OK, in the last section we covered
common mistakes, in particular to a
classic Boom and Zoom fighter. Let me take the opportunity
to reiterate that Energy fighting isn't always a BnZ technique. Energy fighting
is about maintaining a total advantage over your opponent with respect to the
three attributes or components of energy. Those three are altitude (potential
energy), speed (kinetic energy), and angle (force vector). The pilot who is
better able to retain the superior energy state, of those three components will
win the fight. Some aircraft are known to be faster than others or better
turners than others. Those tend to be fixed attributes (max and min values I
mean here) an altitude is the one attribute the pilot can really control. The
key is in knowing how to balance the three in the right combination to make the
kill.
Allright,
so after dying from making those earlier mistakes in a positive energy merge you
decide to saddle up and try again. Here are some techniques for using a superior
energy state to defeat your opponent.
Zoom to the Wall: This technique is also
called "Rope a Dope" by some. In this instance let's say you have a speedy plane
like the Spad and your enemy has the DrI. The DrI has got the angle component
all over your plane, but have the advantage of speed. Combine that with your
advantage of altitude and you start with the energy advantage. So, after a few
maneuvers you have managed to whittle his energy away a bit and you can see he
is not one of the masters of the DrI. You've worked your way behind his 3-9 line
and dive at him. He stays straight on because he is trying to build up E again.
You
Pass over him in an overshoot
and he goes for the 6 shot. Realizing you may have screwed up you note you can
zoom straight back up so you yank back on the stick.
Because of your initial altitude advantage and speed you
zoom up higher than he can. He is fixated so he keeps following up. His initial
low energy combined with the induced drag of a high angle of attack his plane
falls off before yours does. Timed right you can hammerhead or wingover to line
up for another pass at his plane. If he is low enough he smacks the ground. If
he is high enough to recover he usually is wallowing for a few seconds allowing
you to get in your shots.
A variation on this is the Slow Climb To The Wall. This is
where you know your aircraft has an advantage in a climbing turn. You slowly
make that turn climb watching your opponent knowing his airplane will stall
before yours. When he does you nose over and deliver the killing shot. A great
example of this is a Morane Bullet versus a Halberstadt in the Advanced Flight
Mode. The Bullet can spiral climb to the left slightly better than the Halb. It
is so close that the Halb will get a shot at you. The secret is that your Morane
has a lower stall speed so you can turn a tighter circle than the Halb. If he
attempts to turn as tight as you his stall will occur before yours. You'll take
some shots but you will deliver the deathblow. The E3 is actually harder to kill
this way because while you still hold a left turn climb advantage he can turn
nearly as sharp as you can. The good E3 drivers can hold that edge and not fall
into the dreaded AFM left hand E3 death stall. The AFM Se5a and P3 also fall
into this category. Whichever one of those gets into the higher position can
pull the same maneuver (assuming no uber damage.)
OK, so how does the Halb pilot make the
kill? Well, remember back in the early posts about trying to pull a lead turn
and watching your speed drop off? This is the same thing only at a slower pace.
Use a lag pursuit method and don't worry about always keeping your site on the
target. Do lag pursuit for a couple of turns until you have the E for that snap
shot. Widen your turns a hair so your turn radius is a little wider than the
Morane Bullet. You'll find that about every third rotation will present itself
with a firing solution.
This is energy fighting as well. Both pilots are watching
their speed, trying to gain alt and either gain or give angle. That is what
energy fighting is all about. It's not just Boom and Zoom.
Another problem you often run into is
the pilot who continues to force the head-to-head shot. In this example let’s
assume your positive energy state is either from Speed or Angle and altitude
varies very little. Every time you try and make a pass at the enemy he forces a
head on. You might get the lucky engine shot or ahead shot but you may also
collide. My most recent experience in seeing this was in a Dh2 versus a Halb in
Normal flight mode. The Dh2 turns better than the Halb, speed is about equal and
Halb had a slight altitude advantage (50-75 feet). In a flat, standard bank turn
I could come around quicker but with his slightly higher alt he was able to
rudder around and force a head-on. At this point I had two options.
1) I could try and duck under his turn
and go for an engine or cockpit shot. Doable, but my timing would have to be
perfect and my aim perfect. Well, with these planes, the scatter effect and just
plain ordinary Internet lag that isn't likely.
2) This is what I did. I continued to
force the head to head turns but rather than banking around I used a wingover to
reverse my direction. A wingover is a low E, no altitude loss of reversing 180
degrees. Now, what I mean by wing-over is I enter a 30-40 degree climb for about
2 seconds, roll to the left, pull my joystick down and left to the 7 o'clock
position for about 2 seconds then push it over to the 5 o'clock position. The
end result is I should be 180 degrees from my initial course. The same can be
done to the right just reverse the directions. Done properly the alt I gained in
my quick little climb (slight increase alt component), combined with the
conversion into a quick turn (conversion of alt component for better angle)
brought me around slightly quicker than my opponent. The advantage came from the
fact that I lost no altitude in the end. I did lose a bit of speed, but since we
were nose to nose it was less important. Each of his high rudder turns was
causing him to lose a bit of altitude each time.
After 3 or 4 of these maneuvers I was
now 100-150 feet over him. I now held the advantage in angles (my turn was
better than his was), and altitude (100-150 feet, not much but enough) and our
speed was about equal. I was able to position behind him and take the initiative
and eventually make the kill.
This example was more of a classic energy management battle
than Boom and Zoom. I traded various components of my E management to slowly
gain the advantage. I didn't rush the shot and waited until I held the
advantage. Once attained I went for the kill.
What could the Halb pilot have done to
prevent this? Well, if he had been watching and saw me do the wingover he should
have realized I was going to be slow coming out of the wingover. He could have
leveled off at that point and simply increased the horizontal separation and
maybe
Even use the speed advantage
to convert back to alt and negate my advantage. Another option was he could have
used the speed advantage for a low G climbing turn that would have helped to
negate my slight alt advantage. I could not have afforded to go for the angle on
his climbing turn because my speed was too slow and I would have stalled my alt
away trying to follow. Remember, I was counting on him to use those rudders to
come around and thereby lose alt. It wasn't that I was climbing as much as it
was the fact I wasn't losing alt while he did. In fact, the next person I met
did that exact thing. I kept doing the wingover and he kept doing a low G climb
turn. We were stalemated for about 15 minutes until planes from both sides
showed up and all hell broke loose. :-) In the end we both got away.
Overshoot Control:
One last thing on attacking from a positive energy
merge—overshoot control. There is no better way to blow an altitude advantage
than to dive on an opponent, overshoot him and watch him fill your 6 with lead.
There are certain things aircraft can do for overshoot control.
Cutting throttle and nose up to bleed your speed . One
technique I use (and is one I seen often from Camel jockey's) is
A lag pursuit roll.
A lag pursuit roll is where you are
diving on your opponent and notice you are going to overshoot. You nose up and
go into a wide barrel roll. You are converting your excess speed component for
altitude in the roll plus angle in the roll (albeit the angle isn't one for
killing). If he stayed straight you will end up on his six again. Chances are he
won't stay straight but will bank in one direction or the other. If he does,
make your barrel roll in the OPPOSITE direction and use aeliron and rudder to
line back up on him. This is an extremely effective technique. One way I
practice it is to find one of those aerodromes with the hangars run down one
side of the drome and wrap around one end of the runway forming an "L". In this
example let's assume the long row of hangars is on the right hand side of the
drome and curve around the back of the drome to the left. To me it will look
like an upside down "L". I'll dive; pretending each hangar is the next position
of my nme as I am diving. I'll dive lined up down the long leg of the "L" (down
the side of the drome) when I get to the second to last hangar I will barrell to
the right and use my rudder and aileron controls to come out of the roll lined
up on the back row of hangars. I hope that picture is clear...
The high yo-yo is another technique to
control overshoot and is the classic technique for an airplane with less turn
ability to stay on the 6 of a plane with high turn rate. I will cover the high
yo-yo in another post because it is more accurately an example of flight
geometry more than overshoot control. In flight geometry we will cover things,
such as Turn Circles and Offset Turn Circles.
I hope you find this info useful.
Sensei