Quote:
Originally Posted by NaBkin
...the problem I have with the game is that if I have a Spit on my 6 I have no chances to deal with her whatsoever. You can't outturn it, neither can you outclimb it fast enough (only if you are out of shooting range) nor dive away. It just sticks at your 6, only chance is that you are the better pilot and manage to make it loose you in wild maneuvres.
Every time i sit in a Spit or even in a Hurri I have a much better Kill ratio than in my 109. And that's the problem I have with Clod at the moment:
If you have two equally skilled pilots, the 109 almost every time looses. I have a good ratio if I fly with my squad mates, because then it's all about communication and discipline. But if I fly alone I feel like I sit in a defenisve-only plane. It's so much easier to fly the spit. And I'm just no sure if this was the case back then in 1940. And this is only early war, let alone 1944...
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I think in a way you've answered your own question. Typically, the Luftwaffe (like most air forces) took, or came to the view, that the smallest viable unit in air combat is two. Flying on your own usually has just one outcome - particularly if you are engaged by multiple bad guys at the same time. Sure you can do well on some trips but over time the balance sheet is unlikely to be very healthy - this is certainly my own experience. If you want to do well your best bet is to get on coms and fly as a team. Having said that, I think there are a couple of things you can do to increase your chances of survival in a 109 when flying alone, but you will always be at a serious disadvantage, especially when flying against Spits and Hurricanes that perform at least as well as you in most respects and in some respects far better.
First and foremost, fly and fight at altitude. My rule, which I unfortunately break all the time, is to fly above 3k at all times and preferably much higher. Do not allow a situation to develop (low alt) where an ability to turn can become decisive. Stay high and only engage aircraft that are at a tactical disadvantage - ie, below you. If you are taken by surprise by a Spit or Hurricane that is higher or is co-alt but has greater speed; dive away and keep diving (the 109 dives well but a Spit is almost as good so keep it right on the edge). Do not attempt to re-engage. If you happen to engage an aircraft that attempts to take the fight down near the deck, break-off and return to altitude. Avoid sustained fighting wherever possible. It's far too easy to be taken unaware by an unseen bandit. If your initial attacks fail, (say 2-3 passes) break-off and look for another target. Always assume that the target aircraft has a wingman.
Finally, what should you do do if you find yourself well below 3k and in a situation where an enemy attack is imminent, ie, where diving away isn't a viable solution and you have an enemy behind you in a co-alt and possibly co-E state, ready to attack? What can be done to escape and possibly regain the initiative? Sometimes the answer is that very little can be done but there are two things that help. Firstly, if your in an E 1 or 3, always ensure that your prop pitch is set for max power. Never let this slip because in bad situations a lost second or 3 can mean everything. Next, initiate a 'step-climb'. Whereas sustained climb works when you have a distant threat, 'step-climbing' is a better response to a more immediate threat. To do this, firstly level out as quickly as possible without bleeding speed and at the same time use your pitch controls to achieve the highest possible acceleration. Once you have reached 350-400k (IAS) set prop pitch for climb and lift the nose. When airspeed drops to about 300ks level out again and adjust pitch controls for acceleration. Repeat this 3 or 4 times and you should have a significant vertical and horizontal distance between you and your would be attacker. At this point you can now wipe your brow, look back and start planning your counter attack.