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Air Warrior Manual
Air Warrior Manual
OUTLINE
1.0 Chapter 1
1.3 Instruments
1.6 Exercises
2.0 Chapter 2
2.1 Radio
2.6 Exercises
3.0 Chapter 3
3.2 Gunnery
3.5 Exercises
4.0 Chapter 4
4.1 Overview
4.28 Exercises
4.28.1 Dives
5.0 Chapter 5
5.7 Exercises
6.0 Chapter 6
6.3 Vehicles
6.4 Gunning in bombers
6.5 Etiquette
6.6 Exercises
6.6.3 Vehicles
7.0 Chapter 7
7.2 Flaps
7.8 Jinking
7.9 Extending
7.20 Exercises
8.0 Conclusion
Appendix: Definitions
aviation enthusiasts like me, it's a dream come true. For more
software: Air Warrior II, Air Warrior for Windows, Air Warrior
Academy back in the days when GEnie was the main place for Air
other places.
This manual starts out with some basic concepts, but it rapidly
with the commands, consult your manual or the help page in the
program (by pressing the "F1" key). The general notation used in
"'*go<Enter>" would mean that you hit the "'" key (the apostrophe
key), the "*" key (shift-8 or the asterisk), the "g" key, the "o"
This manual was originally laid out so that, each week, Academy
flying for a time commitment of about 5-10 hours per week. That
through the whole thing. This manual was also laid out for
redouts, spins, etc. all turned on). Why set out to learn
anything less? (Still, most of the information in this manual is
effort of enthusiasts who put in the time because they love the
handle under the title of the section he wrote, and there is some
address.
e-mail: brooke@alumni.caltech.edu
AW handle: Brooke
it.)
1.0 CHAPTER 1
by Eyeballs
fly it, and to fly it you must understand it. Experienced pilots
and drag.
wing forces air downward, then the air forces the wing upward.
The angle of attack is the angle between the relative wind and
angle of attack becomes so great that the air can no longer flow
smoothly over the top surface of the wing. The loss of smooth
drag. This is called the "stall." You have lost control of your
matter where your nose is pointing. The only way to recover from
Increasing the angle of attack increases the lift for any given
the drag created by the aircraft being pushed through the air.
Double the airspeed and the drag increases four times. Induced
related to the angle of attack, so that the slower you fly or the
opposite to lift.
Aircraft have the freedom to move in all three axes. The axis
that runs down the middle of the aircraft from nose to tail is
called the roll axis. The line from wing-tip to wing-tip is the
pitch axis. The line perpendicular to these other two is the yaw
axis.
Pilots control the aircraft around the roll axis with the
ailerons, a set of movable panels set near the tips of the wings.
Moving the stick to the side causes the panels to move up on that
side and down on the other. When the aileron goes up, the wing
This forces the tail down and the nose up. Forward stick does
cause the rudder to move to the right. This pushes the tail to
the left and the nose to the right. The rudder pedals are also
can be used to steer while taxiing. The rudder pedals are not
used to steer the aircraft in the air. Turns are made by rolling
the plane into a bank and using the lift vector to pull the plane
around. Also note that the rudder pedals work exactly backwards
riding toys.
the wing that can move down or back to change the shape of the
wing. They increase the lift of the wing. They are used
primarily for taking off and landing. Some aircraft can use them
aircraft. Some flaps produce nearly all drag and are used only
for landing. Others have settings that produce more lift and are
study each type of aircraft you fly to determine the proper use
1.3 INSTRUMENTS
of inches of mercury. It tells you how high you are above sea
level, not how high you are off the ground. Since the
This system works just fine at sea level. But as the air density
lower and the airspeed will appear lower. This lower air speed
is a hangover from the days when pilots flew with mice instead of
maneuvers when you literally don't quite know which direction you
are pointing.
rudder. You then need the rudder position indicator to tell you
Also, combat damage can cause you to lose fuel or oil. So keep
an eye on these gauges if you have been hit. When either gauge
The landing gear and flaps have indicators on the panel to show
that temperature. You do not need to watch fuel gauges for many
tanks and switch tanks during flight. The power settings are
the stick. Real aircraft have a control that allows the pilot to
and then applying back stick to turn. The amount of back stick
varies with the angle of bank. More bank requires more stick.
Too much or too little stick will cause the aircraft to climb or
and maintain altitude. This becomes real important when you are
Basic aerobatic maneuvers are rarely used in combat but can help
the up side is paid back on the down side. A horizontal turn has
gravity taking from you all the way around. Combat pilots do not
turn in the horizontal unless their speed is too low for the
loop to get the nose all the way up and over. You will lose
speed until you have achieved inverted flight and have the nose
pointed down again. During the downward half of the loop, you
You need to know the minimum speed required to loop. If you are
just a little too slow as you reach the top of a loop, you can
use flaps in some aircraft to get you over the top. As you dive
down the back side of the loop, you may get going too fast to
pull the nose onto your target. Decreasing the throttle can help
there.
around because as you slow down, you turn faster. The speed you
lost going up is gained as you dive back down. Doing the roll
split S, named for the fact that it could be seen as the bottom
direction because the speed gain in the dive slows the turn rate
and the extra speed produces more drag. The extra speed
who cannot follow you in this maneuver because they speed up more
The barrel roll is done by applying some back and side stick at
the same time. This causes the aircraft to roll and pitch and
slows you down and it takes longer to fly around the barrel than
just where the enemy is while you are barrel rolling is not easy.
changing to make the aircraft roll around the roll axis which
for victory rolls over your home field and has no other use in
combat.
Snap rolls are performed with full back stick, aileron, and
Aircraft with tail wheels will fly off on their own. Tricycle
weight. If you do not have full fuel and bombs, you will be
lighter than this. In any case, flaps are not normally required
If you find that you cannot get a particular aircraft to take off
half flaps can allow the aircraft to take off at a lower speed
But then Air Warrior gives you so many visual clues that an
the stall speed at your current weight. 130% of the stall speed
your airspeed gets too high (over 300 knots in a fighter or 250
knots in a bomber), you can reduce throttle. When you are about
as far away from the runway as the runway is long, you can reduce
the throttle to idle. When your airspeed drops below 200 knots,
lower your landing gear. Keep the nose pointed at the end of the
feet, level the nose and chop the throttle. You should be
striving to keep the aircraft straight down the runway, the wings
level, and the nose level or slightly high. You should settle on
gently. Hit the brakes and stop. You may exit the aircraft when
If you find that the aircraft will not slow down with the
the runway, you are too high. You can make a 360 degree turn
while descending to correct that. If really high, do two or
more. You can also try turning 90 degrees to one side and then
turning back toward the runway. If you pull back hard on the
stick and pull high g's, you will slow down very fast!
If you cannot get stopped on the runway, you are landing too
fast. Slow down. You can try aiming at a point in front of the
screen goes red and if you get the crashed message, you either
turn after touchdown. If you touch down and if you crash but not
right away, you were probably going too fast. If you think the
speed was OK and if you were not turning, then your attitude at
touchdown was bad. Flaps are not necessary for most landings,
but they are a help getting the speed down on landing. So if you
have trouble with running off the end of the runway, try flaps.
enough. Air Warrior models the flight of the bullets, and you
must make them collide with the enemy aircraft. If you are
shooting at a target from the side, you must lead the enemy
aircraft like leading a quail with a shotgun. You must also take
The bullets drop as they travel away from your guns. When you
are pulling g's (back stick), the bullets seem to fall below the
nose of your aircraft. In fact they are flying straight, but you
are moving your nose up away from the bullet stream. So if you
release back stick and let the enemy fly through the bullet
stream.
between his flight path and yours is small, there is little need
closer your bullets will not spread out so much. The bullet
density will be higher and more will hit the target. Air Warrior
will result in more damage per second. You will hear pilots
range.
rate. You will see that some aircraft have more ammo for some
guns than others. As guns run out of ammo, the lethality drops
might as well return to base for ammo after shooting 50% of your
ammo.
by Brooke
1.6.1 TAKEOFFS AND LANDINGS
much altitude from the bottom of one loop to the bottom of the
next.
fighting in AW. If you can't use the view keys as easily and
naturally as you would look around in real life, you WILL get
initial practice with view keys, do continuous loops over the top
the plane. You will look forward, then as you go into your loop,
look back until the building comes into view, then look back and
up, then up, then forward and up, then forward, etc. Do many
loops in a row. Then fly over the building and do a roll, again
left, then left and up, then up, then right and up, then right,
etc.).
2.0 CHAPTER 2
by Brooke
This chapter talks about using the radio, navigation, and using
the radar (which are useful in the regular arenas and vital in
in dogfights).
2.1 RADIO
The radio in Air-Warrior planes has 999 channels and one intercom
the normal channels, hit the "/" key, type your message, and then
hit the "`" key (the one under the tilde or "~" key), type your
channel 2 regardless of which channel you are tuned to, hit the
"'" key (apostrophe key), type your message, and then hit the
"Enter" key.
I'm trying to sneak my B-17 past the C's to cream C1. Wish me
landers.)
positions.
the same channel you are will be able to hear your messages.
own frequency.
channel 1 so that they can hear messages from and use "/" to send
vehicle.
apostrophe key and then the "Enter" key) three times in quick
*Brook:
*Brook:
*Brook:
help.
s from a2," and you would reply with "cc" to tell me that you now
understand that two B-land FW 190's are headed south from over
airfield A:2. Without the "cc," the message sender doesn't know
whether or not you saw the message he sent. You might have been
Press the "F10" key to turn on radar. You can zoom in and out on
the radar screen with the "[" and "]" keys.
When you pop on your radar, you will see a grid. North is always
at the top, and your plane is always in the center. The grid
(4, 7) and you fly into the sector east of that, you'd be in
on. To find out where you are, type "<Esc>w<Enter>" (i.e., where
am I?).
This lets you refer to positions in two ways. You might say "I'm
airfield A1. Or you might say "I'm in (6, 5) ne" -- i.e., the
craft, if both your aircraft and the other aircraft are within
yards from the enemy plane and both you and the enemy need to be
Using the radar screen, you can also tell how many friendly and
has colored counters for enemy and friendly planes, so you can
see where the action is, where friendly forces are outnumbered,
You can stay off radar screens by flying very low to the ground
are in a sector that shows only one enemy counter. Let's say you
are sure you'd spot an enemy on the radar if he were not below
200 ft. Now you know he's under 200 ft. In that case, he might
Knowing this, you can go down and look around for such an enemy,
just to make sure. Or, you can employ such tactics yourself when
planning out a bomb run on an enemy target.
more aircraft in the area. At one point, the limit was somewhere
computer programs are updated. At any rate, you can guess that
seen enemy and shoot down an unseen ally who was on its tail. To
historical scenarios), there are "bias modes." You can set your
bias so that, if you hit the limit, enemy planes are shown in
have preference. You don't have to mess with this much unless
An aircraft spins when one wing stalls and the other doesn't.
In Air Warrior, this happens when you stall while still holding
happens if you stall while in a steep bank and slide to the down
side.
just that LITTLE extra bit of g's to get on someone's tail, while
use your ailerons to level your wings and to keep them level, and
light goes out), center your rudder and commence a pull out. If
common mistakes I see in spin recovery are (1) not applying the
action soon enough and (2) not recognizing the direction of the
too long to apply correct action, the plane can get into a
turning fights. In this situation, the plane that has the best
low-speed turning performance has the edge. The pilot who can
wring the best turn rate out of his plane also has the edge. It
you want to do is to pull as far back on the stick as you can and
decrease in the reading on the g meter (as your wings lose lift
when they stall, resulting in your plane not pulling g's), and an
lift).
flashing), (2) if you notice the g's drop quickly from about 3
g's despite the fact that you haven't released back pressure on
the stick, or (3) if you notice that your turn rate as decreased
stick, enough so that the stall light goes out or starts flashing
again.
In a real fight, once you have the experience, you will find
deck). If your opponent can't do this, you have a very big edge
might out-turn him and then shoot him down. If he can't do this
Each plane wants the highest turn rate, and if you have enough
speed, that rate is limited by how many g's you can pull.
Here, you want to hold about 6 g's. Any more and you will black
out. If you do black out, your opponent can more easily maneuver
onto your tail and shoot you down (as you won't be pulling many
g's when you are blacked out). If you don't pull many g's
(trying to stay away from blacking out), your opponent can out
turn you. So, you want to keep an eye on the g meter and try to
g's.
you can without stalling. Fly close to the stall though, with
the stall light flashing and with the plane buffeting. Do many,
stall.
the spiral steep enough to keep your speed up to about 225 knots
or more. Pull a continuous 5.5-6 g's. You will black out if you
pull more than 6 g's for any length of time. Practice flying at
a stall. When you are stalled, roll the plane. That should
the loop (when you are fully inverted), pull back all the way on
the stick and roll the plane. You should get into a nasty spin.
(You can add some rudder if rolling alone doesn't do the trick
by Brooke
I suggest that you look through that appendix after reading this
(air-combat maneuvering).
more g's means more lift which means more induced drag. Induced
There are also times when you'd like to keep your speed or to
gain more speed. In that case, keep in mind that you don't want
to pull g's if you don't have to -- fewer g's means less drag.
So, when you are running away from an enemy, don't be ham fisted
of the planes in Air Warrior), drag on the wing (being below the
adds to the pitch moment, and so when flaps are deployed, the
plane will pitch nose-down, and you have to correct for it.
are flying low to the ground, be careful when you deploy flaps.
That nose-down pitch can be enough to nose you into the ground if
flaps at high speed in planes that weren't built for it. The
P-51 and P-38 have high-speed flaps, for example, but the bombers
and the C-47 definitely do not. You can get into severe trouble
if the flaps are deployed and you subsequently get to high speed.
The higher the speed, the greater the aerodynamic affects and the
greater the pitch moment. In some planes, the pitch moment can
be so great that you won't be able to keep the plane from nosing
down even with full elevator. These planes won't let you deploy
the flaps at high speed, but they will let you deploy the flaps
at lower speeds and then get up to a high speed (by deploying the
flaps at low speed and then diving, for example) where you will
stated that Air Warrior does not model the drastically increased
drag due to flow separation off the top of the wing as would
planes it is not always best to pull all the way into the buffet
induced drag. I hope that they add this extra bit of realism in
future versions.)
bring his guns to bear on you, and he will need more lead. A
large turn rate is good as that means you can change directions
smaller the slower it is flying, all the way down to near stall
speeds. (The same holds true for cars: you can turn more
airspeed until you reach a speed at which you can no longer pull
the turn rate decreases. So, turn rate and turn radius are
better the slower you go, down to about 200-250 knots (depending
on the airplane) -- slower than that, you trade off a worse turn
rate for a better turn radius. Managing turn rate and turn
aircraft is the sum of its kinetic energy (due to speed) and its
diving, both without losing total energy assuming that you don't
Overall then, you can trade energy freely between speed and
pulling g's (turning); and you can gain energy back by letting
Let's say that you are flying rapidly along and want to do a 180
degree turn quickly. What's a good method? You could just crank
your plane into a hard, flat turn. In that case, you would have
have had a poor turn radius and turn rate because at least the
start of your turn was entered at high speed. Instead, you could
lower, and you can turn rapidly and tightly. Then, once you have
turned, you can dive back down to your original altitude, and you
will have more speed than you did at the end of the flat turn.
3.2 GUNNERY
target you need to aim) if you have the range set right and
assuming that you and the enemy continue to turn at the same
rate. You put the lead-computing sight on the target and try to
hold it on the target -- that shows you the right amount of lead
Many pilots prefer to aim by looking at the tracers alone and not
and at ranges shorter than that, you can aim easily enough
than that, I pay more attention to the tracers and mostly ignore
In Air Warrior, the tracers travel the same path as the non-
where you see the tracers go. Yet sometimes in Air Warrior, it
looks like you should have hit an enemy and yet you will see no
these problems are infrequent and not severe -- but tell the
Also sometimes you might find yourself taking hits when it looks
like an enemy plane is too far behind you to hit you. The planes
you see are typically delayed about one second from where they
in a second. So, if you and your pursuer are going 300 knots,
the actual distance to the pursuer is about 175 yards less than
350 yards less, and so on. Generally, you aren't safe from
taking hits until the enemy is more than about 1500-1600 yards
climbs, dives, and regular turns and to high and low yo yo's
(which I'll discuss soon), and you have a basic set of air-combat
air-combat vocabulary.
portion of the paper plate and fold it so that one part sticks up
into the air at an angle, you have the type of flight path you'd
take during a high yo yo. For a high yo yo, you go into the turn
as usual, then pull back more on the stick so that the plane goes
into a climb, then roll into the turn much more steeply (perhaps
continuing to pull back on the stick so that you dive back down,
then rolling back to a more shallow bank to pull out of the dive
Now, what use are these maneuvers, anyway? Once you master the
aerial opponents? This is the meat of ACM, and we'll cover a bit
depends upon how many friends and enemies are around, what types
of planes are around, what type of plane you are in, the energy
ACM). Let's talk about styles -- there are three basic styles:
use angles style. I studied energy style under master Ling Cho.
Prepare to die.")
your enemy, hoping to shoot him down early, before all of your
energy is used up. It's the most common style in Air Warrior as
A lead turn is a turn done so that you get within firing range of
an enemy and have enough lead so that you can get the shot --
like cutting him off at the pass. You are going for the best
being very careful on how you spend your energy, trying to trick
your enemy into wasting more energy than you do. You pull g's
your energy (such as by pulling few g's or pulling g's only when
you are slow). If you are successful in holding onto more energy
than does your enemy, when you are at a clear energy advantage,
fighting because (until you spend your energy near the end on
saddling up, and you generally don't do that until you are fairly
(or really a lower energy state); you close on him at high speed
looks like someone can get into a B&Z position on you, you run
fighting).
I like angles fighting when I'm just horsing around, looking for
when I'm flying planes that don't turn well at low speed compared
to the opposition or when I want to see how many kills I can get
before dying.
enemy was flying straight and where the victorious pilot flew up
behind him without him noticing and shot him down, usually by
because there is radar and very good visibility, it's much harder
tail at all times, but it's easy to look back in Air Warrior --
you are fighting one enemy and if there's no one else around, you
you stop turning hard, perhaps in order to get a shot. Look back
Actually, just watching your tail isn't good enough. Before you
roll or a steep bank to the left and then to the right so that
you can look for enemies coming from underneath you. Then, once
you get into a fight, you need to watch your opponent as much as
important to learn to use the view keys so well that they are
and don't know where he's gone, look first behind you then check
So, assuming that you see the enemy coming, what do you do if he
gentle turn toward the enemy. That way, you don't waste your
energy in pulling high G's, and the enemy is now approaching you
from the front, making the closure speed higher and the
closing on your tail for a shot? A hard turn or hard loop is the
answer -- you have to get out of the way. (By hard, I'm talking
about pulling 5-6 g's or as many as you can manage.) I have three
First, if I don't think that the enemy has such a huge speed
plane. It's harder for an enemy to track you if you are turning
climb converts speed into altitude so that I don't just waste all
turn (usually very nose low in order to get quickly the speed
needed to pull some decent g's). It's hard for an enemy to get a
goal is for you to have him end up way underneath you. Then,
Because he was probably pulling very high G's at high speed and
because you might have been pulling only moderate G's, you might
have been able to eat into his initial energy advantage this way
miss the ground but he can't because his speed is too high. Yuk,
yuk, yuk.) Make sure you only do this if when the enemy has a lot
really wastes a lot of energy -- it's only good in the case where
Let's say you are the one who has done the pass on the enemy, and
you do? If the enemy doesn't turn hard enough or if your speed
is not that much greater than his, there are techniques you can
the enemy (now that your speed is lower), then spend the altitude
straight and you still are overshooting, you can climb up, flip
inverted, and then pull back down onto his tail (sort of like a
apply speed brakes (if you have them), or deploy flaps (if you
speed is very much greater than his, you can just pull up, get to
altitude, and come back for another pass (B&Z fighting). Or, you
By the way, how do you convert energy into a good angle assuming
the enemy get slow so that his turn rate is poor. Then you use
generate enough speed so that you can out-turn the enemy. If you
turns at 130 knots and 3 g's, you can go into a diving turn and
pull 4-6 g's for a little while (until your initial energy
energy on extra turning rate when you think that you are close
enough to the enemy's tail so that a burst of extra turning rate
your speed. You can also deploy flaps. Some planes allow you to
The disadvantage is that they will also drop your speed, so you
who does a high yo yo. I don't use flaps much unless I'm in
vector at the enemy and pull as many g's as you can until you
have enough lead for the shot ("point your lift vector at the
flight. Imagine an arrow drawn from your ass to the top of your
it looks zero steps ahead in order to figure out its move, but
g's as you can manage) to get your nose around onto the enemy for
follow him wherever he goes and are just trying to get enough
lead on him for a shot. This isn't such a horrible thing -- it's
simple; it's common among the newer pilots; and it's a natural
the enemy (and avoid the head-on shot with a jink, as discussed
speed into altitude. When I'm at about 150 knots, I pull back
high-G turn onto his tail (G's that he can't match if he is out
climb, pull into a hard Immelman right away -- don't wait for 150
knots. Another danger is that the enemy goes into a dive before
you merge, then pulls up hard, coming up under you for a belly
his belly. You want to get the right amount of lead on him so
that, as he flies past, you can fill his belly full of lead.
Some people do very steep high yo yo's at the merge (the "merge"
is when the two planes pass each other in close proximity). This
get out of it? How do you disengage (or, in the vernacular, "bug
out")? This is perhaps more tricky than winning the fight in the
helps a lot, as does having a plane that can withstand some hits
out. Here, you keep turning (so as not to present a good target)
and go very nose low. Soon, as you accelerate, you can pull 6
your bank, but keep pulling lots of g's, and keep increasing your
dive. Don't pull more than 6 g's, though, or you'll black out.
You will rapidly accelerate, and it will be hard for the enemy to
S). As you dive vertically, barrel roll your plane (which works
advantage on the enemy -- see Chapter 4 and Chapter 7), apply 2-3
out. This maneuver works best if you can start the split-S
portion when the enemy isn't right on your tail. The maneuver is
fight.
There are more suggestions in Chapter 7, but this is plenty for
book -- you will have to fight a lot in order to learn. The main
Get your plane up to 275 knots or more and try some 180 degree
turns at various g's. Does pulling max g's (i.e., the most you
extension and the vertical dive. For the zero-g extension, push
forward on the stick and maintain zero g's until you need to
start a pull out. You might need to maintain just a little above
zero g's in order to keep your oil pump happy -- some planes
can't take zero g's for too long. Aim for pulling out so that
you end up right on the deck. For the vertical dive, roll
inverted and pull max g's until you are vertical. Again, hold
the vertical dive as long as possible and aim for pulling out so
that you end up right on the deck. When you are on the deck,
would give you the most separation from an enemy, and which would
and try a max-g Immelman. Note the speed and altitude at the
top.
Then try one starting at the same speed and altitude as before,
but pull less g's. Note the speed and alt at the top, then do a
zero-g extension back down to the alt at which you completed the
max-g Immelman. How does your speed compare now with that at the
Finally, get up to the same starting speed and alt as before, and
the climb until the plane reaches about 150 knots, then pull over
an identical aircraft at the same speed and alt and if the fight
starts with a head-on pass? What do you think of pulling max g's
stall speed, then pulling back down into a vertical dive? Under
(P-40E or P-47D).
3.5.6 ENERGY FIGHTS
tactics only. If you can, have the enemy in the same type of
4.0 CHAPTER 4
4.1 OVERVIEW
by Brooke
planes and especially about the differences among them. With the
introduction of Air Warrior II, there are now two plane sets.
Air Warrior for Windows and the beta version of Air Warrior for
the Macintosh have available one set of aircraft, and Air Warrior
brief overview. (By the way, for those of you who like Twist's
mind for each type of plane are: turning performance, top speed,
climb rate, and roll rate, and to a lesser extent firepower and
durability. You don't have to know exact numbers for each plane,
but it helps immensely to know how the plane you are flying
Mustang? If you are in a Ki-84 Hayate, can you run away from a
you climb away from an F6F-3? If you are in a FW 190A-3, can you
out-scissor a Yak 9D? These are the types of decisions you will
planes with 100% fuel loaded, at sea level, and with WEP on. The
sea level, that is generally good enough for normal arena play
the changes with altitude. You will aquire a feel for that,
There are two sections below because there are some differences
IX, Spitfire Mk. Vb, Spitfire Mk. Ia, Hurricane IIb, and
LA-5FN.
sustained rates are even; the F6F-3 turns about as well as the
Ki-84 and a little better than the N1K1-J; and the P-40E seems to
not below the last three in the list (which climb very poorly at
all altitudes).
+- 0.5 seconds): FW 190A-3, A-4, A-8, and D-9 (3.5), A6M5 (3.5),
F4U-1D (4), Spit Ia, Vb, and IX (4), N1K1 (4), Ki-84 (4.5), Bf
109E-3 and F-4 (4.5), Yak 9D (4.5), LA-5FN (5), Bf 109G-2 and K-4
(5.5), Hurri I and IIb (5.5), F6F-3 (6), P-47D (6), P-38J (6),
(4.5), F4U-1D (5.5), P-38J (6), Ki-84 (7.5), N1K1-J (7.5), F6F-3
(8), P-47D (8.5), Spit Ia, Vb, and IX (8.5), Bf 109E-3 and F-4
100C-4 (13).
(all about 4.0), Bf 109's (all about 3.8, although the K-4
(all about 3.2), A6M5 (2.4). The following planes will suffer
Spitfires will rip their wings off if you go faster than about
480 knots.
(?), {Me 110C-4 (?), Spit Vb (?), Bf 109E-3 (?), Spit IX (8000)},
P-38J (6000), Hurri IIb (?), P-47D (5800), {Spit Ia, Hurri I
F4F-3 (?).
typical pilots are the Ki-84, NIK1-J, F6F-3, and P-38J (and the
are not as good at angles fighting as the A6M5, but they are
faster and can use energy and B&Z tactics against it. In the
the Bf 109F-4.
Zero, Ki-84 Hayate, and N1K1 Shiden. From Russia: Yak 9D.
max. sustained rates are close; the F6F-3 turns about as well as
the Ki-84; and the N1K1 turns a little worse than the F6F-3.
A6M5a (254).
Yak 9D, and to a lesser extent the Ki-84), so this order changes
(3.5), N1K1 (4), Ki-84 (4), Bf 109F-4 (4), Yak 9D (4), F6F-3
(6), P-38J (6.5), Ki-84 (6.5), N1K1 (6.5), F6F-3 (7.5), P-47D
planes will suffer wing failure if you pull too many g's at very
high speeds: N1K1, Ki-84, Spitfire IX, Yak 9D, and A6M5a. The
Spit IX doesn't have problems until you are over 480 knots;
off.
pilots are the Ki-84, NIK1-J, and F6F-3. They work well for a
are not as good at angles fighting as the A6M5, but they are
faster and can use energy and B&Z tactics against it. In the
IX and Bf 109F-4.
by Brooke
main fighter. The Hellcat, with its Pratt and Whitney Double
the Hellcat was widely used until the end of the war, where it
machine guns.
In Air Warrior, the F6F-3 is not best at any one thing -- but it
(which tells you how slow the Wildcat was) -- so you can't often
better than every plane except the A6M5, and it can outrun,
outclimb, and outgun the A6M5. The Ki-84 can rival the F6F-3 at
is more popular. The P-38J also turns well at low speeds, but it
190 A series or N1K1, perhaps) before going down. Also, you need
in a high-speed dive.
The F6F-3's lethality is mediocre for the same reasons that the
The F6F-3 doesn't have maneuvering flaps (as do the P-51D and
you can sometimes use the speed brake to out-turn him. The
Ki-84, not being as rugged, must worry about tearing off wings
by Twist
survive its way into the second World War. (In the period before
operations. Pilots had problems with the long nose giving poor
with the plane throughout it's history -- the huge R2800 engine
would quickly flip on its back and plow into the turf.
All of the problems aside from the torque were dealt with in
short order, but the Navy was still wary of the plane and didn't
were very happy with it, and it became standard fare for their
[The F4U-1D had a top true airspeed of 361 knots at 24,000 ft.]
faster, had twice the horsepower, could climb much better, was
much better armored, and featured the by then staple American gun
The Corsair was such a solid design that it was used well after
the war into the 1950's in a variety of roles. For a plane type
P-47, it could have easily filled any of the roles they were used
Strengths:
Lethality -- Good lethality, and like the F6F, huge ammo supply.
Pacific.
fighter.
Climb -- Excellent climb rates that only an F6F [and N1K1] can
match, but the F4U is faster than the F6F at any given climb
rate.
Weaknesses:
course Zero.
loads don't help them much. Might as well take 50% or more if
may seem a little deceptive, since the F4U has two strengths the
FW does not: it can turn passably well [compared to the FW], and
environment filled with such turn wonders as the Zeke and the
killed more often than not, since it can't tangle with these
(notably the F6F [and the N1K1]) which can climb much like the
What makes the F4U like the FW is (a) speed and (b) roll rate.
These two components combined are all you need to go on
take your shot, and climb back out again quickly. Remember to
keep your e-state [energy state] high however, as Ki's and P-51's
This is not to say you can't ever use the turn ability of the
e-advantage over him, [other than the N1K1] the F4U is the king
of the spiral climb in the Pacific. Even F6F's can be had with
high altitudes; above 26K you can not only out turn the likes of
a Ki using flaps, but you can also out RUN them. P51s are fun to
haven't flown it that high. [Watch out for the N1K1, too.]
Regardless of the fact I despise the Pacific arena in AW, the F4U
by Twist
Lockheed came up with a plane that was totally unique for the
fighters.
Had the P-38 been focused on early and more exclusively by the US
fighter of the war. The test models of the P-38 made more
"firsts" than any other plane type; in paper and in the air, it
P-38's in the 8th Army Air Force was accidentally shot down over
it was the only fighter with range to fly into Germany and back,
required both new fighters and retro fittings for older units at
At just about exactly the time the P-38 had started into its true
service by the 8th AAF in Europe and supplanted by the P-51 with
Merlin engines. It was still used in the Pacific afterwards and
was in fact in great demand there, much more so than it's P-51 or
height, and carry much more payload than any other fighter. [The
P-38J had a top true speed of 363 knots at 32,000 ft. Armament
Strengths:
Weaknesses:
with airbrakes, but that means lost speed and energy. In turns,
it can manage itself well PROVIDING it has some alt to work with.
Climb -- [In Air Warrior for Windows and Mac,] Similar to the
has to make concessions to the way bullet hits are computed, and
(takes too long to climb out and come back). It's the best of
But a lot of the things the Lightning was designed for don't come
For instance, as mentioned above, the P-38 has the greatest hit
One thing does come through well: the P-38 is the best
by Brooke
I love the P-51D Mustang. When I was a kid, I read about the
exploits of American aces who flew this sleek, beautiful plane.
I still think it's one of the most beautiful airplanes ever made.
than the P-40 and got the go ahead.) The first P-51 was -- from
but some bright guy had the idea that the P-51 would be a hell of
takeoff. Eventually, a Merlin was slapped in, and the result was
were also the ones who gave it the name "Mustang.") The
had a very long range (long enough to escort bombers all the way
from England to Germany and back), and was very, very fast (one
of the fastest WWII fighters). The P-51D had a top true airspeed
of 373 knots at 24,000 ft.
and can go faster than most other prop planes before hitting
explosive cannon rounds (which the P-51D doesn't have) but does
stays high almost all the way to the end of the ammo load (unlike
The P-51D does not turn well at low speeds. At near stall
the P-47D and FW 190's being notable exceptions. Unless you are
get sucked into a low-speed fight. And against the FW 190's, you
As for time aloft, the P-51D with 100% fuel can stay aloft longer
than any other fighter in the game except perhaps the A6M5. For
arena fighting, you generally won't need 100% fuel. Take only as
much fuel as you typically use (plus some safety margin) -- the
more fuel you load, the heavier your plane, and the more poorly
it will turn and climb. 30-40% fuel is probably more than enough
for most arena play (where staying in one plane for more than an
altitude, roll response, and speed are much more important than
much more tricky plane to use. You can outrun everything that
trouble.
and finesse. The key is, if you are fighting a plane that turns
better at low speed, disengage before you get too slow in the
fight. If you have misjudged that point and are already slow by
dive out if you can, barrel rolling and jinking on the way down.
take a hit or two as you outrun your opponent. The earlier you
can get some good shots at your tail unless you are very
desperate. The FW 190's and perhaps N1K1's can kill you with one
good burst. Be wary of Spitfires and F4U-1D's. Both of them
are fast planes that handle well at high speed but that can
out-turn you at low speed. Because they are fast, they are more
difficult to disengage from. The Ki-84 and N1K1 are even more
at some altitudes and yet can turn extremely well at low speed.
Fortunately, the Ki-84 and N1K1 do not roll well at high speed,
are not very sturdy (and can rip their wings off coming out of
good altitude cushion for diving out. N1K1's can out climb the
deployed at high speed. Fortunately, the P-51D can out roll the
The following two maneuvers are not the safest of maneuvers, and
I rarely use them; but I thought I'd mention them anyway. If you
crank your P-51D into a 6-g loop and see if your opponent rips
ripping their wings off -- American and German fighters are not.)
speed. Do not try this against planes with speed brakes or the
enough to the ground and at a high enough speed so that you, with
does not bleed off speed well and that has no significant ability
airplane, but it's a good maneuver to try when you are at low
In the arena, the P-51D is a good plane for B&Z fighting and,
because of its sleek shape and ability to hold onto its energy,
P-47D's, you can fly however you like, using angles tactics if
you so choose. Against other planes, you will need to use B&Z
whatever energy advantage you have and then disengage if you lose
that energy advantage. When you have mastered the P-51D, you
will know it, as you will get kills and then get yelled at on the
by Brooke
called the "Juggernaut" and the "Jug") was a huge plane yet,
were rugged, but the Thunderbolt was probably the most rugged.
engines and after having flown through trees, not to mention with
The Thunderbolt was our main US fighter used against the Germans
until well into the war. Eventually, most air combat duty was
Thunderbolt) and the plane first used for ground attack (the
In Air Warrior, the P-47D makes a good scenario plane but a poor
speeds, bleeds off speed quickly during hard maneuvering, and can
barely get out of its own way at speeds under 225 knots. You are
the other things -- and the P-47D is good at most of the other
You can climb a P-47D to 40,000 feet or more, which most planes
maneuvers is a problem because you don't get all that many B&Z
passes before you have to move off for more altitude. Also, the
P-47D has a short firing duration, for while it has a large ammo
good lethality; and the P-47D is the most rugged fighter in the
going down.
In conclusion, for arena play, the P-47D is harder to be
shots -- and that's what the Thunderbolt was made for, after all.
by Brooke
Corporation and was the main naval fighter for the US until its
decendent the Hellcat came along. Its main opponent was the
Zero, and like the other early-war US fighters, the P-40 and
speeds.
by Brooke
December, 1994, and was used in all theaters of WWII on the side
of the US and by the allies of the US. More than 15,000 of these
aircraft were built during WWII. The P-40 (up to and including
Merlin engine and a top true airspeed of 320 knots at 20,000 ft.,
which was faster than the A6M5. The P-40E and later models had
The P-40 is most famous for its role as the primary fighter of
the volunteers who flew for the Flying Tigers and who fought
higher altitude, and which was more maneuverable. The P-40 was,
however, faster in a dive and more sturdy; and the P-40F was
think if, like me, you've heard a lot about how it wasn't as good
a plane as the Zero. The top true airspeed of the P-40E in Air
Warrior is the same as that quoted above for the P-40F. The
speeds in dives.
by Chick
in Europe.
The version we use in Air Warrior is the MK IX. This plane has
It can out turn all of the other fighters except the Zero and
[Actually, the Spitfire, the Hellcat, and the Ki-84 are all close
in low-speed sustained turning and all are better than the P-38
and worse than the Zero, but the P-38 can generate a large
Air Warrior II, there are also some planes that turn very well at
good. It dives well, but wings can be ripped off. The Spit has
very light. [The Spit IX had two 50-caliber machine guns and two
you start to lose full controls. The Spit will only take a few
hits, so it is not a plane you can afford to give up hits in.
The flaps on the Spit are 3-position: off, half, and full.
Now that you think the Spit is the best plane in Europe, you jump
in and take off, see an enemy, and pull guns on him. I know that
the blackout is not that long, but it seems you could go get a
drink by the time you can see again. How do you fly this thing?
Well, the secret is the throttle. You have to control your speed
energy well? In other chapters, you will read about energy and
turn radius, but let us think about this: if you were in a car
agree that you could. The Spit holds energy so well that it does
not slow down in the hard turns, forcing the pilot to pull more
a turn with an enemy, and his plane loses energy faster than the
cut inside his turn to get a lead shot (shoot in front) on him.
CUT THE THROTTLE. At 150 indicated air speed and pulling 5 g's,
the Spit will out turn everything in the ETO, with the possible
However there is this: keep the enemy in your up front view and
always pull up into him. I recommend that the new pilot practice
off line flying at just under 150 IAS. Keep the stall light
turns, getting into 180 degree turns. Drop the flaps one notch;
now fly at 75 IAS. Next start looping -- the Spit can loop at
150 IAS all day long. Use the first notch of flaps to help you
get over the top of the loop. You should be able to do several
loops without losing altitude, all at 150 IAS. Now that you have
flight, the next important thing to remember is: keep the fight
of the plane, so do not take more than you need. The Spit only
You have to exploit the strengths of your plane and the weakness
by Brooke
Armament consisted of four .303 inch caliber machine guns and two
In Air Warrior, it's like the Spit IX with less HP and little
lower top speed, lower climb rate, and lower low-speed turn rate.
4.11 THE SPITFIRE MK IA
by Brooke
In Air Warrior, it's like the Spit Vb with less HP and little
lower top speed, lower climb rate, and lower low-speed turn rate.
by Brooke
produced 15,000 of the aircraft (of all models) during the course
guns, four in each wing. It had a top true airspeed of 276 knots
at 18,000 ft., slower than the Spitfire Mk Ia and Mk Vb, but the
by Brooke
The Hurricane IIb was bit better at altitude and had better
faster on the deck than the IIb. Top true airpseed was 277 knots
at 20,000 ft.
by Twist
The FW 190 is much less recognized than the Bf 109, the fighter
Germany well and in many ways was a better plane than the more
fighter/interceptor to fighter/bomber.
armed than any comparable allied plane. [Top true airspeed for
Speed -- Top-end speed second only to the P-51 [in the European
Tough -- The FW can not only deal it out, but also can take
substantial punishment.
Weaknesses:
Field: Due to it's mediocre climb and poor turning ability, the
Taking 30% will get you several sectors to a fight and back, but
climb to alt, fly for long periods picking fights, and bring you
home.
combat. Simply put, it doesn't turn well, and most sim pilots --
FW are suicide. But there are plenty of ways using it's speed
-- and with the gun set it has, even the briefest guns solution
can be deadly.
tactics.
when alone.
Remember that the purpose of this rule set is to get you familiar
with the attack style and the plane, and after you are, it's very
faster than you is probably even more dangerous than a co-alt but
much-slower enemy -- because you might ignore the lower one out
of hand.
by Brooke
not perform well at high altitudes. The intent with the D series
different engine. The engine chosen for the D-9 was Jumo 213
concern for P-51 pilots. This plane first entered service in the
two 20 mm cannon.
by Brooke
This was one of the early variants of the FW 190A line, appearing
exellent traits of the A-8 model but has a lower top speed and a
by Brooke
This version of the FW 190 was the same as the A-3 but with a
thus higher top speed and climb rate) with WEP. The A-3 first
appeared in the spring of 1942 and, as with the A-3, was
by Twist
The Bf 109 was, along with the FW 190, one of the two backbone
fighters of the Luftwaffe for the Second World War. Early on,
however, it was entirely Bf 109's that took to the skies for the
used quite well in the Spanish Civil War, and the German pilots
Of all the planes in WWII, the Bf 109 probably has the most
interesting history; flown well before the War, it lasted all the
a solid design, but by the end of the war, the technology in the
20 mm cannon.]
Strengths:
set and can achieve some real nosebleed alts, particularly useful
in scenarios.
offers a difficult target due to its small wing span and quick
roll ability.
Weaknesses:
ammo duration.
Fuel -- 7-11 sells Big Gulps with better capacity than the Bf
problem.
Speed -- Unfortunately the Bf 109F-4 is just a little shy in this
area. Spit IX's will out accelerate or level speed it, and
completely tanked up, they can also take off from a rear field
which means 60% for just average sorties, and 100% if you think
Bombs: 1 bomb.
probably the best all around fighter of the entire line, and it
was a fairly early production. The core of the problem with this
later design and, lets face it, a much better plane. If AW were
war was fought, which in some ways is just as well (in the real
Many players take the Bf 109F-4 up just to make a point about not
taking the Spitfire IX. The important thing to note about this
with a decent speed, hook the other fighter into following, pull
what looks like a yo-yo into a hard zoom at an angle, and just at
the point of stalling roll over, drop flaps and come down on top
of the opponent. This works great unless the Spit behind you is
That is, in turn fights, it tends to black you out less, and it
get used to the high instantaneous turn rate of the Spit or P-38J
most circumstances.
4.19 THE BF 109K-4
by Brooke
by Brooke
The G-series Bf 109's were designed for more speed and better
machine guns and one 20 mm cannon. Top true airspeed was 329
by Brooke
lower horsepower and higher drag than the Bf 109F-4 and thus a
lower top speed and climb rate and slightly lower maximum
by Brooke
mm cannon and four 7.9 mm machine guns for forward firing and one
also has relatively poor roll performance, but it does turn quite
well, has very good lethality, and a large ammo supply. Unlike
compressibility.
by Specter
The Ki-84 is one of the best stall fighters in the game, has very
platform.
When you observe high-speed buffeting, you must ease off the
fail to heed this very sound advice, you and your wings will part
company.
by Brooke
called the "Zeke" by US forces) was one of the oldest designs for
a fighter plane still in use at the end of WWII. The A6M2 Zero
fighter first used in combat in 1940, and except for increased
for both the Army and Navy. While by the war's end, the Zero's
effective for its time. The A6M5 had a radial air-cooled engine
machine guns and two 20 mm cannon. Top true airspeed for the
better, flew higher, and flew much, much farther than the
fighters it fought against (like the early P-40 Warhawks, the F4F
Wildcat, and the P-39 Airacobra), which gave the Japanese a large
the Thunderbolt, all of which fought against the Zero. They flew
faster, flew higher, climbed faster, had more firepower, and were
more sturdy than the Zero (which had no armor and no self-sealing
fuel tanks), but the Zero was still by far the most maneuverable
in a close-in fight.
has a low top speed when flying level. It has an excellent time
aloft, so you won't need 100% fuel. Even 40% is probably more
mediocre lethality (as its cannon and machine guns did not have
very high rates of fire) and low ammo load; it climbs poorly; and
you must know how to avoid B&Z attacks (1) as no other plane
tight angles fight and (2) as you are a sitting duck for any
plane with altitude on you (they all can catch you). You must
avoid the B&Z while trying to draw the enemy into an angles
fight. A good B&Z attacker will cause you a lot of trouble and
will not get slow around you, but some careless people will, and
you give them a little view of the tail of your plane while you
follow, you can tighten the turn beyond what they will be able to
follow -- keep looking back.
until the enemy gets sucked into a low-speed fight. Keep in mind
that the A6M5 holds its energy very well and turns so well that
enemy, you can pull some gentle turns that don't waste as much
energy yet that are still very tight compared to what the enemy
plane can do. That keeps your speed up and your energy up, and
catch an enemy and get him to turn hard, he will usually be yours
-- get very sluggish at high speeds, say, over about 300 knots.
Watch out for following a plane that can slow down quickly and
of it. The A6M5 is a fragile plane, and you can rip the wings
a dime, and gets out of a spin with just a tap of the rudder.
dives. Just be careful not to rip the wings off, and avoid
taking hits at all costs because the A6M5 is one of the most
also quite fun to dive into a furball with an A6M5 and to mix it
up, killing one hapless low-speed enemy after another, until you
finally are shot down (which is the typical fate, because you
by Brooke
the N1K1 was the float-plane version while N1K2-J was the Shiden,
but I'll use N1K1-J as that's what Air Warrior uses.) It was a
and a top true airspeed of over 350 knots at 20,000 ft. Its
the Shiden.
the fastest planes in the game -- faster than the F4U-1D Corsair
the speedy P-51D. It turns well at low speeds (about the same as
duration (being able to fire its guns for as long as the F6F-3
indeed. The only traits that are mediocre for the N1K1-J are
roll rate and sturdiness (it does suffer wing failure if you pull
popular as the Ki-84 due mainly to the fact that it isn't quite
climb rate than the Ki-84 and in fact than almost every other
by Specter
The fuel load is also anemic. This plane is perfect for the
performs very well at speeds under 350 kts. The controls get a
bit stiff at around 350 kts. The Yak 9D will sustain a climb
to write home about. [Top true airspeed was 311 knots at 18,000
cannon.]
This aircraft will not lend itself to prolonged B&Z passes, as
the Spit) that will out turn you in the short term. [In Air
Warrior II, there are some other planes that turn well at low
flaps is all you have, which is helpful when you are almost in
energy. If you don't get the kill soon after dropping them,
is deadly.
by Brooke
well and seems to turn well at low speed. Top true airspeed was
by Brooke
4.28.1 DIVES
adjust your climb so that you are climbing at 150 knots. When
you reach 12k, roll inverted and pull into a vertical dive. Time
how long it takes (starting from being inverted) for the plane to
get to 350 knots. Do the same test for the P-51D. Which plane
knots. When you reach 4k ft., dive vertically and pull out on
the deck. See how fast you are going on the deck. Do this test
Take up a Spitfire IX. Get to 5000 ft. alt. Get up to speed and
then dive enough so that you are going more than 300 knots.
Level off, and let your speed decrease to 300 knots. Now do a 6
g turn for 180 degrees (i.e., half a full circle). Note you
Which plane holds onto energy better? Do the same for a 360
turn on WEP, and go into a 45-60 degree dive. When your speed is
Use full throttle, and begin turning as hard as you can, staying
turn. Now pick out a terrain feature that you can recognize
stopwatch when your nose passes it. Let your nose pass it two
more times, and on the third time, stop your stopwatch. Now you
one way and then the other. Note how quickly the plane rolls.
Do the same with a P-38J. Do the same with one or two other
5.0 CHAPTER 5
by Brooke
your bomber and then dropping bombs. The most difficult part of
have to anticipate where the bombs will hit, a task with which
sector width).
will lay down a line of craters, and you want that line to do as
carrier, you want your string of craters to run down the middle
lower altitudes), turn toward your target and line up your flight
path.
and use the bombsight to fine tune your line up. You can zoom
the view in and out to get as much detail as possible and still
the stick -- it skids me left or right until I'm lined up. Keep
the center of your target, you will have to swing the nose of the
plane past the target, fly for a little while, then swing it back
open the bay doors -- don't forget to open the bay doors.
If you are having trouble lining up, give yourself more than 1/2
essential in level bombing. The better you are at it, the closer
to the target you can go before starting your line up. The point
at which you turn toward the target is called the "initial point"
or "IP."
As you get closer to the target, zoom in the bombsight view. For
runways and large ships, you want to drop your bombs just after
the crosshairs cross onto the object. Remember that you have two
and save one for another target (which is useful when you are
you can drop both (which is useful for runways, carriers, and
other large ships -- you drop one stick, wait a second, then drop
After your bombs are away, it's time to close the bay doors and
head for the second target (if you only dropped one stick), head
Sometimes, you might want to slow down before dropping your bombs
5.2 DIVE-BOMBING
know whether or not you are over the target, you can use radar to
sight when before you are too close to the target -- I like to do
this about 1/2 a sector from target. As you get close, you can
fly to one side of the target and occasionally dip your wing and
look out the side of your plane to see the target. When you are
over the target, roll inverted, chop throttle, and pull down so
that your sights are on the target. Adjust your flight path so
pulling many g's at all when you drop your bombs -- the key is in
lining up well during the vertical (or very steep) dive. After
gunsight.
gunsight is "<Esc>sg<Enter>".
enemy is chasing you. At full throttle, you don't have much time
at very low altitude (200 ft.). You need to fly fast enough so
you generally have to be going about 300 knots or more. Once the
even higher, as you can stand even 8 g's for a brief time)
steeply climbing turn. You have to get your plane 500 ft. away
off your bomb right as the crosshairs touch the target, and you
don't need to line up, but you do have to lay the troops down
within about 1500 yards of the airfield. You have to open the
doors (the same command as arming bombs and opening bay doors in
Some people set keyboard macros so that they have only to hit one
key to do it.
One thing to keep in mind is that the paratroopers won't jump out
you approach the airfield down low, say at less than 200 ft., you
have to pull up to above 500 ft. before you start kicking the
until after you have destroyed the target. You want to get to
There are several ways work toward this. (1) You can fly at
ft., but might be 30k ft. these days now that Air Warrior is less
away from the hot spots. You can tell by looking at the counters
on which sectors are clear. (3) You can pick a target that is
out of the way. (4) You can fly under radar. This one is most
pop up to over 500 ft. before the target, or you will get caught
in your bomb blast. (5) You can have an escort that will attack
any enemies that come for you. (6) You can have your fellow
countrymen clear out a path for you (sort of like an escort but
coordination and manpower. Sometimes you can get the same effect
clear" message from fellow countrymen. Then you can head toward
and with gunners you can give fighters a very hard time, but
regardless it's best to call for help on the radio early on. Say
what you're flying, where you are (both location and altitude),
As for evasive maneuvers, by far the best -- the most tried and
you are going fast, chop your throttle and do the hard nose-low
turn. Hold about 5 g's -- keep in mind that all bombers suffer
wing failure at more than 6 g's. Don't rip your wings off -- be
careful of your g's. If you aren't going more than about 200-225
knots, keep full throttle in the turn. You want to start turning
when the enemy is 2000-2500 yards from you, and you want to keep
the nose of your bomber well below the horizon during the turn
(unless you are at low altitude and would thereby crash). Doing
this for each pass an enemy makes on you will usually buy you
some time. Hopefully some help will arrive or your gunner will
The enemy might crash while trying for the shot, not noticing
just how low you are. Or you might try turning toward the enemy
Being evasive at a very low altitude has saved me more times than
I remember.
fighters, there are several techniques that seem to work best for
You need to know the target and the bomber's flight path. Then
you fly along it (with as many allies as you can muster) and
clear the area out of enemy planes. If that isn't possible, then
you should either fly above the bomber (going after any plane
behind the bomber (going after any plane that closes on the rear
are some of the things that you can do. (Keep in mind that the
following information.)
If you want to take away the anti-aircraft cover some enemies are
ack batteries (the little dots that show up on the ground as you
get close and that then shoot at you). It usually takes one bomb
to destroy an ack. You can also kill them with gunfire, but the
acks are sometimes quite difficult to kill that way. They can be
tough.
few other things. First, you can bomb fuel tanks (the clustered,
from the field (except for the Bf 109's, which can run on
tank, but an exploding fuel tank can damage the tanks next to it,
so with practice and skill you can take out more than one fuel
tank for every two bombs. Once fuel tanks are damaged, nearby
oil refineries (and depots in Air Warrior II) send trucks or
planes to resupply the field with high-octane fuel; but the field
might get shot up on the way there, eh?). Second, you can bomb
the ammo dumps (the small, solitary buildings). That reduces the
ammo dump. Like with the fuel, once a field's ammo dumps are
send out trucks or planes to resupply the field. Third, you can
Air Warrior II) send out trucks or planes to resupply the field.
target can get out a resupply convoy before you get around to
Spitfires or FW 190's).
So, now that you know what you want to destroy, how do you find
it? To get a map of an area, you can use the map available when
you click on the "choose an airfield" button before you take off.
That brings up a map that you can look around on (using the
that are not shown on the map, giving people some targets that
airfield. Make sure that you can line up correctly so that you
are flying right down the center of the runway on your pass.
5.7.2 DIVE-BOMBING
or, if the version of the software you have has no ack batteries
simulated dive bombing runs (i.e, no bombs, but you can still use
the dive bombing sight and go through all of the motions). Try
until you think you have them down. You can also try other
nose-low turns. When you get to low altitude, go down to 100 ft.
6.0 CHAPTER 6
by Brooke
not to piss people off too much -- or, looked at from another
Warrior for Windows and the Mac, one needs to destroy the control
tower (the tallest building) and all ack and then drop a C-47's
In Air Warrior II, you need to destroy the airfield first (see
(eight) on it. You won't be able to use the field after capture
Corsair. In that plane, you should use full flaps for takeoff,
WEP (war-emergency power), and don't raise the tail of the plane
during your takeoff run -- keep it down so that the nose of your
right on the edge of stalling. Raise the gear after you are
airspeed. If you can take a fully loaded Corsair off a CV, you
Landing is even more challenging. You need land within the white
landing in general.
you hit the stripes. I've used this on occasion to land while
6.3 VEHICLES
take off. Tanks are difficult to kill except with other tanks.
Vehicles aren't all that complicated. To use one, you start the
Then you use the "a," "s," and "d" keys to shift -- "d" upshifts,
"s" puts the vehicle in neutral, and "a" downshifts. You steer
stick only. In others, you need to use the "a" key to rotate a
the gun, and "c" to decline the gun -- then you use the stick for
get bombed and if your vehicle is nearby, you will get blown up.
If you can manage to have a driver and a gunner, you can keep the
vehicle moving and shooting at the same time, and it is thus much
positions. From there, you can fire on any plane that is coming
up from behind for a shot on the bomber. Also, if you are flying
the A-26), you can have fun in dogfights hitting fighters that
(to jump to the lower turret or, in the B-17, to the left waist
gun), etc. Not all planes have all positions, so sometimes you
the "a" (left), "d" (right), "e" (up), and "c" (down) keys to
swivel the gun, just like in vehicles. Check this out right
after you take off so that you know how to move the gun once you
the pilot -- on the intercom (the "`" key), let him know what's
6.5 ETIQUETTE
there are some things that you can do in Air Warrior that will
not so that you won't piss people off (that's your choice to
and some people like being thusly considered. So, with the
reasons out of the way, what are the big gaffs one can make in
Air Warrior?
During a battle, bailing out of a plane that can still fight.
still stay in the fight, diving for speed when needed, possibly
going for a forced landing while under attack when completely out
won't qualify you as (too much of) a sissy. Bailing out is even
is still chasing you (whether or not he has yet caught you), you
One of the most loathsome acts in Air Warrior is to run away from
airfields. Why not? Isn't this war? Yes, but with such odds,
eager to bomb that you don't mind that there isn't enough
takes off. If it's only 1-on-1 with no one else around -- let
the guy get at least a little altitude and airspeed before you
so that he and the enemy engage at the same altitude and similar
Let him know on the radio that you're giving him some time to do
so. He might say that he doesn't care and that you can come
deliver his certain doom, you should note to yourself how truly
manly and virile he is.
good position to deal with another enemy diving into the action
-- but you can be. You can also call out warnings that more
enemies are showing up, and you can engage a newly arriving enemy
1-on-1 while you are keeping watch, feel free to dive in; or if
one of your countrymen in the fight calls for help, you should
Corsair with 100% fuel and 2 bombs loaded (if your Air-Warrior
In Air Warrior for the Windows and the Mac, practice bombing the
ack and then the tower, all with one A-26 mission. If you can't
6.6.3 VEHICLES
Drive around all of the vehicles, seeing which ones you can roll
some fights. Get a feel for how careful you have to be in order
to keep from ripping the wings off of your A-26. (Remember that
the wings come off if you pull more than 6 g's.) If your program
Academy.
by Brooke
That's why, if you want to learn more about air combat, you
should read "the Bible" of ACM: FIGHTER COMBAT, by Shaw (see the
However, there are some maneuvers that don't work in Air Warrior
bullets don't hit the body of the plane, if they connect with the
plane's hit bubble, you score hits, and the enemy takes damage.
that would keep you away from a pursuer's gunfire if the pursuer
is just flying straight and level behind you. However, the hit
bubble might not be out of the line of fire, not unless you have
For example, you don't want to just slow down, trying to get an
well out of the way in addition to slowing down, he'll put some
7.2 FLAPS
by Kato
some slavering killer onto your six. You can't outrun him, and
untenable and if you must resort to flaps to save your bacon, the
bleeding-edge chandelle, and (2) you are pretty much a dead man
whatever you do; that is a fitting fate for the pilot who places
seconds of life before you get shot to doll rags and can be
executed in two basic ways. The first -- where you're going nose
perhaps get the enemy on your tail to black out trying to follow
overshoot your plane so you can either kill him or take advantage
flaps (and perhaps even your gear) will all help you in your
effort to turn hard and to stay slow even though you are pointed
may either overshoot you or break off, at which point you need to
trim for speed and run for as much separation as you can get.
get the nose of your plane below the horizon again. You must
time the "flapping" of your flaps with your plane's aspect to the
too much airspeed, lest you lose your ability to maneuver at all.
all, you must have correctly judged the enemy on your six to have
enemy in very close and are now attempting to stay out from in
stall and spin back toward earth while you climb away to safety.
Quite simply, flaps may increase your lift and lower your stall
flying and gunnery skills that this event will transpire forth
use flaps at the top of a combat loop, following the merge. The
hanging inverted at the top of a loop and being able to pull your
plane's nose back down below the horizon. When employed in this
manner, keep in mind that some planes -- most notably the F6F --
your flaps lowered. This can quickly lose a dogfight for you or,
structural integrity.
Some planes benefit more from use of flaps than others, and those
thumb which holds true for most planes with low wing loading is
at least 1/4 to 1/3 flaps. In planes with low wing loading and
by Brooke
are the situations I have in mind when I'm deciding how to use
flaps.
the enemy is closing on your tail. Maybe you don't even have
much altitude. Basically, you have blown the fight so far. Now
increase your turn rate (until your plane slows down) -- perhaps
enough to get you out of your enemy's sights for part of a turn
bring guns to bear on the enemy's plane. Here, you can drop a
you need to get the angle on the enemy, to bring your guns to
bear for the kill. It's better to get the kill without deploying
flaps (it's safer, since you don't waste any energy), but if you
feel that you are safe in dropping some flaps and if you are
pretty sure it will give you the angle you need for a good shot,
Getting the nose down at the top of a loop, top of a high yo yo,
high yo yo, or rolling scissors, if you are near stall speed and
if you want to get your nose down quickly (perhaps for a shot,
perhaps to keep from getting shot), you can drop flaps. This
increases your lift -- and your drag, but you don't care about
nose comes down -- and allows you to pull the nose down through
the top of the loop more quickly. You retract flaps once your
nose comes down, once you are diving and picking up speed.
roll. Some planes, like the P-38, P-51, and N1K1, can drop one
nose-low turn (i.e., a descending spiral), the fact that you are
diving allows you to keep your speed up. Then, if you have a
notch of flaps deployed, you can adjust your dive and thus your
speed so that you are generating a maximum turn rate for the
plane. For some planes, like the P-38, this nose-low turn with a
into a nose-low turn for extended periods of time.) You can also
speed down closer to the 225-250 knot range talked about in the
next paragraph.
scrubbing away speed on purpose means that you are lowering the
plane), lower speeds mean better turning rates AND better turning
radii. If your opponent has a lot more speed than you do, you
range while your opponent is well above that speed and still
Keeping your speed low, part 2. Let's say that you're in a plane
(like the P-51, P-38, or N1K1) that can drop a notch of flaps at
high speed (300 knots or more). Let's say that you are tooling
along at 300 knots, and you are in a fight with a plane that
can't deploy flaps or speed brakes at that speed. You can drop a
chopping throttle, and perhaps not even then) cannot follow your
maneuver. You might be able to loop around onto his tail and get
by Kato
rises, so does turn radius, which may give an enemy the ability
help you avoid unwanted airspeed. This, along with cunning use
by Brooke
Some planes can generate a huge turn rate under the appropriate
nose-low turning fight for this situation, you want full power
(and WEP if you have it) and a notch of flaps if you have them.
stall at 6 g's. You are flying two edges: the edge of blacking
out and the edge of the stall. You want to use high-speed flaps
(if your plane has them) because this edge of the flight envelope
So, you use this to generate a larger turn rate than your enemy
(so that you can come around on his tail and shoot him) and
(so that he has an even tougher time getting a shot on you). The
spiral with you, and then you will end up lower than he is, and
you can be in trouble. The best results are for tempting him
into it: do a turn or two flat with him gaining on you a little,
This maneuver is best used when the following conditions are met.
First, your plane turns better than the enemy plane at some speed
above stall speed. Second, your plane turns worse than the enemy
plane near stall speeds. In other words, you can out-turn him in
good way (if you can sucker the enemy into it) to eat up an
enemy's initial large energy advantage as, after the two of you
have done several revolutions, you will both be at about the same
energy.
altitude, right? -- and you will most likely run out before a
moments, and it's one of the few angles tactics you can use when
the enemy plane holds most of the cards. I think that energy
by Brooke
you are near the enemy, roll inverted and watch him in your
though, you will pull out of the split S as you are entering
range for a shot on his tail. If he didn't see you and hasn't
might have to forgo the shot altogether -- don't waste your ammo
climbing turn once you pass him (assuming that you are blowing by
him at high speed). If you don't have speed on him, you might
want to dive out and get some distance. Once you have your
by Brooke
This is a B&Z tactic. You dive vertically upon the enemy, firing
when you are within 500-600 yards. It will be difficult for the
enemy to evade well unless he has some speed, and this is mighty
fun when the enemy has a better dogfighting plane but no speed.
It's like doing a tap-dance on his head. After you pass him,
until you near stall speed, then pull over the top. Now fly over
the enemy again, and repeat the process until you run out of an
altitude advantage.
section.
by Brooke
There are two techniques that I like: going high and going low.
So, whenever the enemy is jockeying around above you, out of guns
that you can evade when he makes his pass. You should have
evasive when the enemy does his gunnery pass. Go back into your
You want to climb toward the enemy -- you want him to have to
some point, especially if your plane climbs better than his, you
will get to his altitude, and then you can press the fight
Going low involves going right to the deck. Do this when the
enemy's plane climbs better than yours or when you don't think
you can eat into his altitude advantage. Diving on someone when
angle) -- the enemy will have to dive down, level out, and
approach you levelly. After the enemy does his pass, turn gently
(not to waste energy) toward him so that his next pass will have
to be head-to-head (and you can jink to avoid). Try for 50 ft.
if you can -- that leaves the enemy with very little room for any
wastes a lot of energy in going after you while you are low and
if you judge that now you can eat into his altitude advantage,
7.8 JINKING
by Brooke
nose to nose), first you should veer gently away a bit, so that
your nose is not pointed right at the enemy. That generates some
angle so that you are harder to track. Second, as the enemy gets
lots of g's, or you will waste energy; and don't veer too far
the enemy at about 2000 yards. Then at 1000 yards, I turn gently
To avoid getting shot while you run away, you can do one of two
enemy plane (e.g., you are in a FW 190 and the enemy is in a Yak
9D, and both of you are going 300 knots), you can do barrel rolls
that you get out of the line of fire. If you don't have such a
few g's, roll to a new direction at random, pull a few g's, and
Pick new directions quickly -- don't hold your few g's until you
are turning away much from your intended flight path (namely,
roll while pulling some g's, or pushing g's. The whole point is
from the enemy. This will usually work only if your plane is
7.9 EXTENDING
by Brooke
energy advantage decreases, you might find that you'd like a bit
more separation so that you can move off to get more altitude or
If you are going quite fast compared to the enemy, you can simply
throw off the chance that the enemy can get a good shot as you go
by.
you extend, you might want to hold a dive as you pass him. In
the dive, you will pick up speed and distance more quickly.
Again, be turning gently in the dive, or, if you judged that you
needed a very steep dive, even a vertical dive, in order to get
the separation you need quickly enough, you can barrel roll or
One thing to keep in mind if you are diving away from an enemy,
forward slightly on the stick until your g-meter reads just more
drag), but your engine needs some g's to keep its oil pump happy.
in range of a shot.
by Brooke
The N1K1, Ki-84, Spitfires, Yak 9D, and A6M5 are all susceptible
wing failure above about 480 knots IAS, whether or not they are
speeds but at high g's (more than 6-8 g's). This generally is
not a problem. You just have to be careful of the 500 knot range
in the Spitfires; and for the other planes, since you usually
don't want to pull more than 6 g's anyway, you don't get into
top of the wing hits supersonic velocities. This can happen when
wings displace air, and air has to move more quickly than if it
didn't have to travel the longer path across the surface of the
wing. When the air over the surface hits Mach 1, strong shock
waves form that sweep back from the wing and interfere with the
enough altitude.
though he pulls all the way back on the stick, he is only pulling
3 g's or less. So, he keeps pulling and eventually gets the nose
effectiveness. If the stick is all the way back when the plane
immediately pulls much more than 6-8 g's. That's when the wings
If you are in compressibility, don't pull back more than what you
need to generate 2-3 g's or so. Pulling back more won't help
by Brooke
A furball is a large dogfight, involving many allies and enemies.
I'll start with angles tactics first. With angles tactics, you
are in the furball -- you are one of the pieces of hair that
makes up the fur -- and it's difficult to employ the neat set of
your six. Check every few seconds. Check before or as you slack
off on the g's you are pulling. Check before or as you reverse
shot, you have to pull g's to evade, even if it means you have to
targets, though -- the guy you were after (if he is any good)
will keep an eye on you and perhaps come around on your tail as
g's. Nose-low turns are good if you don't have much energy.
Split S's are useful. Anything that allows you to pull lots of
g's to get the hell out of the way is useful. Don't get very
able to get out of the way if you have to. Of course, if you are
in a stallfight next to the ground, you have no choice but to
keep turning at stall speed (until you are dead, someone bails
you out, you kill your opponent, or your opponent breaks off).
way too slow and if someone is coming in for the shot, go into a
spin (if you have the altitude) -- it's better than just hanging
there.
For energy tactics, you can circle around near the top of the
furball, looking for people who come up at you but don't quite
have the energy to do it. Or you can circle and look for
low-energy targets lower down in the furball, upon whom you can
swoop down for a quick shot. Watch your six as you prowl. Keep
your speed up. If you get into trouble, you can dive down
you get clear, you can zoom back up to the top of the furball and
look around again. Watch out for people following you back up --
For B&Z tactics, you basically come zooming through the furball
close. Fire at him. If you can't find something like that, fire
through the furball again. You can also watch for aircraft that
have zoomed through the furball and are climbing up but that
don't have the speed you do. You can fly up on their tails and
shoot them as they climb. Watch that this doesn't happen to you.
see the section by that name. If you do, beware losing altitude
with each yo-yo and ending up within the furball without any
speed.
Whatever tactics you are using, one way to try to shake an enemy
the ground, though). That way, you don't bleed off all of your
enemy. Or you can dive into the cloud of friendlies and turn
hard, and keep turning hard until your speed and the enemy's
by Brooke
your speed will allow you to turn more rapidly and more tightly.
This is good, but reducing your speed also means that you are
the same high speed, all of the planes turn equally well as they
are all limited by the g's the pilot can pull. So if an enemy is
planes that hold onto their speed very well, like Spitfires.
going very fast, you might want to chop throttle as you commence
in a good shot. Maybe you think that a quick loop back behind
the enemy will work well. Maybe the two of you are in a
used in planes that don't have to worry too much about getting
slow. These also happen to be the planes that hold onto their
energy better and thus are more likely to need speed reduction
The safest place to chop throttle is when you are in a very fast,
very steep dive. There, chopping the throttle so that you can
pull out more rapidly does not necessarily use more energy than
by Kato
possible, a climbing orbit over a friendly ack gives one the time
while reducing the threat of being ambushed while still low and
area, keep your climb rate low. That gives you a compromise
in hope he can kill you and escape before getting shot up.
The chandelle also has more aggressive uses. Primary among these
pure vertical plane moves a lead turn into two dimensions (the
fight drags on to the point where both pilots are stall fighting
large climb-rate advantage over the enemy's (see Chapter 7), you
that bad) or perhaps even when flying something like the F4U
against a Zero. You will sacrifice some turn rate by going into
the climbing turn, so you want to start it when the enemy isn't
more than say 180 degrees around the circle from you. If the
enemy is coming around for a shot as you are climbing, you can
always evade with a nose-low turn (picking up speed and turn rate
The idea is to go into the climb when you are closer to the tail
get the lead you need for a good shot. You go into a climb. Now
doesn't follow, but keeps a flat turn, you just have to watch out
initially that he will out-turn you and get a quick pop-up shot.
Make sure you have room at the start and go into a nose-low turn
have to worry about him coming around on your tail (as his turn
rate will be lessened, too), and moreover you are now in a great
by Brooke
enemy often sees you coming and is prepared for it. If you don't
have any advantages over the enemy (a better plane, more energy,
or not the enemy seems like he'll soon have a shot at me.
If the enemy won't have a shot, I roll to one side or the other
(to the side the enemy is on) into as hard a flat turn as I can
have WEP on, and if I have a plane that can generate better
stall out and spin trying to bring his guns to bear. If so, I
most likely have him. If he doesn't blow it, we are now both
chugging around in a stall fight, and I can fly the edge and see
If the enemy will have a shot, I again roll to the side the enemy
is on, but I don't roll into a flat turn, I roll only 45 degrees
very little speed and can't generate a good turn rate. If you
coming up, can shoot you in the side -- it's much harder for him
have WEP on, but I don't always click in a notch of flaps if the
Again, if the enemy wasted more energy than I did, I will be able
spiral fight.
energy as well as I do, this puts me right over his head where he
can't get me but I can use my energy to come around on his tail.
there, which can allow me to come around on him while he's very
by Brooke
enemy into following you into the vertical. Sometimes you can do
the enemy follows but doesn't have the energy to complete it.
The point is, if you have much more energy, you won't stall out,
but the enemy who tries to follow up will. You have to be able
you get that with practice. If he does follow you, watch him.
he has either stalled or broken off. You then reverse hard back
any airspeed, and you fill him full of lead as you dive upon him.
If he broke off, you are now chasing him and can run him down
you are quite sure you'll get that shot or that the enemy won't
by Brooke
You use visual clues all of the time in air combat as you are
combat in Air Warrior, when you can see the shape of the plane,
rolls inverted at the top of a climb, that he's pulling back down
to get some speed. All of this will come naturally and needs no
explanation.
doing when it appears just as a dot? Well, you can always judge
it? And if you see several dots, dancing around, staying roughly
they probably don't have much airspeed. If you see a dot going
up and down like a yo yo, you know that he's probably in the
high speed, it's much better if you can come into gunnery range
while the enemy has his tail to you. Once you've been close
enough to know which plane is the enemy plane, you can keep an
eye on it even as it's a dot and know which side of the circle
it's on. You can try to time things so that you are coming in
by Bug
effective fighter pilot, but it's also one of the most important.
where planes near you are in relation to you, what direction they
are pointing, how much energy (E) they have, and how much of a
daunting, doesn't it? When you're just starting at this game you
are struggling just to learn the basic geometries of combat, and
worry, for the longer you fly, the easier it becomes to visualize
We'll talk about some of these things later, but there are a lot
information the game gives you. And in any situation, you can
because you can score a lot more kills if you can guess what the
Read on.
The first thing you should always do when you first enter the
Yeah sure. You can just log on, go to your favorite airfield,
grab your favorite plane and fly. Nothing wrong with that. . . .
But you'll be a lot smarter, and kill more if you follow Uncle
Bug's advice.
By this time, I'm sure you've set both your handle and (more
importantly) your Custom Player ID (CPID). You have, right? If
not the system automatically assigns you the handle of New User,
and a CPID that is some random nonsense like "xtv145q." It's the
you change JUST your handle, you still appear to the world as
decision of what plane to fly, and where to fly that plane from.
More on that later. To get this valuable info type the following
into the text area at the bottom of the screen "/theatre". Most
This will show you how many folks are flying in each country.
Just add up the vertical columns to get the totals. But wait a
text window! Just hit the "F2" key to expand the text window to
full-screen. Ain't that handy? This is also good for when you
are in the radio room trying to taunt the masses into a duel,
little bit confusing, since while you're in the air, the "/" is
chapter for details. But on the ground, all commands begin with
a "/" character.
Now you need a field to fly from. You can see a map of the
This map is a nice feature, since you can also see the sector
flying.
country's color below the orange ones (blue for A, red for B,
green for C.) Note that this map does not show WHERE in the
sector these planes are. It just shows you that that number of
planes are in that sector somewhere.
You want to fly from a field that is undamaged. Well you do,
don't you? If you click on an airfield on the map, you can get a
look at that field's current status. But it can take you awhile
you the status of all airfields in your country. You want to fly
from a field that has Ammo, Fuel and Maintenance all at 100%.
Exception: the Me-109 can fly just fine with fuel quality
reduced to 85%.
Okay, now you've chosen your airfield. If there are no bad guys
in the sector with you, go ahead and fly. But if there ARE bad
guys in the sector, you might want to pop your head out and take
defenses are down, and the stinkin' rotten bad guy is circling
helplessly roll down the runway trying to take off. The term
for yourself. . . .
So grab a jeep and take off in that. Why a jeep? For one thing,
all you want here. Take a look all around, and while you're at
Some fields don't let you take jeeps out, but will let you take
notice that the view is quite bad from the driver's position.
them! If you do, you are likely to shoot down some of your
countrymen without even knowing you did so, and this can make you
This sounds like a lot of stuff to do, but in practice takes just
a minute or two. And you end up armed with a pretty good idea of
the enemy's strength and their general location, and this in turn
lets you pick your plane and fuel load intelligently. But hey,
if you want to fly that old Spit from a damaged field five
better to check things out a bit first. Trust Uncle Bug on this
one.
7.18.2 THINGS TO DO WHEN YOU FLY
OK, now you know about the "/theatre" (or "/th") command,
jeep to see if bad guys are waiting to vulch you. Now it's time
good mental idea of where the fields I will mention (A83, A88 and
the point. . . .
Let's say you log on, and you use the "/th" command. You
discover that there are only two A's up, nine B's, and no C's.
You check the map, and by the sector counters you can see that
there are two friendly counters and seven enemy counters in the
sector that contains A88. Two more enemy counters are in the B86
sector nearby.
What does this tell you? It tells you that all the B's are busy
a good choice, because it's the fastest plane in the game, and
will stand you a better chance of getting you out of any trouble
So you check the airfields with the "/a" command and find out
that A83 is not damaged. You take off from A83 and immediately
climb out towards the west, clawing for altitude. You climb up
but the only friendly counters are still over A88. Apparently,
your silly countrymen are getting all pissed off and taking off
the B's will be trying to kill the A's just as they take off.
You notice that a couple of B's have been killed, and a couple
minutes later two enemy counters pop up in the B86 sector. Ah!
They're probably all bent out of shape at being killed and will
gain alt. So you fly towards the point about midway between 86
and 88 and hope that you're right. And sure enough, there's a
couple of low dots heading to 88. You head behind them, hoping
that they don't see you, and knowing that your altitude will give
If you time this correctly, you will ideally make your move as
the bad guys get close to the furball, since they are more likely
looking out the back as they should be. (Human nature strikes
does look straight back he won't see you. As you get within gun
Now, his buddy is still 1000 yards away, but off to one side a
bit. Also, he's just about to 88, where only one of your fellow
get a good tail shot, and losing airspeed in the middle of nine
enemies would be a bad thing. About this time you see that the
last of your buddies gets killed. All those bad guys were
twisting and turning, slavering over his kill. Now that he's
gone, they're gonna look around for something else to kill. And
the only thing around is . . . you. Yes, you probably could get
that second kill, but if you want to live you will straighten
out, put the nose level or slightly down and blow right through
this mess, only climbing out when you're well out of gun range.
It's handy that your escape path towards home is already pretty
yourself making all the time in this game. Notice that I used
knowledge of how many good and bad guys were flying (that I got
situation. None of this required that I fly like the Red Baron
(and good thing, too!) just that I observe things, and use the
Here's a few other general truisms of Air Warrior that you can
descend.
not want to join in with five of your buddies as they try to kill
one enemy, but rather stay at a higher altitude and look for
furballs without diving in are aces that you should worry plenty
about.
situation. Take a look around you when the moment comes for that
moment comes.
the arena, and the radar and visual sightings for relative
the way people behave in Air Warrior! All this enters into the
decisions you make. All these things are easy to observe if you
by Brooke
any rate, this subject is mostly "beyond the scope of this text,"
If you are fighting two on one, it is best to start out with one
of the planes using B&Z tactics while the other fights whichever
way it wants. It's definitely not best for both to fight angles
right away.
If you do get into trouble in a two on one, make sure you signal
key and then the "Enter" key -- do that three times in a row
*Brook:
*Brook:
*Brook:
to do it. The free ally can then more easily use energy to get a
For partners who have a communication system worked out, you can
You're partner might tell you (with one or two clicks on the
when you fly across the front of your partner so that he can
Whichever way the enemy goes, the ally on the opposite side can
turn toward the middle for a shot on the enemy's tail (if the
You can follow each other in trail, one 1000-1500 yards behind
the other. If the enemy goes for the leader, the trailer can
fire at the enemy's tail. If the enemy passes the leader, the
the enemy stays on the trailer, the leader (having looped around)
can fire on the enemy's tail.
one enemy first. You can use the above ideas while watching out
for the second enemy. If you take one and if your partner takes
the other, then it's mostly two separate one-on-one fights until
If you are attacked by two enemies, you are most likely in big
with one while the other does B&Z passes -- unless you think that
you can polish off one enemy quickly. Be careful of going after
one of the planes while presenting a nice tail shot to the second
one.
all times near 1000 ft. alt. Do enough revolutions so that your
turn. Note your airspeed. Now pick out a terrain feature that
and start your stopwatch when your nose passes it. Let your nose
pass it two more times, and on the third time, stop your
stopwatch. Now you can find out your turn period (seconds per
resulted in the best turn rate (i.e., the lowest turn period)?
How does the airspeed for that setting compare to the airspeed
for no flaps?
Repeat this experiment with two other planes that you'd like to
degree climb back up to 5000 ft. Note your airspeed at 5000 ft.
Now get the Spitfire IX back up to 250 knots at 5000 ft., chop
you go in the split S with full throttle than the split S with
chopped throttle?
Level off at 5k and wait for your speed to reach 300 knots. Now
again but chop your throttle right before entering the turn. Is
the turn) or turn speed (how fast you are going at the completion
of the turn)?
take control of the plane, you can film the first part of this
your plane back up to 20,000 ft. and top speed (which takes a
while).
dive. When you experience buffeting, try the controls and see
how effective they are. Now pull all the way back on the stick
and then chop throttle. Notice how your wings tear off as soon
Now do the same thing, but don't pull all the way back on the
stick after you chop throttle. Instead, pull back only enough to
all the way back on the stick as you are coming out of
compressibility.
can. When you feel comfortable with them, try doing them in
8.0 CONCLUSION
After you have read all of the chapters in this manual, done all
against real opponents, what's next? You can learn more about
progress much more rapidly than if you had just dived into the
should know your way around Air Warrior pretty well, you might
time so that one squad can battle the other. Some squads have
to a squad appeals to you, you can ask around on the radio when
resources. Many people feel that scenarios are a whole new level
of fun -- that they are to regular arena play what arena play
sims. I'm with them. It's a blast, and it gives me the same
War nights are less involved and run much more frequently
(usually once per week) -- and they can help mollify one's
newsgroup when war nights occur on the on-line system you use.
There are also (usually about once or twice per year) Air-Warrior
trips to plane museums and air shows, etc. I went to one in the
fun to meet folks you've known for years but have never seen.
(No one looks like what you thought they'd look like.) The
Bail. Short for "bail out," i.e., parachuting out of your plane.
Blanks. "I have blanks" means that you are not getting hits on
enemy aircraft when it seems like you should (are on target and
Con. Short for "icon." "I con a FW" means that a FW is close
Copy. "I copy" means "I hear you" or "I got the message." Used
(from altitude).
Kts. Short for "knots" (1 knot = 1 nautical mile per hour = 1.2
mph.)
head-to-head pass.
Prep. Short for "prepare." "To prep and airfield" means "to get
it ready for capture."
Saddle up. When you saddle up on someone, you have gotten into
on the part of the pilot but due to packet delays in the network.
This material was written by JD, Killer, Rash, Holmes, Fool, Bug,
It has been said that all ACM is just turning, with some degree
make, HOW to make it, and most important of all, WHEN to do it.
dies. Hoard your energy when you can, you WILL need it!. When you
spend it, make sure you get something in return, ideally a kill.
DO NOT assume that you are safe just because you are faster
and/or higher than the enemy you see. Look for the higher or
faster one that will kill you. As a rule, the higher plane
Position - the ideal one is where you can shoot the enemy, but he
good.
trigger down for 1-1/2 seconds (on the SVGA FE at least) and you
Don't spray, all you will do is waste ammo. The host will only
network delay. When you see a plane at 1000 yards in your rear
view, remember that what you see is his position ONE SECOND AGO.
600 yards in front of him. That _may_ not always be the case
depending on HIS delay and speed, but follow this rule, it will
save you many deaths: OBJECTS IN THE MIRROR _ARE_ CLOSER THAN
the distance you see an enemy on your 6:00 at, and figure that is
where they see you. In other words, if you see an enemy at 1000
yards, assume you are at 600 in his front view. You are not
_truly_ safe from an enemy's guns until you have at least 1400
I've found that I get hit from 1600 on in with good regularity.
diving on your 6 he can hit you at just under 1600 out your rear
view with the net delay, if he's only coing 150, your prolly safe
at 1400 or even less. Also remember that the gun range is set
slightly more than 650 yds. Also I've noticed that if the guy is
losing packets, you will freeze in his sight motionless for brief
instants and warp 500 yds or more into and back out of range, The
FE only gives hits for bullets that hit the plane, so during
those warps you can be hit no matter how far you actually are
the nearest whole number. Trips are just that, the data packets
make the trip from Host to FE and vice versa. Hist is the last
All the info sent back and forth from the host to the FE and back
Esc Q lets you know more about how many packets have been sent
sent/acknowledged.
decides that there was too much range or deflection involved, the
the damage exceeds the plane's ability to withstand it, the plane
hit you.
I'm not saying this to sarcastic, but I believe that with the
delays, our FE's (while planes are pulling G's) can be off by 180
degs or more for brief periods of time, and with this new version
turns until they run our of gas with no fear of receiving any
because some people are getting killed more, because they are
=>DFA<=
unless:
or even a dump.
makes all his moves in the horizontal will not live long. A lot
and it's all over for him. Rule: He who loops last, wins. That
If both pilots are at the same energy state ("Co-E") and neither
can go vertical anymore, then the engagement degrades into a
horizontal turning match. Usually by this time both are low, and
it's not an option to use a low yoyo to cut the other guy's turn
from below. The low yoyo is less efficient than the high, and
riskier too. At this point, it's a matter of who can out-turn the
hitting, will lighten your plane and may give you the edge in
turning.
Flaps will tighten your turning circle, but will also slow you
down. Use them, but use them cautiously. Practice offline holding
vertical, and make good use of them. Timing and speed control are
spitfire or 109 can sucker FW's and 51's this way also. It works
that climbs better. You engage him, and notice that he stays
to pepper you that he is bleeding E too quick for his own good.
You turn with him a time or two, keep your speed up, and don't
pull as many G's as he does. The bad guy's gaining angle on you,
and you know he's salivating. At that point, you go into a spiral
climb. Don't wind the spiral too tight or you'll stall out. You
may need flaps and WEP as you get close to topping out. Watch
readout. When you see his closure stop, and then his range starts
nearly impossible to shake off. Just roll your plane to track him
ENERGY FIGHTING
An energy fight between two good pilots is actually a series of
openers. It's like jousting; thrust and parry, then break off for
another pass.
bad guy from way out, and expect him to hold still. I often do
I like to climb out away from trouble, and cruise around at about
28k. Most people, even 51 drivers, level out way below 25k; it's
I need to know how high he is. After I find out, I close on him
like a tower, I will try to get there first. When I figure he's
starting his dive, then I dive on his target also. All I have to
point in his dive, I'll pull onto his 6. It's amazing how few
people will abort a bomb run, even when death is breathing down
their necks.
(yet). I follow him down, then pull off and line up on where he's
off some of my allies who are in it, fighting for their lives.
They get real quiet when they see me whack an enemy B&Z'er like I
just described.
little different, but not much. The trick is NOT to focus on the
and you will see that planes go round and round, up and down in a
that's fine but how can you LINE UP on a spit going around at 150
is to make a few low-G S-turns as you come in, and follow the
flight path of the plane that the targeted bogie is going round
and round with. If the bad guy is in a looping fight with one of
your pals, and they are not right down on the deck, dive below
them as you come into icon range. Then, carefully gauge the
climbs. At the worst, you'll make him break, and give your pal
some breathing room.
your home turf and you won't have to fight your way home, the
of him, cut throttle, and dive straight down on his head. It's
roll your plane to track him. You will be in lag pursuit as you
where you pull lead on him and slide onto his 6:00. I usually
drop a notch of flap at that point, and I'm working the throttle
and often more. If the bandit has hits on him at that point, he's
dead unless I really blow the setup. Even then, I buy my buddy
time.
Leveling out with your victim is sometimes successful, but the
below his line of sight and zooming up to him is often the best
in a looping fight. Catch him at the top of his loop, fill him
with lead, and zoom up over him. At that point you should roll
180 and watch what he does. Hopefully he will blow up, but if not
you may see him go into a spin from trying to evade you. If a
says yes, then get your alt back as your pal finishes off the bad
guy.
are in a B&Z plane like a P-51, do not get drawn into the
furball. Some of your friends are likely to die, but the best
way to help them is to stay fast, put hits on as many of the bad
guys as you can, and make any incoming enemies break or die. -
JD 2959
Holmes ^TH^
just right, he'll not see your icon when he looks in direct rear
view til it's too late. Don't give away too much alt before the
merge, yer lookin only to get a better angle and delay his
B&Z...in a one versus one... We will assume here that your enemy
has seen you and turned around to take your pass headon. Score 1
advantage point for you, you forced him to turn 180 degrees and
use up some of his energy. Now dive in but stay about 1500yds
above him and pull stright up. Pull up early so he sees it,
top of your zoom pull back on the stick and level out, you will
be inverted at this point and way above your enemy. When he turns
around to take your next pass, (note; you just scored another
straight down on him. Now any direction he turns you only need to
roll your ailerons to pull in behind him. The main point here is
longer loop, he can only do level turns. Then dive straight down
on him. Some guys don't like this approach, but the straight down
B&Z by Bug
classic b&z, due to the high g's you must pull to get pointed
straight up. You usually cannot do more than about two of these
skilled defender. The usual b&z involves low-g zooms and long
go level with the bad guy just outside of gun range - this is
that the combatants have pissed away their E and are now stuck
ACM 1vs1: Now that you know the basic fighter manuevers, we'll
move".
low <around 3 g's> immelman. You can also pull up a bit later
than a high G immelman. Be prepared to take hits if your opponent
will have an energy advantage. While you may take hits, he will
now YOU dictate the fight. Vertical Lead Turn: As you are going
me. This is a super agressive opening and can gain you a quick
hundred off the enemies six as he starts to pull up. You must
you need to follow him over, use flaps to get over the top.
Basically you show the enemy your rear, enticing him into blowing
all his energy to get ya, then you use your energy advantage to
gain alt, then position or make firing passes. This opening may
these but basicly they fall into high g and low g categories. The
to get you an energy or alt advantage which you can then use to
enemy does. Once engaged, you are both reacting to the other. In
prevail. If you both make the same decision, and the same moves,
views, go up :) use the vertical to gain alt while you find the
enemy in view.
Be aware that unlike 1/2 time flaps in realtime will give you a
After dropping flaps, go nose low to gain speed back when you
pull them up. Also be aware that some aircraft are equipped and
Also dropping flaps can help you pull over the top of that 2nd
them. Use it at what it does best and try to get the opponent to
For the 109, the strengths you should look for are the high climb
with a Spit pilot who knows what he is doing will most likely
loose the battle. A 109 who makes that same Spit pilot follow him
into a _climbing_ turn has an edge. Much the same for the 38.
pilots get by pitching the nose down in a turn. The 109 pilot who
simply climb for everything you are worth when not evasive, while
of course maintaining enough speed to turn when necessary. The
another in combat you can take your energy state vs. his plus
your plane strengths and simply stick with the maneuvers that
best use both. The only time you are truly in trouble is when his
plane shares all of your strengths or better, and you are co-e or
he has done more, I include the others here since they are also
1942, it was tested later that year and by years end was being
mass produced. Despite the short design cycle the plane was an
astounding success in almost all respects, and it was the
year time span) that spelled doom for the Japanese hope of air
out climbed it, could climb higher, was heavily armored, carried
a huge ammo supply, worked well off carriers, and turned well.
Strengths:
Climb -- Only the F4U out climbs the Hellcat. Tough -- Like many
Guns -- The six .50s are fairly lethal, but the 2400 round
Weaknesses:
Slow -- Recall that the Hellcat was designed to fight the Zero,
has to deal with other American planes that are much faster, like
the F4U or P51 -- or the Japanese Ki. The F6F is the second
however.
Model weirdness -- The F6F has a bad engine condition that can
Field: Hellcats can climb well and are passable at low level
for Zeros, which if they can catch you will easily out turn you.
Zero, so fields should be picked that will give you a full minute
Fuel: The F6F has huge tanks, but extra fuel significantly
impacts its turning ability. A 20% fuel load can get you 3-4
Bombs: Hellcats can carry two bombs, but compression hurts them
other planes in the Pacific, and yet has the right combination of
badly.
speeds (70IAS) and thus doesn't spin very much, but when it spit
save for tops of loops and the like; hitting flaps in turns
capability (air brakes are deployed with the space bar or middle
there was a deployable parachute that drops out every time you
slam the brakes, and the combination of laying on the brakes and
drop throttle to zero, slam the brakes and pull hard around.
turn radius the F6F can produce in this circumstance and will
radius).
Since the Hellcat has such a wide range of rolls it can be used
ability to out turn them. F4Us can't be out climbed but can be
out turned; careful for the experienced F4 pilots who will use
need to ride your air brakes and possibly chop throttle a bit to
use of the Hellcats climb ability. P38s can be both out turned
there. Zekes should simply out climbed and hit from above with
the way out you don't have enough speed to zoom properly.
treatment to last).
war testing showed the Ki84 to be faster at 20K than either the
Strengths:
Speed -- Able to keep pace with even the P51 until about 20K
Weaknesses:
terrible climb rates, and negates any turn advantage against the
F6F.
fields.
Fuel: Ki's have medium sized tanks, and suffer less performance
loss than most when carrying large fuel loads. Even with 40%
Bombs: 1 bomb
Nothing but the Zeke or decent Hellcat pilots will want to tangle
pilot can expect to be able to run them down and force them to
turn, where it can expect to win against anything but a Zeke --
and it can always run away from those if something goes wrong (or
Not only does it turn well naturally, the Ki has four stage flaps
It's reasonably easy to use flaps and turn at rates even below
of the simulation).
use them to hunt down BnZ'ers with its great speed, diving in on
game, as the planes are very closely matched but with different
strengths.
The "Jug" (short for Juggernaut) was built in the later part of
did appear it took some time before tactics evolved to meet its
capabilities.
the P47 was built around the famous Pratt & Whitney R-2800 18
was fast, carried ample armament, and was incredibly tough, the
the time.
was the terror of retreating armor columns, trains, and the like.
success with the plane some thought would never fight against the
Strengths:
down a P47D
Climb -- Even an R2800 can't make 20,000lbs soar into the clear
blue sky
Where: The Jug can lift off any European field, and any
ground-based Pacific field. For a fun some time try various fuel
Bombs: P47s can carry two bombs in AW (in real life the P47 had a
compress and lawn dart the adventurous bomber, and has no air
instance that the Jug's much talked about roll ability might be
current load).
you'd better make sure your shots count, because you get only a
few.
The only way to fight with the P47 effectively is to use a
attempted. This is not to say that the Jug can't get kills; just
It's often useful to use Jugs in pairs or more; the extra numbers
arena.
stall speed; they are useful only for going over the top of
loops. Leaving flaps down any amount is asking for nasty
leaves the plane hanging on the edge of a stall, and last second
runway.
and with good effect, as they understand and work around its
The P51 is the most famous of the American "big three" from WWII:
those being the P47, P38, and P51. It seems ironic that this
came through the US was compelled to start using the P51 along
side the P38 and P47 designs they had already committed to.
The P51 owes its rightful place as one of the best fighters in
design was in the low drag airframe and laminar flow wings, which
allowed for some truly staggering at the time top end speed, and
A saying came about in WWII that describes the Mustang well: "The
distance for most bombers. They weren't the best turning planes
in the air, but by the time they were widely in use pilots
understood that turning was a very limited performance
was speed. And the P51 had it in droves; it was faster than
speed fights the P51 was very much in its element -- it had flaps
Strengths:
Weaknesses:
Average sustained turn ability -- Better than a FW, but
Poor Climb rate -- With the 109, Spitfire, F4 and F6F clearly
superior
Where: The P51 is available from any land field in Europe or the
Pacific.
Fuel: The 51 has good fuel endurance, and it does feel the
Bombs: Two bombs, and the P51 is the best dive bomber in the
game.
Mustangs have a bad reputation in Air Warrior, one which their
circumstances has one option his enemy does not -- he can leave,
speed (it can't accelerate like a Spit for instance) but once it
with alt can simply point the plane in a steep dive and reach
speeds no other plane can touch (easily into the 500kts range).
is that they HOLD that speed incredibly well. P51s can do level
extensions at well past 300kts and maintain it; most planes can't
that no one can match, and then climb out slowly to almost
It's too bad that so many P51 pilots are excessive runners, as
that the average P51 pilot will avoid. It has a good roll rate
speed flaps (the 51 can drop one notch even in this speed range
turn fights and use their high speed turning speed as a surprise
factor. Even the best P51 fliers are in serious trouble if they
Like the FW, a P51 is a dangerous (read: does not have to run)
speeds no other plane can save other 51s. As long as that option
running TOO EARLY and depending on their speed too much. When a
match pace with the superior speed of the Mustang, than when the
right below the diving opponent, making him blow his energy
solid dogfighter.
the war for the British) the Spitfire was steadily refined into
Turning ability -- can out turn or turn with every other fighter
dives well
Weaknesses:
Low ammo load -- often the Spit will run dry after only one or
two kills
Where: The Spit is only available in Europe, but can launch from
Field: The Spit can go from just about any field, due to its
alt fighting.
missions.
Bombs: Spit can only carry one, but it's a fine dive bomber
master, and beginning Air Warriors often wonder how they can die
that more experienced pilots exploit the bad points of the Spit
to kill them.
If there's one key feature to flying the Spit well, it's the
throttle walled at 100% are asking for trouble. The Spit holds
potentially much smaller turn radius for the slow plane (I'm
turn and you've already gone 180 degrees, and it looks like he is
as you get more used to the Spit). At 150 IAS and 4-5 Gs a
you can hold the edge of turns at 150kts. You should pull enough
Gs to make the stall light flicker but not allow the stall horn
to go off.
Flaps will help a Spit over the top of loops but generally are
not useful for straight turns. Rather than flaps you should be
increase to WEP, when going too fast drop it back. You'll find
the Spit responds very poorly to flaps at >150 IAS and becomes
speeds well below 150IAS using flaps, and will stay in controlled
should you choose to use them. Despite this most Spit fights,
The other major problem many Spit fliers encounter is black outs.
record a small piece of film, then put the plane into slow nose
pulling until the G meter reads right at 6G; then try to keep the
high. After you've depleted your 10K alt, replay the film you
took at the beginning, and then take over the control while
by feel if you do this enough times. The next step after that is
to school yourself not to pull too harshly at merge with the Spit
CHOP THROTTLE and THEN yank the stick -- but only to 6Gs.
The Yak-9 was introduced in 1942 and late that year supplanted
the Yak-1 and Yak-7 as the primary fighter for Russia; it was
produced in large numbers for the entire war. The 9D variant was
counter for the German BF109G it most often fought and by many
probably the best fighter made during the war -- offered a choice
the Yak3 and scored the last 99 of their 273 victories in the
war.
The one major disadvantage of the Yak-9 line was speed; it was
Strengths:
Turns -- The Yak is capable of maintaining a very small turn
regard.
Weaknesses:
speeds -- plus it will rip wings off at high speeds when under
high G-load.
has a small gas tank compared to some of it's opponents and has
well take it up from a field close to the action and only climb
Fuel: Yaks have tiny fuel tanks and seem to require 5% to get to
the end of the runway. Fuel loads of below 20% are pointless;
On paper it would seem the Yak is the junk heap of Air Warrior.
and more easily than a Jug pilot for instance; however, the Yak
only a select few have bothered to find out you can get quick
kills in it.
the Spit and 109. In turns they will tend to keep their speed
Flying a Yak in turn fights is like flying an F6F with the air
time to commit to that one heavy turn that will bring you into
Luckily the Yak has several weapons at low speed to help it out
managed turn will yield a very small radius. 100% flaps can be
capable Spit flier for instance (with a reasonable fuel load) can
out perform the Yak in all respects. 109s have a hard time in
flat turns but can easily switch into climbing turns where the
Ideally you should try to set up Yak engagements so you have just
enough alt to supply you speed to jump a faster opponent and get
in which case you should try to get it going slow where the Yak
is better matched.
The Zero was the emerging standard fighter for the Japanese at
(having first flown in 1939) but not so new the U.S. didn't know
the F4F Wildcat, the P40, and the lamentable P39, were heavily
new air to air tactics by the American pilots; the famous "Thatch
weave" for instance, which was effective but required two to one
engagement odds, close wingman contact, and was fairly risky even
combat almost an art form which matched the wits and ability of
one pilot against another. This was mirrored in the very design
premier fighter for were quickly obsolete in the air war. Having
planes that had common core design features: they were fast, they
were heavily armed, they were heavily armored, and they performed
well at high altitudes. Against the likes of well flown P38, F6F
or F4U, the Zero was hopelessly outclassed, but by the time that
the number one fighter for Japan. When asked after the war which
pick a P51. The pilots of the Zero understood what they needed
was a faster, tougher plane, but the design that produced such
Strengths:
Weaknesses:
Speed -- A huge flaw, the Zero is by far the slowest fighter in
the Pac. Any decent pilot with a few K of alt can avoid a Zeke
with speed.
the throttle.
was never enough. The weakest fighter in the Pacific, it can rip
Field: The Zeke isn't a good choice for rear fields because it
takes too long to get to the action and large amounts of alt
Fuel: With such a light weight and large fuel capacity, the Zero
less).
other fighter can pick a way to simply run away from a Zeke if
"assist killers" -- they can get a kill, but usually the reason
they do is the opponent was forced into close quarters with the
opponent.
about it can and will simply leave, and you should expect nothing
them to evade -- at which point you can throw your speed away in
turns, since the Zero will win that fight sooner or later.
Keep in mind while trying these type of tactics that the Zeke is
a very poor high speed plane; it rolls slowly and of course can
use gentle, easy turns to keep your speed up because in any heavy
loop ability and not get going so slow you can't Immel or at
least get nose up. The reason for this is obvious; other planes
possible and thus you'll often have to deal with planes "on top"
that absolutely want to stay there. Your best hope against them
is to hoard your speed and try to catch them close enough above
that you can zoom up and hit them, or possibly lead turn them as
things like partial flaps (which work very well at low speeds)
and the amazingly slow speeds that Zeros can perform some
maneuvers.
scenario I played in: the Saga of the 5th Air Force, Part 2, a
notable scenarios, many run by Doktor Gonzo, who has a Web page:
"http://www.cris.com/~Msmiller/AW/".
the scenario will work, what the sides will be like, what the
volunteers for commanding officer (CO) for each side. CO's are
usually responsible for assigning people to various other
Once all of the personnel are assigned, the CO and XO (and often
others who are interested) plan out a strategy for the first
mission. Several days before the first mission, the orders are
adjustments are made, and people wait those tense minutes before
on. It's always a rush to see all of those planes taking off and
various parts of the battle went and so that others can read of
the exploits. Then the command staff sits down and plans the
So, now that you know the process, the following will give you
the details for Saga of the 5th AF, Part 2. The following
side, the pre-mission orders from the CO, the orders for mission
WRITE-UP
before him..."
... October 23rd, 1942 ...
described as grim.
Chapter 2
"Save Australia!"
INTRODUCTION
the Japanese had finally been stopped with the capture of Buna,
the victory was short lived. The Japanese regrouped their forces
The equipment is tired, but the men are willing. And as a bright
spot, the new P-38 Lightings have finally arrived and are being
readied for combat. They are not yet arriving in large numbers,
but the pilots say that it is an amazing airplane.
far away for fighters to be based there, and Port Moresby under
However, the Japanese have not been idle either. Despite the
success of the Zeros and Bettys that have served so well, here
are new enemy aircraft on the way as well. Planes that have been
which the allies may know nothing, are said to be on their way to
the area.
OVERVIEW
conflict in New Guinea between the USAAF 5th Air Force and the
on-going story.
historical timeline.
This scenario will be held using the Real Time Pacific terrain.
5th AF IJA
============== ==============
N66 Berry (12 mile) C61 Lae
A67 \
A69 /
airfields.
Additionally, the 5th Air Force has been given the mission to
Owens-Stanley Mountains.
AVAILABLE FORCES
Aircraft
--------
12 A6M5a Zeros
8 A6M5a Zeros
16 A6M5a Zeros
12 A6M5a Zeros
Aircraft
--------
MOVEMENT RESTRICTIONS
except over the N70 island (the Kokoda pass). This represents
Historically, there were times when the A-20s could not be sent
were very good about the mountain range rule. Please everyone
just keep in mind that when you are in a furball, or even just
real busy, a pilot just may not be able to avoid a mountain that
he or she cannot visually see. The spirit of this rule is to
NOTE: This does _NOT_ affect the planes at Kokoda, nor attacks
Rather than use the huge Oceana terrain, I decided to keep things
close and fast. However, this places Lae and Mareeba MUCH closer
sector 10,4 and then either east or west to the center of column
of sector 2,1 and then east to the center of sector 4,1 before
turning north.
30,000 feet.
Japanese Bettys must level bomb land targets from above 5000
ceiling.
The A-20's must attack from below 1000 feet. The A-20s have a
All other aircraft may attack from any altitude below their
ceiling.
GENERAL
flight must stay within icon range of each other. This rule
spread out all over the map and therefore becoming almost
bombers.
Bombers landing at fields other than Lae (C61) and Mareeba (A61)
are considered to have made emergency landings and will not
If the Mareeba B-25s are used, then they MUST stop at 7 mile to
the flight. B-25s which re-arm at 7-mile will NOT receive their
7-mile.
GAME SETTINGS
1. Real-time is ON.
2. Radar is OFF.
rules, below.
the airfield.
the CO or his designated staff. However, the FRAME will run 120
minutes regardless.
below).
Attrition does not affect the HQ squadrons nor the Combat Air
mission 3.
SPECIAL RULES
The Ki-45 Nick (Toryu or Dragon Killer to the IJAAF) was a fine
The frame will last 120 minutes, or until one side has no planes
left flying.
Players which are shot down or crash or are lost over enemy
territory are considered dead for the rest of the mission and may
When you "die" when you are flying as a pilot, your kill/mission
People who get dumped from the host are not counted as dead. If
you get dumped, make sure to tell the CM or ACM so as soon as you
The Fog of War. CO's will only get enemy loss reports from their
own pilots. The CM will not inform them of the enemy's status.
ditch. If you crash you are considered dead and will count in
Airfields are captured the same way they are captured in the
arena.
Each side may have a Combat Air Patrol of 4 aircraft. These may
launch from any airfield and any squadron. However all CAP
aircraft for a particular frame MUST come from the same squadron.
A-20s) may not deploy to a captured field. The A-20s may only
REFUELS/REARMS
with the CM or ACM before taking off again. (See the B-25
re-arm with bombs. However, they may refuel and rearm as normal
fighters.
your plane.
minute waiting period does not start until the last surviving
THE ENTERPRISE
base.
Japanese scouts _may_ find the Enterprise within a frame. If
they do, the CM will announce the position of the Big E on IJAAF
then they will not find it during that frame. The Japanese CO
is hit the no points at all are scored and the mission was
wasted.
The "scouts" will be handled by the CM, and no players need fly
this mission. There is a chance that the Enterprise will see the
SUPPLIES
Supplies are very important for both sides at this stage. Both
The Americans will start with 250 bombs available. The Japanese
will start with 500. The Japanese will receive 50 bombs per
convoy will carry 20 bombs. Ships not sunk during the frame will
Each CO will be given the convoy schedule for his team before the
first frame.
targets, or the shipping around the central atoll and the Kokoda
island and in harbor in sectors 3,3 and 5,7. For the industrial
Each ship sunk will cost the enemy 10 bombs from their stockpile.
Also 25 bombs will be lost for each ammo dump and/or maintenance
The 5th Air Force starts chapter 2 with 10 P-38s, 5 B-17s, and 18
A-20s. Each supply convoy that reaches port will bring 4 P-38s, 4
the 5th Air Force) more aircraft via ferry flights at odd
anti-aircraft installation.
When a jeep is killed, the person manning the jeep must report to
the CM/ACM in gen 1. They may then immediately return and go out
in the jeep again, provided the field has not reached its limit
MISSION SCORING
for strike aircraft which do not attack their target, nor come
within ICON range of the enemy.
two scores, with the side with the greater score being the
victor.
MISSION POINTS
dropping on target.*
+20 To the 5af Air Force if they own Kokoda at the end of the
last frame.
VICTORY INDEX
Differential Result
------------ ------
<6 Draw
end of the first stage, each team will be given an idea of how
close", "the Japanese are ahead", etc. The final victory status
T+0 CAP and HQ flights for both sides and Lae/Mareeba bombers
FIGHT IS ON
scenarios:
this time we will make sure that the sides are balanced and that
staff for each side should have their briefings complete by this
little more relaxed in knowing that they will for sure have time
When the hold period is over, the count will resume at T-5
This should give each side ample time to assign planes and/or
gunners without the other team being able to look at the roster
should give everyone ample time to finish their fights and/or get
Final Note:
Since I have no idea how many people will sign up for the
maintained.
------------------------------------------------------------------------
* * * end scenario description * * *
------------------------------------------------------------------------
ROSTER OF PLAYERS
JAPANESE
Availability
===========================================================================
Brooke CO XXXXXX
AirShark XO XXXXXX
Coasty XXXXXX
wheelin XXXXXX
Modo XXXXXX
bodhi XXXXXX
* Rogue XXXXXX
* Santo XXXXXX
Pops XXXXX
* FeedBack AXAXAX
Jedi X X X
TWanger X X X
ShaDow XX X X
moses X X X
Doom X X X
Stefan-san Zeke X X
ShaPPer XXXXXX
Razor XXXXXX
floor XXXXXX
ShotGun X X X
* Kaz X X X
ZAPPA XXXXXX
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Milkman Zeke X X X
Newbie Zeke X X X
Vicious X X X
Bundy X X X
Vortex AAAAAA
Shamrock ? ? ? ?
? ?
Woebird XX X X
* AC X X X
PRE-MISSION ORDERS
the area and that US forces are being supplied almost exclusively
Betty pilots should practice break turns and level bombing. The
SURVIVING COMPRESSIBILITY
diving straight at the ground until your wings rip off will not
please your bomber group leader. If you are flying a Nick, you
can dive for extended periods, just make sure that you don't pull
more than 5 g's, as your wings come off at 6 g's. If you are in
Take your plane (armed with one bomb if you are in a fighter or 2
gun camera. Fly around for at least 5 minutes. Turn off your
gun camera and remember to save the film. Now you have a film
that you can jump into (take control of) in which your plane is
already at 25k.
back on the stick, then chop throttle. Observe how your wings
excessive g's. (At least this will be the case with the Zero --
I'm not sure whether the Oscar will come apart or not. Try it
and see.) Now do the same thing, but pull back on the stick only
pulling no more than 6 g's. Notice that your wings did not rip
off.
DIVE BOMBING
For pilots of all but the Betty, jump into the film you made from
Practice divebombing so that you can come down onto the target
battle -- make sure that you are good at it. Note that, under
For the Betty, practice normal bombing. For the Nick, practice
this, you start the break turn when the enemy is approximately
2500 yards to your rear. You turn hard either left or right,
keeping the nose below the horizon and pulling 5 g's. Practice
you have some room, you might be able to dive away from the P-40
the P-38. Don't be afraid to try diving away if the enemy is not
the speed below which you can control the pitch of your aircraft.
If you are going to dive, make sure you don't have flaps
counter by pulling back on the stick, CENTER YOUR STICK and then
retracting flaps, you will generate more than 6 g's when the
flaps are retracted, and your wings will rip off. Practice
the situation.
(brooke@genie.geis.com)
INTRODUCTION
Before you fly in a mission, make sure that you have read the
rules for the scenario, the mission orders, and that you have a
If you are not scheduled to fly but would like to fly, please
Know which flight you are in and wait for my or your flight
leader's direct order to take off. Do not take off based on TH's
announcements.
The Bettys will be divided into two groups, BG1 and BG2. The
two flights, OS1 and OS2. The Zeros at Buna will be in two
flights, BU1 and BU2. The Zeros at Salamaua will be in SA1 and
SA2. The Zeros at Kokoda will be in KO1 and KO2. Know your
CARRYING BOMBS
coming around for a shot on your tail, you may jettison your
bomb, but this should rarely happen. The Zero, under most
enemy planes.
Oscars can jettison their bombs if they get into a turning fight.
enemies and get them to turn for the Zeros. Oscars will need to
AMMO LOADS
Ammo loads here are realistic -- half of what they are in the
regular AW area. Zeros have a VERY low ammo load. Do not waste
fire. Oscars don't have a huge amount of ammo either, but they
a hard, 5 g, nose-low turn toward him. Don't rip your wings off
Nicks can also try diving away from enemies, but if the enemy
the way back on the stick and come out of compressibility, you
Oscars are more robust than Zeros, but be careful -- you might be
able to rip your wings off, too. There is no need to pull more
what you can pull, and pulling back more on the stick gains you
little.
MAPS
You should have a printed map for this battle. You can obtain
The maps in these files do not have sector numbers -- you will
have to add the numbers to the rows and columns. Columns are
numbered across the bottom of the map starting from the left with
0 and ending at the right with 8. Rows are numbered across the
left side of the map starting at the bottom with 1 and ending
coordinate system.
RADIO PROCEDURE
that channel right after takeoff. Use that channel for all
channel 2.
Enemy sightings should be announced on channel 2, giving sector,
would mean that 4 P-40's (Yaks) are in sector (5, 5), northwest
gunners needed for any bombers rearming -- you may be called into
The Zeros based at Lae will join into two flights, LA1 and LA2.
RADIO PROCEDURES
would mean that 4 P-40's (Yaks) are in sector (5, 5), northwest
FIGHTER TACTICS
If you are in an Oscar, you may chase any enemy plane that looks
ALL PILOTS
not bunch up -- spread out around the area so that you can shoot
(i.e., out of the range of your guns if you are still right next
at Kokoda. I want some FP's and Jeeps spread around that field
Jeep or FP. Just make sure you are tuned to channel 2. You don't
Betty and Nick pilots, if you are rearming and if you need
ready to take off. You will most likely get the gunners you
need.
GUNNERS
conservative.
BOMBERS
Once you have bombed an area, do not stick around -- run like
bombers not yet clear of the area, is not your job and is more
INTRODUCTION
will take out the ack and the support buildings, then clear a way
for the bombers. The Bettys will come in to close the field and
follow.
Keep in mind that this mission will probably have a large portion
either of those targets, but we won't know that until the mission
the same.
EVERYONE
The ack at the central atol (Wards, Berry, Jackson) is very
strong. We will try to kill the ack at Berry early on, but
beware following enemy planes into the ack at Wards and Jackson.
BG1
the center of sector (3, 10), then 150 degrees to sector (4, 8).
see, and stay out of reach of enemy planes, even if you have to
trouble.
When you are cleared to head to target, you will fly SE to column
5, then head S down column 5 until you are east of Berry. Then
you will turn west, bomb the runway, and run north back to land
at Lae. You may descend from 30k during your route, converting
the center of sector (3, 10), then 225 degrees to sector (1, 8).
see, and stay out of reach of enemy planes, even if you have to
trouble.
When you are cleared to head to target, you will fly to Salamaua,
then head S down column 5 until you are east of Berry. Then you
will turn west, bomb the runway, and run north back to land at
Lae. You may descend from 30k during your route, converting
the default.
NI1
Brief at C:69, but take off from Lae. TAKE 2 BOMBS ONLY! Take
(4, 10), then E to the center of sector (5, 10), then 192 degrees
Send in one Nick at a time if the area is hot while the others
care of the ack at Berry, I may have you try the same thing at
When you have dropped your bombs, if you have the altitude, run
to 30k, and rejoin each other at Salamaua for a CAP. You will
Brief at Kokoda, your takeoff field. Load 100% fuel and one
bomb. KO1, tune 101. KO2, tune 102. Climb in a 1-sector radius
of Kokoda, doing a CAP. Wait for flights from Buna and Salamaua
bomb. KO1 will hit the fuel tanks at the NE end of the runway.
KO2 will hit the control tower at the SE end of the runway. If
Brief at Buna, your takeoff field. Load 100% fuel and one bomb.
BU1, tune 201. BU2, tune 202. Climb at 1k fpm toward Kokoda.
Wait for the call to proceed. Once at Berry, wait for the call
else standing, hit the northernmost ship docked near Berry. After
further instructions.
Brief at Salamaua, your takeoff field. Load 100% fuel and one
bomb. SA1, tune 301. SA2, tune 302. Climb at 1k fpm toward
Kokoda. Once at Kokoda, climb hard in a 1-sector radius doing a
CAP. You will wait for flights from Buna to arrive and will then
Brief at Salamaua, your takeoff field. Load 100% fuel and one
bomb. OS1, tune 401. OS2, tune 402. Climb at 1k fpm toward
CAP. You will wait for flights from Buna to arrive and will then
Your purposes are (1) to chase down P-40's and cause them to turn
so that the Zeros can kill them; (2) to make sure that P-38's
altitude. If you can keep your bombs while doing that, fine. If
not, jettison them. For the most part, you will follow around
swarms of Zeros, staying fast and high. You are not to engage in
turning, he is tasty meat for the Zeros. You might get called
away from swarms of Zeros if we locate any B-17's. You also will
Brief at C:69, along with NI1. Take off from Lae with 100% fuel
and a bomb loaded. Escort NI1 as best you can. (The Zero is
slower than the Nick -- you will probably be trailing the Nicks
(or both, if you have enough bombs and are not harassed by
DEBRIEFINGS
MISSION #1 DEBRIEF
BROOKE, 5965, CO
STRATEGIC DEBRIEF
There were also US planes near Salamaua, and the other part of SA
LA stayed S of Lae to it; BG1 and BG2 acted as AWACS planes and
was cleared out, all fighters at Kokoda and with bombs headed for
Then, the US sent in some P-40's at about 20k north toward Lae.
They were dealt with by a few Zeros from LA. Well behind the
Salamaua and shot down. I'm not sure if the B-17's were able to
After the B-17's were dealt with, our airspace was soon again
mostly clear of enemy planes. When the airspace over Berry was
also cleared out, BG1 was sent in. BG1 encountered some enemy
through to bomb the runway. 2 bombers were able to get away from
the US fighter cover over the central atol, for once the IJAAF
fighters left. When the area was again clear, BG2 was called in
for a strike on Berry. BG2 was able to bomb the target and land
During the attacks by BG1 and BG2, the US sent first a wave of
the ack at Kokoda was still active. Among the ack, the FP's, the
jeeps, and the few fighters over Kokoda, most of the US bombers
were taken care of, but some did get away. The US managed to
destroy the fuel tanks at Kokoda but not the much more vital
second strike. The target this time was Jackson. At least one
About 5-10 minutes later, BG2, which was mostly intact, bombed
the runway. The bombers ran to Kokoda to land, which they were
had several fighters return to base after bombing, and shot down
6 enemy planes.
PERSONAL DEBRIEF
I took off from Lae in a Zero loaded with one bomb. When the
counters.
defenses and heading N toward Lae. They were about 10-20 miles S
in line and then noticed another Zero or two joining the fray. At
that point, I broke off as the P-40's were not much of a threat
Salamaua.
flew to intercept and found 2 B-17's and one P-38. They were in
onto the lead bomber's 6. I held my fire until I was at about 600
yards and then opened up. I held the trigger down until I passed
the bomber and saw many hits at close range. The bomber was now
think that I had been hit by the gunners yet, so I looped over
Again I fired all the way to range zero and noticed strikes. This
time, I did get hit. Another of the IJAAF fighters was tangling
with the bomber now, too, I think, and the bomber was leaving a
B-25's as they came in. At least one of them was shot down by
the ack, perhaps assisted by the other FP's and Jeeps in the
area. I sat for a while longer, and an A-20 or two showed up.
destroyed, so BG2 was ordered to bomb the runway. Meer and BG2
hustled south at 20k, high enough to avoid ack, the FP's, and the
Jackson had an IJAAF CAP over it. There were some calls of high
P-38's and P-40's in the area, but they were either driven or
lured off. By the time BG2 got there, the area was clear. BG2
-- Brooke, CO
--
Took off with AS, Snapper and Tneck in our Nicks from Lae. As I
our position when 3 Yak's got behind me and dove. I broke when
they were 2500 yards back and put out a warning message to
flight of zekes (Lae) but they kept heading to berry. Finally one
zeke saw me and cleared my tail. The Yak and zeke mixed it up and
I tried a couple passes on the yak with no hits. The yak then ran
The ack at 63 started up and the the guy decided to dive back S
alt, cross the mountains and then blast Berry with my 2 eggs.
least 3 p38's and 4 Yak's.... The zekes never even saw them or
maybe were running away. I put out 2 messages to the flight about
Yak's and 1 p38 on my six...I chopped throttle and did a nose low
turning dive but still took a couple pings. I dove N but was at
I had 4 zekes and 1 p38 all all chasing me...lucky the nick is
fairly fast. I was about 1 minute out from Kokoda when the P38
ded when Crow came in and clear my tail...whew! I flew over our
I turned 270 and headed back East to get alt to cross the
I decided to get some alt with Furis escorting me, both heading
headed for a look around the atoll. Me and Furis scouted 64 but
we could see nothing from that alt. I was ordered to replane and
bomb 64 by Brooke.
I replaned at 61 and took off with FR gunning and formed with BG2
as they hit 64. I was ordered to hit the tower but for some
reason(too high?) the norden never showed any buildings. So
craters all over 64 and about 5 yaks and 3-4 FP's all milling
Kokoda. I was had just landed when endlog was called. Another 30
BPsan !!
--
Took off with all eight Oscars carrying bombs. Dactyl got
had lost it's settings and did not work at all. Tried
have been on his last ping, but he didn't die. (I did get 128
points :( ) Broke off, and Bodhi and I RTB'd to C63. He had
Bodhi and I replaned and headed to N66. The rest of the Oscars
were fighting around N70, mainly. I engaged a few Yaks and P38s
-Sturmamoto
--
First off, I'm a little pissed cuz FR, Pop, and I were only ones
/sco on all the people in our flt just to see who droped their
bombs.
Now to what I goofed up on. First off with the 109s squadron at
Sal it was hard to figure out who was in what flt. I suggest that
Sal flt or the 109s meet at C68 to brief and take a roll call. At
Upon being cleared for flt SA1 and SA2 took off and headed N for
some alt. That was against orders, sorry Brooke and AS. We got
some alt and turned toward Kokada. Saw enma ctrs, on dar, in sec
4,7. Reported it and was told to cap Sal. We did, climbing and
lookin all the time. Spotted a couple of P40s higher. They did
not engage, so they musta been scouts. When cleared off cap at
Berry. During this time SA1 and SA2 got seperated. :( SA1 went to
cap at Berry. SA2 came in dropped and beat feet back to KO. I
my 6 and kilt me. There were no pings, just a BOOM! and red
for SA1.
Ketch.<VBG>
SCD*DOGZ*<GL/FL SA1>
4147
--
Orders: LA1 and LA2 to escort NI1 to target and back. Vball GL/FL
quiet?)
On two, I see "NI1 turning 192 " and I realize we should have
for adjutant turned pilot) I missed that little fact. OkOk its
gets even better when we get a call from Brooke "Lae zekes
cover Lae - enemy B17 spotted heading your way. Over" Vball
when... PING. I will defer to Bug for his report on the matter,
make run on them, (prolly the same ones Brooke spoke about in his
debriefing) but they break off and head south (we had crossed
Stanley - Owens by this time and were near Berry (12mile). Enemy
with my one bomb and climbed out west. Woefully, I found myself
alone...
I then found a low 38 alone at 5k nnw Wards so I aggressively
had 50% fuel and no bomb by this time. When I got to within 1200
yards, he broke for the ocean. Now, two low P-40's were watchin
fast pulls away. Next guy passes me and for half minute I keep
comming 5000 yards from Wards, so I say screw this and head for
wings, just level out at 1000 feet and run right into ack field
and juking over bridge and get nice view of salivating flak
panzie drivers just out of reach. (How come none of those guys
Betty run on Jackson (7mile) however, there was No Joy (term for
now know what to expect and was simply overwhelmed with the chaos
Frame 2.
TapeWorm <LA1>
exhilarating)
--
short and soo sweet. Think I hit ship tied up at Berry on first
64 on second flight. The joint was jumpin and took one hit from
Woebird
--
KO/GL Debrief
flights.
KO1 and KO2 took off from KO as scheduled and proceeded to gain
both KO1 and KO2 got seperated as they continued to track the
(Sal I believe).
After 70 had been cleared we continued on to Berry as ordered
at 20K until sure that target was clear for our strike. Once we
were reported.
Berry and continued our CAP of the area, unfortunately during our
fights with the enemy we lost about 1/2 of the Sentai. (I have a
feeling that some of those got picked off as they were alone in
after. During this time we again score several kills, and pursued
several enemy acft from the area. We also had 3 P-40's low over
more common sense and some ideas I have some of those deaths can
-Malice #2334
de-brief
--
wife was home and heard the loud 'fahWUMP!' as my body hit the
first wave of P-38s arrived. "All hell broke loose" does not
and then dive in hopes our planes will follow and end up at low
plane dove after the intial engagement. For the most part, our
flight didn't bite and stayed high. When the B-17s arrived, they
were escorted by only one P-38 and were apparently not gunned,(I
was never pinged). I brought down one 17 and Biff Tarkiss killed
another.
maintence building. The rest of the frame was spent over the
atoll. Shag killed a Yak near Berry. All and all, a very good
day.
Dactyl, OS2
--
for cap. When we were almost there, the call came out the there
was an enemy flight coming into Salamaua. There were very few
one of them east towards Kokoda where he met his doom. (I think
re-joined.
only a yak and a P38 circling low at the field. We egressed east
after bomb run and re-gained alt. We then went back to Jackson
for some tactical. At first there were only that Yak and P38.
All of a sudden there were 3-5 yaks and at least 3 P38s. I think
they were circling high to the south east and dove in as soon as
flights we're assigned to link up with. This was not that big a
stevep1@primenet.com
--
Mission #1 Debrief - BG1
called in to hit 66 from the east. BG1 decended from 30K to 20K
(?). I was heads down and took 2 pings and saw a yak fly thru
Being gunned, I rev'd to lend moral support and draw fire from
him on the bomb-run. Died after the tail ran out of ammo.
25th Koku Sentai awards ZAPPA a shiney new samurai sword for
Splatt |!
--
autopilot while he went and hung out the side to relieve himself
all four of the BG2 bombers were in the final approach to landing
8(
times and let us get to the first target with more than 25-30
-- Brooke
TOP GUNS, edited by Joe Foss and Matthew Brennan (Pocket Star
-- Brooke
Books). This is the story of Hub Zemke and the 56th Fighter
-- Brooke
BAA BAA BLACK SHEEP, by Gregory "Pappy" Boyington (Bantam Books).
This is the story of Pappy Boyington, from his days with the
-- Brooke
Books). This is the story of Robert Johnson, ace with the 56th
-- Brooke
-- Brooke
This book about the P-38 has some very interesting tales about
the plane.
-- Brooke
MIDWAY. This is a movie about the battle of Midway and the
-- Brooke
-- Brooke
-- Brooke
information.
-- Brooke
good as THE GREAT BOOK, but it covers more planes and is cheaper
-- Brooke
alphabetically, and details all the airplane types that were used
The other appendix lists each plane by type, detailing all the
movies that plane was in. I love old movies and refer to this
book often.
-- Axeman
it. Boy, does this guy rip on Galland! Very interesting if it's
-- Axeman
-- Twist
your opponent would type in maneuvers for his plane; the computer
would crunch some numbers and come up with new plane positions;
on-line service at the time. Air Warrior came out in 1987 and
outside of the military). Back then it cost $10 or $12 per hour
to play and was available only for Macintoshes. That was in the
flight sim!
straight paths, and wacky bugs (like being able to climb to the
But there was nothing else like it out there. Keep in mind that
Air Warrior was out only a handful of years after the original
PC-based flight sims in the world didn't have much more than Air
bugs), and the program was ported to the Atari and Amiga
DOS-based EGA version for the PC. Jeez, did that ever start the
people were concerned that the PC folks would swarm into the
a little like that at first (not as much challenge for the old
folks), but then the PC folks learned the ropes just like
everyone else had, and the game had more participants, which
guys like Doktor Gonzo (or "Dok"), these were battles set up with
about real WWII air combat. To me, scenarios seemed like a whole
minor refinements, but some people had been asking for more
figured that Air Warrior was stagnating, that Kesmai was more
money. A lot of the old timers thought that this was the
beginning of the end for Air Warrior, the start of a slow decline
into obscurity.
improved version, the SVGA version for DOS. Besides much higher
features that had asked for over the years: stalls, spins,
past two weeks, so when will it be out, huh? When?" That gets
So, to the surprise of many, Kesmai came out with the new SVGA
today. The Mac version was updated, too. About that time, the
Kesmai) and to a game that was not tailored to the ham-fisted "I
want eye candy" arcade-game crowd (which seems larger than the
and data sets for some of the Japanese planes. At any rate,
learning curve was for Air Warrior, wanted to help new players
competition into the mix. GEnie had already dropped its on-line
hired a lot more people, many of them from the ranks of avid
Air-Warrior players.
So, the Training Academy was up and running. Air Warrior was
along. The cost for Air Warrior declined to $2/hour and less.
Things were great. And then, in 1996, they got even better,
services; and GEnie, long the most popular spot for Air Warrior,
Overall, Kesmai now had a much larger market because of the size
scenarios and the Training Academy. It was sad to see all of the
old timers scattering to the winds, and some seemed to drift off
Caligula, and Pyro. This drew off some Air-Warrior players, too,
1996, they released Air Warrior for Windows, Air Warrior for
In January, 1997, they dropped support for SVGA Air Warrior and
America Online; and one for the beta version of Air Warrior for
using Air Warrior for Windows, Air Warrior for the Mac, or
So, after writing all of this, after having thought back to those
that Air Warrior has progressed so far over the years; second,
and third, that if it had been this way back in 1987, I never
-- Brooke
---- APPENDIX: BIOGRAPHIES OF CONTRIBUTORS ----
BROOKE P. ANDERSON
e-mail: brooke@alumni.caltech.edu
AW handle: Brooke
Air Warrior in 1987, when it started. I was just trying out this
this manual has to do with the old days. Back then, not only
weren't there any helpful manuals around, but other pilots rarely
would tell you ANYTHING about how to fly and fight. It took a
long time before I found someone who would give me pointers like
"don't take 100% fuel as it really hurts turn rate," or "try
so that Air Warrior would thrive -- but I could see how only very
motivated people would get into it. Also, there were a lot of us
who enjoyed the game and the Air-Warrior community enough that we
do so.
including Air Warrior. I played A LOT then, from the late 1980's
lad, and the only other folks flying them much were Fencer's
one point, some other old timers (Dok, Airmigan, and maybe Anvil,
first time (Indian Ocean, run by Dok), but scenarios didn't run
One of the things I like these days about Air Warrior is that it
flown a WWII fighter, but I have flown at Air Combat USA, a place
a two-place prop plane) and have dogfights one on one. This was
took me along. To me, the combats seemed very similar to the way
they feel and develop in Air Warrior, and the feel of the
was the same buffeting, the same feel to the roll response (no
in a stallfight, the same feel for many things -- except for the
realistic flight model as time goes on. I'm all for it.
hockey (I still play for the Caltech hockey club). One of these
days, I might even get off my ass and continue the flying lessons
-- Brooke
JIM SHAFER
e-mail: EyeBLS@aol.com
AW handle: Eyeballs
Glider, and CFI followed over the next few years. Have flown
and a biz jet. Have done "bush" flying into Indian reservations
I have been a fan of flight sims from the early 8-bit days. Flew
mainly cause I was flying with a mouse. Had tutoring from Voss,
honors. <G>.
Stayed in the pack beneath the gods but above the unwashed. Have
Now on AOL. Find it is a real charge to take new users and give
them their first few clues to AW. Goes back to teaching days in
real life.
-- Eyeballs
KEVIN HIGGINS
e-mail: kato@southwind.net
AW handle: Kato
live life, I'd have to select, "A Jack of All Trades, and an
I've been more places, fought in more wars, explored more worlds,
Lazy-boy recliner.
real life.
I grew up as a Navy brat. We moved about every 12-18 months, on
teams of soldiers whose daily focus was honing themselves for the
Saudi and brought them all home safely, I decided that after ten
became a silly-vilian.
Now, however, I'm doing a job I love. I've made the transition
time.
But I won't be doing this forever. Like many people, I hope one
dreams.
maintain that if you play hard enough, you can eat anything you
these days that doctor is gonna force me onto a pure celery diet.
<sigh> With luck, medical science will soon progress to the point
be and STILL live long and happy lives. (screw that cure for
I run, but it's a forced habit, and I mostly hit the road because
once in their life (if not regularly): bungi jump, skydive, scuba
latter two left to do. May the spirit of adventure never leave
my breathing body.
Zheesh, did you really want to know all this about me?
sports.
I've been flying Air Warrior since about 1990 or 1991 or so. I
clock. <g>
-- Kato
JIM EGGLESTON
e-mail: Chickje@.cris.com
AW handle: Chick
I started flying Air Warrior in 1993, at that time Cris, Genie
and Delphi were the providers. I was lucky enough to log in,
find the training arena and run into the Damned squad during a
practice flight. I was given the best advice that night: "Get
into the AWTA." At that time it cost $75.00 for the class, and
it has been one of the best expenditures I ever made. I did have
on the DOS Air Warrior and was left in charge when the move was
Academy is perhaps the best time that a true Air Warrior can
spend. (That and remembering: keep 'em in the up front view and
pull up.)
-- Chick
DENNIS
e-mail: bug@concentric.net
AW handle: Bug
since! But that was good enough for me to conduct classes in the
AWTA -- and I'm proud to say that some of my students have gone
I work at NBC, where I produce, write and edit promos for the
other shows on NBC -- you know, "Must See TV" and all that . . .
silliness.
-- Bug
RICHARD LAWRENCE
e-mail: rich@kesmai.com
AW handle: Twist
-- Brooke]
TERRY WELDON
e-mail: specter777@aol.com
AW handle: Specter
again.
killing machine, one that will prowl the skies of Air Warrior and
rain down death and destruction upon your enemies, be they in the
you won't even once be asked to polish the Academy toilets with
your toothbrush.
instructor, who can then claim that he taught you everything that
untrainable and would have been best employed in the mess tent
piloting a potato peeler. However, let us dwell on the positive.
The Academy will teach you to fly with all of the realism
stalls, etc. Keep them on when you practice, too. If this does
not appeal to you then you are probably operating under the
people who wish they could have been fighter pilots, and in a few
cases, people who already are fighter pilots. (It might also
Warrior, but that's beside the point.) When they shoot someone
They want the fights to feel like what, all of their lives,
the Air-Warrior scenario "Saga of the 5th Air Force." Get out a
out a Betty and come screaming in for the shot. Stay on her as
her pilot spots you and cranks into a hard break turn to the
right. Watch those g's -- with so many Zeros around, you're dead
if you black out. Feel the tension build as you pull some lead
to get your shot -- you know those angry Zeros are only moments
missing the chance even though you're closing now at a big angle
and 300 knots. Hold down the trigger. Watch the tracers arc out
toward your prey. Watch the strikes all over the bomber as you
pour on the shells. Watch the debris stream away and the Betty
explode a moment later. Then slam your stick hard to the right,
deck. Jink the whole way down, evading the angry Zeros, which
speed to get away with your life -- barely. Now you're talking.
portion, where you interact with the instructor), you should read
for sissies. Next, after all of the questions are answered and
take you and your fellow classmates up into the virtual skies of
Air Warrior and, among other things, teach you how to kill each
the game. They are also the ones who have collaborated to
produce this manual. (As you read the following chapters, note
hungry for any tidbit that will help you to become the deadly
-- Brooke
by Brooke
its most superficial level -- taking off, heading for the action,
based on your flying skill or style. There are also war nights
manages and distributes the data coming from the on-line players.
(except as discussed below for the Mac beta version), you need an
Windows 95, and Air Warrior for the Macintosh) have basic
and Air Warrior for Windows 95, for information on how to obtain
Air Warrior II, you just install it and follow the instructions.
For the free versions, you need to get the basic program (which
frame rate is low (i.e., the motion of the world isn't smooth as
you fly), try turning off some of the features such as horizon
detail). Before you fly for the first time, make sure that you
set up your joystick in whatever control panel you have for your
operating system AND that you set up the joystick again in Air
hope that they will be up and running soon, though. This part of
AWTA involves enrolling in a class that meets once per week, for
a few hours per week, for seven weeks. Classes contain about 3-5
produce pilots who are skilled in all aspects of the game. This
hosts. For that (unless you are running the Mac beta version of
you use the on-line service's dial-in modem lines to connect and
on-line services.
another ISP, only $10/month. For that price, you can play an
800-827-6364.
CompuServe has both Air Warrior II and Air Warrior for Windows
each hour past that initial 20 hours per month. The cost
includes access via CompuServe's dial-in lines -- it is not
800-848-8995.
800-395-8425.
Delphi has Air Warrior II and Air Warrior for Windows available.
800-695-4005.
ARIES (R)
Registered
Kesmai (TM)
Pending registration
corporations.
Void where prohibited by law. If condition persists, consult