diagram I show here would actually be a
poorly executed lead turn, but I didn't want to redraw the whole thing. ; ) Not
much to say here except that the only thing your opponent may do is a flat turn.
If he does, then you roll while vertical to pull toward him. By definition, he
will be showing you his six.
If your opponent goes up while you are down, you may have a problem but not
if he loops up and over. If he loops, you should be able to follow him by
hanging on the prop and using flaps. You will have a good position in this case,
though a slight energy disadvantage. This is shown by the red line on the left
and blue line on the right.

If your opponent goes into a zoom climb (red line on right), you can stop
your vertical lead and extend (blue line on left). You would do this if you
realize that he had a little more energy than you thought. He may be trying to
zoom to force you into a rope. If I had good speed at this point, and he did
too, I wouldn't loop. I'd extend and make him come back to me. If you are both
fast enough, he won't be able to turn around quickly enough to get anywhere
close to good position. Then you can extend and turn back for another merge.
If your opponent waits to zoom until you have looped over, you will be behind
him and need to recognize what he is doing. Keep your speed up and wait for him
to make a move then pull into him. The energy disparity will not be so great
that he can gain too much on you. You pull low Gs until you convert. Therefore
you are not giving up too much energy and if you start the fight with a little
more energy than your opponent, you can follow him into this and he is in
trouble. This makes it a very risky proposition on his part.
|