The first thing you need to do is decide which missions the other allied flights have a hard time completing. Also ask what assets are making the enemy side powerful. This will usually be the enemy's strongest airbases with a large number of the enemy's best fighters. Also important is whether it is a strategic location for them, especially one that is close to friendly frontlines.
To find these dangerous airbases, first enter the campaign on the enemy side by entering one of their squadrons. Study which airbases are their strongest, both in terms of what has the best fighters and which are close to your front lines. After you have become familiar with their airbases, go back into the campaign on the allied side and look at the air tasking order. Go through the missions one by one. Click the checkboxes by a mission in the air tasking order on the OCA missions. Find which missions are ordered to strike these airbases. Enter into one of these missions. You will want to increase the spacing between the escort missions and the strike missions. This is so the escort missions can clear a path to the target.
Increase the spacing in a mission by going into the air tasking order, clicking the checkbox off that says show complete air tasking order. You only want the air tasking order to show the flights of the current package. Then choose the strike package and increase the takeoff time by 2 to 3 minutes by delaying the time of the first steer point. Then increase the other steer points times so that the speed they traveled to a particular waypoint is not too fast.
Now fly a escort mission.
Fly an escort mission and use head-on maneuvering to quickly clear a path for the strike flights behind you. If you fire and then turn away, that will not clear a path for them quick enough. Plus they are three other problems for the fire and turn away method. Problem number one is that once you turn away, you will need to stay turned away for a while before you can turn back around. The flights behind you that you are escorting will catch up and will be put in danger for the enemies you did not destroy.
Problem number two is that other enemy fighters will be moving behind them to replace the ones that you just destroyed. If you do not get in and get out quickly, you will get no penetration through enemy airspace. You will be too slow at taking advantage of an opening you just created by destroying the planes in front of you. The clearing that you just created by destroying enemy airplanes will just be filled by other enemy airplanes behind them moving in to fill the void. This will become a vicious circle.
You do not want to have to destroy every enemy aircraft to penetrate a particular path of enemy airspace. Instead aggessively create an opening. Do not make the war into a one of attrition. You will likely not be able to be powerful in changing the outcome of the war with that approach. Instead think of attacking airbases, the spawning ground of enemy aircaft. There is just too many of them to destroy them one by one. Think of the war as what can I do to strike an airbase.
Think of aggressively creating an opening for airbase strikes like pulling into traffic. If traffic is busy, waiting for traffic to clear before you pull into it is not an option. Traffic will never clear. You need to be aggressive at turning into it. You just need an opening, not for traffic to clear. Likewise, you just need an opening for air traffic. You can not attempt to clear it. Instead you need to aggressively create and move into openings in it, which requires movement toward not away from the enemy.
The third problem is it puts you on the defensive. Especially, if you do the split S maneuver. The split S maneuver will make you lose altitude and put your enemy aircraft towards your 6 o'clock. You will have to turn around. During this turn around the distance between you and the enemy aircraft will decrease, without you tracking them and being able to fire at them.
A horizontal turn away is better, but a quick elimination of the missile through head-on manuevering is even better for keeping the enemy tracked while the distance between you and them closes.
With a turn away, the other enemy aircraft will pursue you. You are moving away from them while they are at your six, but that is a slow process. It will take forever for you to gain enough distance before you can turn around and re-engage the enemy. You have basically given up the fight and the ability to destroy a good number of fighters in a reasonable amount of time and fuel.
But the degree and aggressiveness to which the enemy pursues may vary a lot by Falcon 4 version. In Falcon 4 Allied Force in the Israeli Mk2 campaign, they aggressively pursue you, while in BMS and FreeFalcon that is not so much the case.
How do I do head-on manuevering?
Head on meanuevering basically involves keeping the enemy in view while doing a barrel roll to increase the distance of the path the missile has to fly to reach you. Then when it is the last minute and you are very close to the enemy, you do a dive turn and put the missile at the 7-8 o'clock or the 4-5 o'clock. You then climb and dive and slowly turn into the missile putting it slightly past the 3 or 9 o'clock towards the 12 o'clock. It will become more clear with the following video.
The main reason for doing this manuever rather than manuevering that is more like a turn away one, is that you get to defeat the missile and re-engage the enemy aircraft quickly. This will keep you from being put on the defensive. In the maneuver,which I demonstrate in the following video,I do the turn away when the enemy aircraft is about 7.8 miles away. If you have a full weapons load, your aircraft will be slower and your ability to outrun the missile less. In that case, you will want to do the turn way sooner-which would be about when the enemy aircraft is about 9-9.5 miles away.[see video]
Video for Head on Maneuver
- Can be done at close range, so that you can take a shot close enough to the enemy aircraft in order to make it so that they can not out run it.
- Defeats the enemy missile quick, so that you can re-engage and fire back at the enemy.
- Good for protecting escorted aircraft and/or package elements because it allows you to fire at aircraft in front of you quickly. This makes it so upcoming threats are less of a threat, put on the defensive, or are neutralized completely.
- Is aggressive in defeating the missile-it flights the missile in both the horizontal and vertical planes.
- Barrel roll until the turn away to increase the distance of the incoming missile and buy time.
- Dive and Turn to put the missile at about the 7:30 o'clock
- Pitch up until you are at a 30 degree climb
- Slowly turn and put the missile a tiny bit past the 9 o'clock to the 12 o'clock
- Wait for the missile to dissappear from the radar warning receiver.
- Once the missile reappears on the missile warning receiver, dive and angle the dive so that you steer the missile past the 9 o'clock to the six o'clock.
- Quickly turn slightly past the 9 o'clock to the 12 o'clock to finish off the missile.
- Wait until you hear the missile proximity explosion, which means the missile has exploded a safe distance away, and that you have defeated the missile
Windows Media-download file
2. Maneuver analysis:
A. View of my aircraft
Windows Media-download file
B. View of missile fired from enemy aircraft
Windows Media-download file
How do I keep my wingman alive?
So far, we mainly talked about keeping yourself alive. Keeping your wingman alive involves taking the brunt of the enemy fire yourself and just having them destroy the easy targets. It also means clearing a path for them. That means quickly destroying the aircraft in front of you. This requires head on manuevering.
Another important thing is to use your wingman effectively. Some losses can not be helped. Although you will want to destroy the majority of the hard to destroy enemy planes, allow them to destroy planes in some directions that you can not. If you notice that there are gobs of planes at your 10:30 o'clock as well as your 12 o'clock, have them cover one of these directions, so that you do not become overwhelmed.
But if there are gobs of hard aircraft in just one direction, have a good setup for your wingmen. Keep kicking them out until their following distance is really high, like 7-10 miles. Then go ahead and let them also attack the same targets. Do not worry about saving ordinance or getting lots of air to air kills in your flight. Settle for 6-8 kills per 4 ship flight. For a hard enemy, this is a lot-especially if you can get the kills in a short amount of time with little friendly losses.
Then exit the flight and move to the next flight.
Create Important, Impactful missions
Create a string of missions all against an important airbase. Do this by finding OCA strike missions in the air tasking order. Or highjack a bunch of barcaps and change their waypoints to strike that airbase. Load them up with aim-120s if they are not already in flight. Create a bunch of missions of one right behind another to strike that airbase.
If flying an oca mission, delay the takeoff times of the strike missions so that they take off way later than the escort missions. This will make it so the escort missions have plenty of distance and time to clear a path to the enemy airbase. Fly the escort mission. If the resistance is too high, then abort the mission by ordering all package elements to return back to base, after exiting the mission to the main menu.
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