H2H - at the merge
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Last update - 09 November 1998
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From: -snot-

Newsgroups: warbirds.training

One thing I've noticed about my flying at the 1st merge... I'm about as predictable as the sunrise. Merge - split S for the reversal and try to bring guns on target. While this isn't bad, I was wondering if there's anybody out there that can comment on the subject... what factors do you evaluate in a 1v1 fight? I know E states and things of that nature come into play later, but what do you think as the other dweeb is flashing by your canopy for the 1st time?

Man, I love this game. :)

Andy

-snot-

From: Michael Fletcher <mefletcher@home.com>

Newsgroups: warbirds.training

A split S is rarely what you want to do during a merge situation... a lead turn immelman is far better.

Read all it about it http://members.home.com/mefletcher/merge.html

Michael "Fletchman" Fletcher

From: roamer(at)flyingpigs.com

Newsgroups: warbirds.training

*cough* I'm no duelling expert but I've flown against some pretty good sticks. I'll submit my comments and then make some observations of said good sticks :)

First, we know you meant that you merge and _Immelman_ for the reversal..so no one else should have to mention it, hehe

Second, it really is like chess. After you know the general gambits and learn some of the vernacular, it pays to be able to analyze a couple moves ahead. The more moves ahead, the better. Though maybe not of paramount importance at the merge.

Third, I'm no superstar..I'm neither a great stick nor a great shot..but I like to be consistent. Fly smooth and hope the other guy makes a mistake I can take advantage of. To that end, I don't always pull for the obligatory snapshot at the first inverted merge.

Sometimes pulling hard as possible but just off-setting my lift vector from the horizontal a bit during the pull will foil a good many opponents' first nose-to-nose shot attempts. Meanwhile, they've probably spent some control surface movement putting guns on me, I've stayed fractionally cleaner and am now of infintesimally higher E. I may take pings or die here if you're a marksman, but the majority of the time I can slip past unscathed. Another factor to consider is that making the shot attempt here usually requires easing off the stick--and substantially flattening your arc at the top--to get a decent solution. While you're out of the stallhorn trying to pull the trigger, and assuming I kept pulling around on the edge (ignoring my own snapshot) I'm probably gaining angles already. If I've gained any angles I can try to hang on until a shot develops. [insert attempt to fly cool and capitalize on any opponent mistakes here<g>]

Some observations of notable buds and my first thoughts about merging against them:

Worr is the tracker. I try not to give him the opportunity for a snapshot, but that goes double for letting him have even a tenth-second tracking-shot opportunity. Example; never ever reverse direction of roll when he's in the rear quarter. I seem to die inordinantly often that way <I usually die anyway, but..> Better to keep rolling and come out the other side. If I don't get him quickly, he'll eventually work to the rear and wait for that one shot that is all he needs to liberate a few of my more critical airframe components.

-Dodge-merge and hope to gain the early angles to end it quickly.

Test and Vila are marksmen. Never ever give them *any* kind of snapshot...no matter the angle, distance, duration or crossing speed, they're gonna put some amount of lead on target. It doesn't take them long to do more than scratch the paint. I would never try the "dodge merge" I mentioned above..tis doubtful enough of me will continue out the other side of the pass to continue fighting.

-I'd let it all hang out and go WholeHog(tm) on the merge hoping to

land the first punch.

XX is master of reversals. I'm always nervous on his six. If I don't end it quickly he'll fly that endless perfect rolling scissors till I slide gracefully--kicking and screaming--out front and give him his chance.

-Dodge-merge and never ever leave lag-pursuit until I've got my "golden shot".

Mili is the E-man (no offense, mili<g>). No matter what he's flying--though it's ten times worse when he's in the FTD--I'll enter the same maneuver co-E and he'll come out with more smash. He's a natural; he just does it..don't ask him how, he'll just smile innocently.

-Depends: Either, 1) gamble big on the initial merge hoping to wound him early or 2) conserve the merge (it's all relative) and hope to stay alive long enough to go offensive.

Eagl is master of suspense. He likes to suck me into a couple good, hard status-quo merges and then pull out the flea-flicker. Instead of pulling a hard Immel, he'll just extend and grab (not normally recommended in duelling merges unless you're pretty confident your opponent is going balls-to-the-walls for angles, and should be low-E quick :). Gleefully dancing on my now-Estarved (and alt disadvantaged) carcous at his leisure.

-I usually will commit to pulling hard at the merge but watching him like a, well like an eagle, to see if he's rounding on me or extending :)

HIH, YMMV and all that.

-Roamer

From: -snot-

Newsgroups: warbirds.training

Roamer and Fletchman... thanks for all the great tips. I had a chance to hook up with someone I think to be a pretty good stick last night.

Instead of the usual "Boom... then back up" routine, we'd debrief at length after each mission. I understand the concepts, have a decent idea of the various manouvers...it's just that when I get in the cockpit, I might as well sit backwards, wear a bib, and move the control stick with my feet. :) I am really trying to concentrate on *thinking* when I'm in the cockpit, and that seems to help immensely. It'd be nice to have to bitch about landing every once and a while!

Andy

(gonna get the hang of this one day)

-snot-

6th ACG