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Games and Flight Sims Topics related to Red Baron, Dawn Patrol and other WWI aviation games


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Old 17 July 2003, 11:23 AM   #1 (permalink)
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For those who play board games like Blue Max or Dawn Patrol:

What kind of tactics do you use when dogfighting, and how well do you think they compare with what you know of real dogfighting tactics?

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Old 18 July 2003, 04:12 AM   #2 (permalink)
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With Dawn Patrol there's little corrolation between real Air to Air combat and the tactics used in the game. Generally you use whatever movement methods gets you as close to your opponent as possible when he moves before you, while avoiding, as much as possible, being a big, fat target. That is simply the essence of real AA combat, but nothing more. Best angles for the greatest chances of a quick kill are top and bottom attacks (access to the engine, without the -1 table of a side attack). Tail attacks are best for sustained attacking and tailing opportunity, and unlike top and bottom attacks you don't have to worry about hitting a "free" area, like the Rear Fuselage.
In Canvas Falcons you try to match the attitude of your opponent if you are the attacker (bank angle) while keeping your speed as close to your best maneuvering speed as possible. Maneuver as little as you can (or need to) so you don't slow up too quickly, but don't allow yourself to get to fast in case you overshoot. If you're facing Rotary engines, you don't want to be on their Right Side (or Left in the case of pushers), and you want to be careful in getting too close to some because you don't have enough separation to react to their superior turning ability. Sometimes medium range attacks are best because you have a better chance of sustaining the attack. Avoid getting too low, and if possible, have an altitude advantage.
In CF, if you are a SPAD or SE-5A you want to keep your speed up and stay in the vertical. Don't worry about overshooting, since the extra speed will be used for pulling and rapid altitude gains. You are not trying to "Hang" with your target so much as you are making a series of quick passes, which you then set up again with sharp climbs or dives. If you do slow up and try to dogfight with some of those German Fighters you will start to wallow.

Enjoy

Joe
 
Old 18 July 2003, 07:53 AM   #3 (permalink)
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Joe,

Neat synopsis. Thanks!

From what I can tell, then, Blue Max seems in between Dawn Patrol and Canvas Falcons in terms of simulating dog fighting tactics.

For example, when fighting with a Spad 13 versus a Fokker Dr.1, I used my plane's superior speed to extend, turn, and engage in repeated cycles. Much like you describe. Conversely, in the much more maneuverable Dr.1, I was consistently able to turn into a firing position, but had one heck of a time running away when my plane got damaged. When flying with the Biff, I took a page from Frederick Libby's autobiography, and turned so that my observer could do most of the firing. I realize that The standard line on Bristol Fighters is that they were most effective being flown like a pursuit plane. Libby's tactics were more appropriate for the DH-4 and similar two-seaters. Still, the tactic worked for me.

An even neater aspect of the game is that my wife ends up using good tactics, and she doesn't know much about air combat. She's also made some newbie mistakes that led to the results I would expect in a real air battle. For example, in one game, she consistently turned away from my attack rather than turn into it as Boelke's "Dicta" would have us do.

Blue Max makes an effort to model speed loss from maneuvering by having sets of restricted and non-repeatable maneuvers. These help, but I'd like to see more speed bleed. Blue Max does do well at modeling the better maneuverability to one side enjoyed by rotary-engined planes.

Canvas Falcons sounds like it has a very authentic feel to the planes' flight. This should lead to authentic dog fighting. When will the game be published?

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Old 20 July 2003, 10:50 AM   #4 (permalink)
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Lufberry,

The last info I have is that Canvas Falcons could be put on the P300 preorder of Clash of Arms end of this year.
And believe me, it will be a winner!

Greetings,

Daniel.
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Old 22 July 2003, 01:19 PM   #5 (permalink)
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I think, Lufberry, that you have nailed the biggest weakness of the vaunted Dr.1. Even though you are in control of the immediate fight, you are not in control of the battle! If damaged, you can't run, and if your opponent runs, you aren't fast enough to catch them. In the Dr.1 you are totally dependant upon the furball for your kills. I think that problem is less apparent in allied types like the Nieuport 17, Pup, and Camel, because their German opponents were not the interceptor types like the allied used.
With the SE-5A and SPAD, you get to choose the fight, and unless your really given a severe hurt, if you need to run, you can.
The only German fighters that can do that are the D-VII, and in the early years the Albatros, D-II and D-III. I've played the Albatros against allied Pushers, and not only am I fast enough to dictate when and where the battle will occur, but I am fast enough to run and reposition if it gets too hot. Once those pushers slow down to dogfighting speed, they have a devil of a time speeding up again.

Joe
 
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