A C M
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| Split S | A half roll followed by a half loop downward. You trade
altitude for speed. Most diving attacks are initiated with this maneuver. A variation is a Split S at low altitude while under attack. You must know your plane's capabilities to pull this one off. With an enemy pursuing you, drop flaps, hit brakes, cut throttle and go into the manuever with the hopes that your enemy will auger in trying to keep with you. |
| Immelman | A half loop upward followed by a half roll. You trade speed for altitude. Good for gaining altitude when you don't want to travel far, such as when staying within the protection of your base's anti-aircraft artillery (AAA). |
| Half Cuban 8 | Essentially an extended Immelman. Where the Immelman is a 180º vertical turn, the Half Cuban 8 extends the turn to about 270º. At the end of the maneuver your plane will be in about a 45º dive. |
| Reverse Half Cuban 8 | Your plane traces the same arc as the Half Cuban 8, except you enter the maneuver with a climb, half roll, and exit in a downward loop. |
| Break Turn | This is the basic defensive maneuver. It is simply the hardest turn you can make in hopes of avoiding attack. One important thing, and this may sound counter intuitive, if your attacker is coming in at an angle always turn into the attack. This will give a much harder deflection shot for your oppenent. |
| Early Turn | Ever wonder how that Spit got on your six so fast after a head to head pass? Odds are he used the Early Turn. Many pilots when faced with a head to head (H2H) attack pass each other and then attempt to maneuver into firing position. If you are flying a nimble plane such as a Spit, as you approach another plane head to head roll and begin your turn prior to passing your attacker. This requires some practice, since beginning too early really tips your hand and may end up giving your opponent easy access to your 6. |
| Squirm | Just like it sounds. A moving target is harder to hit than one flying a straight line. An assortment of brief banks, climbs, dives, and rolls in no predictable pattern will often get you to the safety of your base or fellow pilots. |
| YoYo's | This is a tough one to describe with words... but I'll give it a
try. YoYo's are usually an offensive move to help a poorer turning plane keep up
with a better turning plane (like a 109 chasing a Spit). Imagine your opponent
flying a circle on a flat plane. The pursuit plane adds a sharp climb with more than
90 degree bank angle... kind of an up and down move (like a YoYo) - - this iscalled the Hi
YoYo-. The effect is to "cut the corner" by flying an elipical path vs
your targets circular path. The Hi YoYo usually works best on the deck where your
opponent can't dive away. The less used Lo YoYo is just the opposite. |
03.14.1999 15:44