Jekyll posted 02-25-99 06:02 AM ET (US)
Hehe.. I had exactly the same problem in a fight at the end of ToD 34.
My Fw190D9 against a Hurricane 2c.
For obvious reasons I was not keen to go head on with him, and chance
my two cannon against his four. And every time I zoomed on him and reengaged
he was always able to get his nose pointed at me.
I had an altitude advantage and tried everything I could think of to
drag him up and stall him out, but he was just not willing to play that
game. In the end my only option was to disengage.
Got so frustrated about it I emailed DocDoom asking what advice he had
for that situation.
His reply: (hope he won;t mind me quoting this)
Your question shows you have reached a fairly high level of experience
in Fw flying as most would assume that the problem was in their flying.
It is a common Fw190 problem and it is not you that causes it.
Basically, a high percentage of Hurricane II pilots will force the nose
to nose set up onto you. They know they have lots of firepower and this
is how a lot of them tend to think it should be used. Zeke pilots would
do it too if they were dumb enough to try (and many are ... however the
better Zeke pilots try to use the "S" break to get behind you
as you overshoot their break. The better Hurricane II pilots would do this
too, but there seem to be fewer of those about.
Your options fall into 2 categories.
1: Don't engage them. If all you can get from manoeuvring with them is
a HO you wish not to take, fly away. Get some altitude and come back when
you can force the diving pass which they must avoid.
2. The sucker play. Drag them into a climbing situation where you have
enough E to out climb them, see if they can be baited into chasing you and
bleed them dry. The instant they nose down and stop playing the sucker,
reverse down and clobber them. If they climb to the point of stalling, you
will have an easier time of it. If they won't play the game, go and find
someone who will.
You might also experiment with diving performance. As the HO nears, go
under their nose, they will red out if they try to make the shot. Careful
not to accelerate too quickly at first, let them think they can catch you.
You might do a gentle turn (so as to "appear" to be sort of slow,
but in reality still not bleeding E) and then hold them at d13 or so as
the dive increases your speed. When you get to the point where their controls
are locked up in high speed compression to a fair degree (600+ kph) roll
hard and turn quickly, then roll level just as quickly and pull up. You
will find, provided that they took the bait, that you can force them off
to one side at too high a speed to correct quickly, and use the Fw190's
fine handling at high speed to get a rear aspect, or top aspect tracking
shot.
That's about all there is to offer you, but if you experiment along these
lines, you will discover that sometimes you can turn the tables, but the
Hurricane II pilot needs to be a real sucker to fall into the trap. In many
instances, you just have to be happy with baiting them, discovering they
aren't easily fooled, then leaving them to be frustrated when you leave
without playing "headon dweeb" which of course, they had hoped
like hell you would.
But everything you can do, and might pull off with success, falls into
the "suker play" category. 1 on 1, a far better turning plane
with superior guns should NEVER die to an inferior turning plane with inferior
guns. Unless of course they didn't know you were there, and that still falls
into "sucker" territory in my view
Sorry I can't offer you more, but there isn't really a lot you can do
about it. I try to get them when they are busy fixating on something other
than me. If it's 1 on 1, and they aren't going to be suckered, well, chances
are I'll go looking for someone who'll be more willing to play the suckers
game. Or another Fw190. Love killing those guys
Doc.
Idiamn Stab JG27 Afrika posted 02-25-99 06:21 AM ET (US)
Jekyll pretty much summed up your options bro.....
1 on 1, a better turning aircraft will almost ALLWAYS give you a HO shot.
If you cant get behind them, than it's best to disengage before you lose
too much E.
The only way to get behind these guys is to zoom high enough, CLOSE enough
so that you can use your roll rate to get a top aspect or MAYBE a trailing
shot on em. But this can be dangerous depending on the nmy E state. If nmy
is consistantly doing flat turns to avoid your guns pass, than E will be
susceptable to this high zoom. IF however, nmy is using barrel rolls, he
wont be as susceptable.
The best way to avoid this situation is to attack pre-occupied nmy, or
to fly with a wingman. With a wingman, you can take turns on the nmy, and
you will eventually nail the guy.
If you're alone, just break off.
As for the spiral climb...dont think I would use that in the f4u bro,
I would stick to high speed passes and using hammerheads or wingovers for
reversals.
Check out Iddons performance to compare climb rates and such at: www.geocities.com./Heartland/6302/Perform/flight_test_department.htm
this will give you a pretty good idea about what you would be able to use
the spiral climb on.
Hey....Nice cannons!
Idiamn
Kodiak posted 02-25-99 11:50 AM ET (US)
Don't zoom climb because it gives you opponent exactly what he wants.
Remember this. You usually only get ONE true boom & zoom pass at a player
that has some experience. After that its an energy wrestling match. Your
targets main goal should be to stay fast enough to maneuver and underneath
you to force steep energy bleeding maneuvers. Every time you bite he gains
some energy parity and some angle. The trick is to pull your nose up, staying
fast, into some type of lag pursuit after the boom. Never extend far enough
that he can regain his speed and bring his nose all the way around at you.
Its not your total energy that matters. It's the relative energy between
the planes that counts. Stay higher and faster then him in a lag position
and close enough to keep the pressure on. That might be with a yo-yos, chandelles,
spirals, etc. If you don't get a good angle off tail or the pass would be
too steep make a fake guns pass to make him break. Pull up back into lag
then wingover for another fast pass. Repeat as necessary gaining just a
bit each time until you have a good angle. If done right in just a few high
pressure passes he should be bled dry and holding still for you The first
pass you might end up with d15 separation. Second and third passes you might
only have to separate to d10, fourth pass it could be as close as d6 and
you get to barrel roll onto his six for the kill shot. Its very aggressive
and very effective and the hog excels at this type of combat. I use the
technique in all the high wingloaders. Of course some of the real pros around
here may disagree so your mileage may vary, etc etc.
Practicing this setup H2H with someone is a great exercise. A few of
us in JG54 have been doing quite a bit of it lately.
Kodiak III./JG54
funked posted 02-25-99 12:02 PM ET (US)
Docdoom nailed it. They are expecting the fastball, give them a changeup.
Make them commit to the zoom, then pull out of your descent, let them
stall, and come back down.
You can also delay your descent by chopping the throttle and deploying
flaps and gear. Sometimes this will delay closure to guns range long enough
for them to stall out.
Best case: They stall, you get a planform
shot - BOOYAAAA.
Worst case: They reverse fast, head back down before they stall. Even
in this case you still have a few seconds to come back down on them and
take a shot from behind before they can make another maneuver.
Duckwing6 posted 02-25-99 02:17 PM ET (US)
hmm understood... maybe i gotta zoom more steeply thus decreasing horizontal
seperation and making hamerhead turns more effective.. should aswell bleed
his energy faster to go up steeply after the initial break.
As for the spiral rope.... well i said i'm still an AW3 nerd adn THERE
only 3 planes can climb with a Hog ina Spiral climb so it's pretty much
THE manouver.... well at least i used it VERY effectively.
Thanks!!
Phil (DW6)
Kodiak posted 02-25-99 03:13 PM ET (US)
Honestly Duckwing the hammerhead or rope-a-dope might be the most overused
maneuver in Warbirds. People fall in love with that toy but there are very
few times and places where its the most effective option.
It's too easy to defeat and even a 190A8 needs a lucky snap shot to capitolize.
All the opponent has to do is drive to the corner, make you dive too steeply,
and lead turn with an energy efficient reversal. Each time you do it he
closes the distance and energy gap plus he gains some angles. Can only take
one or two turns before he has you.
ICQ me if you want to H2H to see what I mean.
Kodiak III./JG54
hardcase posted 02-25-99 04:04 PM ET (US)
Boom n Zoom Defense:
First thing is don;t climb to meet him. Trim out level(if you were in
a climb out from base), WEP up and even dive a little, whatever it takes
to get your speed up to a good manuevering speed. Turn toward him, this
takes any lead/lag turn advantage from him and forces him to take you on
either at th 6 or 12. Let him begin his boom, don;t do a thing, let his
approach get as close as 1000yds or less, then do a lazy gently split S.
He will not be able to touch you. He will be going so fast that to nose
over and try to get you at the bottom of your split he will red out. If
you tries to roll inverted to catch you at the initial stage of the split,
he will no be able to pull tight enough to avoid blackout or even come close
to your arc. If he did a 12 O'clock attack, simply level out at the bottom
of your split(regain a littl alt) and acquire him on his out bound zoom.
Setup and do this move again.
If he came in from your 6, complete the loop and acquire him as he zooms
out. Dive a little to regain your speed and do it again.
Eventually he will go away or stop a full extend and slowly become slower
and lower till the engagement becomes a Turn and Burn.
Hope this helps
hard
vila posted 03-01-99 11:30 AM ET (US)
Another important point.....after an initial Boom -n- Zoom pass, do not
make the mistake up pulling into the vertical right away. INstead, get a
little lateral seperation first. This does Two things:
1) It gets you out of a prop hanging, target presenting, "I can
zoom better than you" situation.
2) It gives you some room to rengage on your terms.
Remember, when you're playing the "e" game, the point is to
try and force the bad guy to react to your moves and work him into a no-options
position. After you've seprated some, GENTLY (to avoid bleeding e) pull
into the zoom climb. If you've done it right, you'll have re-established
most (if not all) your original advantage. Now you can work back over him
with impunity and re-attack at will. If he insists on pulling his nose up
into you, don't play that game. Simply take it back up WELL out of "pray
and spray" range. Keep on eye on him over your shoulder, and re-engage
when he points his nose back down (and he HAS to point it back down). This
is what we affectionately call the "rope-a-dope". If none of the
above works, look for an easier target
=vila=
Warbirds Training Staff
Member of the Flying Pigs Squadron |