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| C O M B A T M A N E U V E R S |
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- GSG005 -
Here you will learn the basic combat maneuvers. It is given that
enemies won’t just be up there waiting to be shot down. Thus, expect
a struggle for the optimal position either when targeting enemies or
evading enemy fire.
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|| TAIL-CHASE ||
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How to perform:
This is basically the easiest firing position to acquire. Just get to
your target’s six and hit your afterburners, get into firing range.
Release the missiles once you get a clean lock-on. (The word SHOOT
appears in the middle of your HUD)
Though this maneuver is simple and effective against steady targets
such as transports, you won’t be able to use this move much against
more agile and faster targets since you’ll need to keep up with them,
especially in tight dogfights.
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|| AIRCUT ||
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This is another tricky but effective move. You may use this often
against those pesky enemies that loves to dodge your missiles and
keeps on hanging on their tails.
How to perform:
When targeting an enemy, avoid flying too closely. Wait until he is
about it turn, then quickly turn to the direction he’ll be turning.
Immediately boost your way to that direction and you will be able to
stick close to his tail, enough for the missiles to hit him without
any chance of evading. The logic of this move is to cut through a
“shortcut” directly intercept his turn.
If you have played racing games, you should have used this move
several times already.
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|| ARROW HEAD APPROACH ||
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This is a bit risky since there’s always a chance that the enemy will
hit you as well. But the odds of destroying the target is higher,
almost perfectly if timed correctly.
How to perform:
Once you see incoming bogeys on radar, approach them from their direct
12 o’clock. Hit your afterburners to approach them faster, and once
you get a lock, fire your missiles and immediately get out of the
way. It doesn’t matter which direction, as long as you can get out of
your enemy’s line of fire.
Release it too soon and the enemy will be able to evade it. Release
it too late will either let you missiles pass through the enemy or
you’ll eat his missiles.
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|| BARREL ROLL (AIR) ||
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This is one of the basic maneuvers in reversing an enemy that is
targeting you. This move can be executed by an agile and fast plane.
You can still perform this rarely using attackers such as A-10As and
F-117s; that is if you are facing a slower plane.
How to perform:
Once the system turns red (enemy radar tracking), check out your map.
If there is bogey on your tail, hit your afterburners for a good 2-3
seconds then immediately hit the airbrakes while tilting your plane
up. This will make the plane flip over and the bogey will past by
you. Try not to hit the brakes for too long or too hard or your plane
will stall, ruining the opportunity. After flipping 90-180 degrees,
quickly hit your afterburners to recover and attack the target from
behind.
This can be done also when recovering from a dive-bomb move so that
you can start another dive-bombing run.
Barrel Rolls can be considered as defensive or counterattack moves.
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|| BARREL ROLL (GROUND) ||
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When tracked by an enemy ground unit (SAM), you can use this maneuver
to either break their lock on or evade a missile already released.
This can also be used to recover from a dive-bombing maneuver to
regain altitude and get into bombing position.
How to perform:
Same rules apply with some minor changes.
Approach the intended target. Once ready, release your ordinance and
perform the maneuver. Or, when targeted and you hear the warning
system beep (which means that a missile has been released and
currently targeted at you) brake hard while tilting your plane’s nose
up. Once you have a good skyward incline, hit the after burners to
gain some elevation then turn sharply to return to your original
flight path.
Barrel Rolls can be considered as defensive or counterattack moves.
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|| DIVE BOMBING ||
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This move is essential for those ground targets that are well covered
by obstacles such as buildings, cliffs, valleys, fortifications, etc.
Normally they won’t be in your missile’s line of fire. This maneuver
will allow you to get in top of the target and get a clean shot
overhead.
How to perform:
Acquire your target. Ascend to a suitable height (which will depend
on the elevation of the target, normally +2000-3000ft above your
original position) then hit the airbrakes and turn the plan noseward
to the ground. Do not accelerate while on this position!
Once you get your target, release your missiles/bombs and gently
maneuver the plane back in a 90 º angle and fly away. (Or barrel
roll up if you want to do another bombing run.)
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|| TERRAIN MASKING ||
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In real life, terrain masking is used by high speed bombers
approaching their target or evading enemy interceptors. Flying close
to the ground uses “ground clutter”, which makes the plane hard to
see. It also helps a lot on evading enemy attacks since missiles
launched from above won’t hit a fast moving, lower altitude target.
Though it should be easy for attackers such as the A-10A, the F-117
and some multirole fighters, this is risky for faster, more agile
fighters. You can use this for escaping multiple pursuers, especially
if you are in need of repairs and re-arming.
How to perform:
Just lower your altitude at around below 1000-1500 depending on the
terrain you are in. Adjust your speed, depending on how your plane
behaves or how you can control it.
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|| BANKING TURN ||
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Banking is generally changing the direction of the plane, oftentimes
instantly. This is really essential if a missile is approaching you
head on or if an enemy target during the Arrowhead approach
(Discussed above) fires first. Banking can help you avoid getting
hit by a missile.
You can also bank for the last minute, after you release your missile
to the intended target but that requires proper timing. If timed
correctly, the missile will just fly harmless inches off you.
How to perform:
There is no setup needed here since you can just bank or turn
whenever you want. However, what’ll matter will be the mobility of
your aircraft. Some planes turn slower, others turn instantly when
you yank the flight stick.
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