eadg posted 01-03-99 05:24 AM ET (US)
Hehe, catchy title, eh? I spent the better part of today fighting gobs
of Spit 14's, dying way too often, and cursing their very presence. It used
to be that I could bnz spits with impugnity from 1500 feet or so above in
my P51 or F6F, but the spit 14 (and to be fair, any well flow late-war e-monger)
makes it next to impossible. I'll dive, take a gun pass, zoom, and there
he is, after a high-g break to avoid my gun pass, climbing up to me form
d9 below and knocking stuff off my plane at will. Sound familiar?
Well, in an effort to help some of you (hopefully even just 1 of you),
I thought I'd lay down my thoughts on killing late-war "uberplanes".
Mind you, I'm far too silly to follow this advice, but I urge YOU to try
it just the same. Btw, this assumes you already know bnz basics and can
get some kills from above the enemy by diving, killing, and climbing to
safety.
Here goes:
1. First of all, as with any style of fighting where living is important,
flying with altitude is essential. To me, in the late war arena (i.e., once
the Spit 14 comes out), you need to be flying at 15,000 feet or above. So,
take off at a rear field, climb in safe territory (above your fields, etc.),
and only once you're at a safe alt (again, 15,000 or more in the latter
half of the RPS) should you progress toward the battle.
2. Only attack these monsters when you have a significant energy advantage.
To me, that means about 4500 feet of vertical separation (d15 above), assuming
you are co-speed in level flight. If he's faster (which you NEED to be able
to judge; look at the rate of change his distance using the icon as a hint),
you need to be even higher (maybe d20 above). If you're co-alt with a Spit
14, click your heels 3 times and say... Hehehe seriously, DON'T use these
tactics in a co-e fight with a Spit. Use your turn and / or roll advantage
to chase him away...
3. The big secret: Mind your drag. One of the biggest breakthroughs I've
ever made as a pilot was watching the accelerometer (the little G-force
meter dial thingy). It turned out that in my normal bnz attacks (say with
a P51), after I finished my dive and zoomed, the plane naturally tended
to pull up into a steep climb as a result of the trim after the dive. Very
good I thought - nice and smooth, no drag, maximizing my speed and altitude
in the zoom, right? WRONG! It tuns out I was pulling 4-6 G's in that zoom.
And guess what - G's equals drag. In fact, if you've read your Shaw or some
aeronautical physics texts, you know that aircraft speed is basically current
speed plus thrust minus drag. That is, your current speed is equal to the
speed you WERE going, plus any thrust or acceleration, minus drag. Well,
the biggest component of drag is the drag from wing loading, i.e G-forces.
And the relationship is a nasty one - its exponential. That is, at 2 G's
I have 4x normal (level flight at 1 G) drag, at 4 G's it's 16x normal, and
so on. SO... if you're in a high-G climb or zoom, you are loading your aircraft
with a TON of drag, which slows you down, which weakens your climb, which
lets that friggin' drag-proof Spit 14 zoom right up yer tail and turn you
into confetti. SO - what to do? Again, the answer lies in managing your
drag. So, in the climbout after an attack, try and keep your G-load minimized.
Instead of converting right into a pure zoom, extend at 1-G (level or a
bit above) for 10 seconds or so. This will create separation while keeping
your speed high and the bogie below you (bleeding off his e if he tries
to follow you). Then, when you are SURE the bogie can't follow, start your
zoom (or other vertical reversal). Note that this may mean actually shoving
FORWARD on the stick during the extension, as the plane will want to climb
steeply if you're trimmed for level flight (those wings just keep wanting
to lift, don't they??). If you do it right, you can keep a Spit 14 below
you long enuff to kill him, even in weakly climbing planes (like the P40's).
Rule of thumb: If you see the Spit 14 at d18 behind and below you and closing
as you extend, DON'T pull up steeply - you'll bleed all your speed (drag
from the high G's) and he'll probably catch you as you both top out. Instead,
stay at a nice 1- or 2 G level climb; he'll start to fall away after a bit
(and if he doesn't, you didn't have enuff of an energy (speed + alt) advantage
to START with to have chosen a bnz attack).
4. Don't scoop out below the enemy on the dive part of your attack. I
teach all my students that one of the main rules of bnz attacking is to
NEVER get below the bandit. Why? Well, first of all, diving is already the
worst possible maneveuver in terms of e-retention (think about it - at high
speeds, you're trading altitude, RAPIDLY, for little or no gain in speed),
so we want to minize the time we're in an e-poor manuever. Secondly, if
you DO go below, you are now forced to use a high-G move (yup, adding lots
of drag) to get back ABOVE the enemy, during which time he's acelerating
in level flight and may catch you as you top out after only ONE such attack.
Another reason not to dive below the enemy is that it means you're almost
certainly using a bad attack profile - if you're diving below him, you're
also probably flying right AT him during the attack, which leads to collisions,
Head On's, and all manner of other bad ju-ju stuff. Instead, start your
attack with some horizontal separation in addition to the vertical advantage
- I like about d40. Work your way to his rear hemisphere, then start a moderate
dive (maybe 30 degrees or so) so that as you near the enemy you are almost
co-alt and you can smoothly adjust for your shot, take it, and do your low-G
eextension and set-up for the next pass. If he turns at you during your
dive, DO NOT take the Head On shot. You have the advantage - don't be foolish
with it. Instead, simply roll off to one side or the other and gradually
extend and pull up into a low-G climb, just as if you had finished your
gun pass. I've never gotten hit that way unless I had totally misjudged
the e state of the bogey and he WAS fast enuff to climb and extend with
me.
So, in summary, it is rather easy to whack (or at least scare off) a
Spit 14 or other energy demon (like the 109K or Yak-3). Simple rules - only
attack with an advantage; attack with a nice, fast, shallow dive and DON'T
scoop out below him; take your shot, and extend with a nice, LOW-G extension
and climb. Repeat until he blows up
I've taken a few liberties here - for example, I've assumed you're in
a plane with good or decent speed, climb, high-speed handling, and lethality.
Also, the environment is rather safe in my example - in the arena, there
might be a bunch of purple P-51's in the area. But be smart - when a higher
threat appears, break off your attack and extend to safety. If the fight
turns sour for whatever reason, break off, regroup, and come back when you
feel safer. After you've blown your advantage is too late to start to run
away against a Spit 14.
Well, this is WAY too long, but I hope it's helped. Feel free to stop
by the Training Arena and I (or any other trainer) can show you this stuff
in detail (and how to beat it hehehehe). I'm there this Thursday, and Monday's
after that.
This lesson brought to you by the letter P and the number 5.
Good hunting,
=eadg=
Member, Warbirds Training Staff
XO, 487th FS |