ARIAL TACTICS PAGE
The immelmman maneuver is a good way to gain altitude over an enemy while turning toward him, and a good move to pull after performing a high-speed pass.
The Lead Turn is a "first move" to gain an advantage on your opponent by out-turning him. A couple of factors should determine when to use Lead Turn: Have a tight turning plane, and make sure your target is traveling faster than you.
Lag Turn; The opposite of a Lead Turn, the Lag Turn is used after a merge to gain an advantage on your foe and to place your plane in his six-o'clock position. The Lag Turn is usefull if you are moving faster than he is or if your plane cant out-turn his. Scissors; The Scissors is a series of turns forcing your plane closer to your enemy's. The Scissors tends to happen when both planes are parallel, moving in the same direction. Each plane attempts to turn into the other.
This maneuver puts your fighter in the best position to attack a bomber in its most vunerable area-the belly. Its also effective for bouncing unsuspecting fighters.
Strafe to attack ground targets and avoid ground fire. Use stafing for land, sea and air. If used effectively you can take out any ground target with out taking any damage.
Dive-Bombing is how you attack ground or water units. This maneuver is the most accurate way to put your bomb on the target.
Pure and simple, the purpose of the break is to get out of the way of the bullets from your six-o'clock. The Break works best when your attacker is carrying lots of speed and cant make a turn into you.
The Split-S; this is a verticle break. You roll inverted and perform a half-loop. Difficult to follow, this maneuver is a very strong defensive move in a pinch. The Chandelle; A Chandelle is a maximum-perfomance, climbing turn that results in a 180-degree change in direction. It's a very fast way of changing direction and climbing quickly. The enemy must change direction abruptly to catch you.
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