Opening Moves
by Rapier
Reprinted by permission of the author. All rights reserved. For further
information, write the author at
the1rapier@hotmail.com.
This is a little elaboration on the opening moves lecture, and I hope it
is helpful to you. The thing to keep in mind is that the opening moves are
just that, OPENING moves. They are not magic, and unlike the stand alone
flight sims, an opening move does not a dogfight make :). The opening move
is seeking an initial advantage. This advantage can either be followed up
on and improved, or it can be frittered away. I like to think of an engagement
as an equation, with each new event associated with a negative or positive
value. When you get to the equals sign if the value is positive you win,
and if its negative you lose. The object is to load up as many positives
as you can, or at least minimize the negatives. The parts of the equation
include you initial position and alt advantage or disadvantage, your opening
move, and every thing that you do after that point. Therefore you can start
with a severe alt disadvantage and even take a few hits, if you can get the
guy to blow this advantage in a series of mistakes, you can still win. The
converse is also possible :), so it behooves you to watch what you do and
err to the side of e management whenever possible as long as you avoid getting
hit.
All of the opening moves are designed to secure an initial advantage. The
advantage can be in the form of either position/angles or alt/energy or both.
After the opening move has been played the rest of the fight will hinge on
your ability to react to and anticipate the opponent's moves. No one fights
in a vacuum and as someone has before, "The plan never survives the first
moments of battle". Your tactics have to be as fluid and changing as the
situation.
LEAD BREAK TURN, OR CHANDELLE OR HI YO-YO
These are really variations of the same thing. The idea is to gain a
position/angles advantage (hopefully on the enema's six), by anticipating
his initial move on the pass. We are hoping that he will react slowly to
our move and he will not make much of a turn or even better, keep traveling
straight forward. In reality we know that this is not likely, but we may
be able to gain enough of a position advantage to follow up on. We can approach
the enemy head on, or even better veer off to one side or another. The drawback
of the veer is that it is visible and can therefore be anticipated by the
aware opponent. In the chandelle or hi yo-yo versions we will also climb
as we veer off to the side to gain energy and increase our turn rate (by
slowing the plane down, all things being equal, slower planes turn faster).
At about 800-1700 (your mileage may vary depending on plane type and opponents
plane) you break back into him (in the yo yo and chandelle you also dive
down on him, converting e into speed) and hopefully line him up for a six
shot.
LEAD LOOP/IMMELMANN
This is a variation of the lead turn, only in a vertical direction. It has
the advantage of converting some of your speed into alt and thereby storing
energy. It is also a little harder for you opponent to see and figure out
ahead of time. You can approach the opponent from a co alt position or even
dive a little bit and gain speed and also insure that your conversion on
his six is at his alt. The key is that you must be travelling at a speed
that will safely allow you to complete the first half loop without stalling
or spinning. At about 800-1700 (again depending on plane type) you pull straight
up and look for the opponent first in your rear view, then follow him in
your rear/up and up views, and look for his reaction. If he turns you follow
him by rolling your plane to keep him in your up view, pulling your plane
over the top as it reaches maximum turn rate speed. Pull down on him, roll
upright, and go for the shot, either a tracking shot from the six position,
or a snap shot, depending on what he has given you.
LOW GEE LOOP
The first two moves are primarily angles type moves, mostly going for position
rather than e gain. The low gee loop is a variation of the lead loop that
seeks to gain an e advantage on the opponent while encouraging him to blow
his e in a tight turn. Approach and everything else is the same as the lead
loop, but instead of pulling hi gees to the vertical, you try to your gees
at about 3 gees, thereby decreasing the e loss and gaining alt. You watch
him first in your rear view, then rear/up and up view, noting his reaction
to your move. Hopefully he is pulling into a high gee turn, which kills his
e and will put him in the hole for the rest of the fight. Keep in mind here
that you will probably get a series of snap shots and good gunnery is a must.
As you reach true vertical you keep him in your up view by rolling your plane.
As your plane reaches maximum sustained turn rate speed you pull over the
top, using flaps to help you if you feel that it will help (i.e. get you
around quicker) and pull down on him for the shot. You can then follow it
up with another low gee loop, lead loop or hi yo yo.
CLIMBING SPIRAL
This again is another energy tactic and is generally used by those who have
a plane that climbs much better than the opponent. While all of the moves
can be used at any time during a fight that you can successfully pull them
off (i.e. you have the e to make them stick), this one can be used more often
by the better climbing planes, and is often initiated when the opponent has
blown his e and has committed to a stall fight mode. It can also be initiated
from ANY plane provided that you come into it with lots and lots of e more
than the opponent. The basic idea is to initiate a climbing spiral that puts
you just out of gun range of the opponent. In your rear view you should see
him at 1800- 2100 range, and you continue to turn and climb at your maximum
climb rate, seeking to keep this range constant. From his view it will appear
that you are ALMOST in gun range, which will encourage him to pull his nose
up for the shot, which gradually erodes his e and speed to the point he starts
to stall out and fall. What you are watching for is that the range will suddenly
increase, indicating that he is falling out of the stall. When this happens,
you drop flaps (to increase your turn rate on those planes that can use them)
and roll in and down on him for the shot. Again, you will probably either
kill him on this pass, or set up a snap shot, and you can choose to repeat
the spiral, or set up a hi yo yo or loop, depending on the circumstances.
Hope this is a help to you. See you in the virtual skies!!!!
@=={--RAPIER---- |