N E W S
Latest News
News Archive
Submit News
Admin Login

S E C T I O N S
Editorials
Previews
Reviews
Interviews
Log Books
Hardware
Guides
Tweaking
Screenshots
Forums

C O L U M N S
DBond (11/2)
Donkyshots (3/2)
Frugal (11/9)
Hunter (24/3)
NoCharlie (5/4)
Stardog (13/2)
coda (31/8)

A B O U T   U S
Staff Bio's
Privacy Statement
Advertising Info
Site Links

S E A R C H
Google
Web
frugalsworld

F A L C O N 4
Falcon 4 Articles
Falcon 4 Forum
Falcon 4 Chat Room

M I G   A L L E Y
Mig Alley Articles
Mig Alley Forum
Mig Alley Chat Room

J A N E S   F / A-18
F/A-18 Articles
F/A-18 Forum

S U P E R H O R N E T
Superhornet Articles
Superhornet Forum

E A W
EAW Articles
EAW Forum

R O W A N ' S   B O B
Battle of Britain Articles
Battle of Britain Forum

B 1 7 2
B17 2 Articles
B17 2 Forum

T W E A K I N G
Virtual Memory Tweaks
Vcache Tweaks
Scandisk Tweaks
Defrag Tweaks
Modem Tweaks
Ramdisk Tweaks




Spring Offensive Strategy Guide - Quick Nav
Getting Started Airfields Escort / BARCAP
Bridges Supply Depots Knee Map
Armed Recon Dogfighting Tips Rail
CAS Villages Marshalling Yards

Dogfighting Part 2 - By Ken "KC23" Cook

Dogfighting in the Spring Offensive
I'm putting this information here in the dogfighting section, which could easily fit in other parts of the Strategy Guide, but I saved it for here because of the wide scope that dogfighting in the Spring Offensive entails.

Before you even plan for a mission that might involve getting into a furball with one or more groups of MiGs there are several things to consider:

Morale and Aggressiveness
Flying & Combat skills
Pilot allocation
TOT (Time on Target)
Altitude
Number of available aircraft
Radio Silence

I covered Pilot ability, Morale and Aggressiveness under the BARCAP part of the Escort/BARCAP section of the Strategy Guide, but I will reiterate briefly.

Flying skill is basically how well an AI pilot can perform certain maneuvers. Combat skill is using the right maneuver at the right time. Morale determines if an AI pilot will attempt a maneuver that he is capable of (or even one that he isn't capable of). A pilot with Regular Flying skills and a high morale level, may try a difficult maneuver because his morale is so high and mess it up because his flying skill is only Regular. A pilot with Medium Morale and Ace level flying skills may well be able to perform a fantastic maneuver, but will be unwilling to do so.

Aggressiveness is applied across entire MiG squadrons in the back round and has to do with the tactics used by the MiG squadron as a whole. If you've recently been hit hard by a particular MiG squad you will improve their morale and increase their aggressiveness. They will therefore, be more likely to drop down from altitude and attack. If you have hit them hard recently their morale and aggressiveness will drop and they will likely stay at altitude and even try and avoid you. If you force a low aggressiveness and morale squad into a fight they may use zoom and boom tactics and attempt to leave the combat area.

If you are the type of player who will re-run a mission until he gets great results or are just very good at the Spring Offensive campaign you will see the Spring Offensive turn into an almost entirely ground pounding affair. Even the vaunted Red Tail MiG squad may seem unimpressive if their aggressiveness and morale have been severely reduced.

Pilot Allocation
A very under rated aspect of MiG Alley is how you allocate your UN pilots within the individual squads. The left-hand columns of pilots are all the leads of each element of each flight. These are all the pilots that actually initiate the attacks. The right-hand column are the wingmen of the lead pilots and are responsible for covering the six of their respective leads. Typically you will want your best pilots in the left-hand column so they will eliminate their bandit as soon as possible. I start from the top left-hand column with my very best pilots and go down the left-hand column putting the next best pilot in each slot. Then I move to the top of the right-hand column and continue in the same manner. Do not underestimate the importance of pilot allocation. This has a major impact of how a furball develops.

Mouse click to expand

TOT (Time on Target)
You may be scratching your head wondering what TOT has to do with dogfighting, but TOT can be the difference between having a 10/1-kill ratio and a 3/1-kill ratio. There are certain missions that default the TOT a half an hour earlier than Strike or BARCAP missions. Armed Recon missions being the most common one. If you have plans to surprise a squad of MiGs on a BARCAP mission and want to catch them just after they have taken off. You had better make sure there are no missions that are going near that base before you. The Reds will be alerted by their radar and send the MiGs up well before you get into the area. If you come in much later the Reds will already be at altitude and negate any altitude advantage you might have gained had your flight been the first one in the area.

Mouse click to expand

Altitude and Number of Aircraft Available
I often will determine the altitude I enter the combat area by the number or aircraft I can bring to the table. If I know I will have good numbers of air to air aircraft in the area I'll generally enter the combat area at the default altitudes and be looking for a fight. If my aircraft numbers are down I will often stay low as escort and keep Radio Silence imposed so I will attract as little attention as possible. Radio silence keeps the MiGs detection ability to 8nm instead of the usual 30nm.

Auto-vectoring ON or OFF
Most MiG Alley fans realize that if you set Auto-vectoring to OFF they will get those mysterious popup windows that give you at least a little control over what the rest of your flights are doing. What frustrates most MiG Alley fans is why it seems to automatically turn itself back ON in the preferences without your knowledge. Suddenly you notice that the AI is making the decisions for you and you never changed a thing … or so you thought.

Mouse click to expand

There are two things that will automatically change your Auto-vectoring to ON while in flight. If you don't respond to the popup window commands in time you are effectively changing your Auto-vectoring to ON. If you choose the radio command "Give command" you also are essentially turning Auto-vectoring to the ON position. There is a cure however. You can turn Auto-vectoring back off again by giving the Post combat radio commands IP, Disengage, Regroup, Send all home.

The Merge
Now that you know about how to turn Auto-vectoring ON and OFF you can use it to your advantage. If you have Auto-vectoring OFF, but have still not gotten a pop up window during merge the best thing to do is to "Give freedom" once you are about 2nm from the bandits and let the AI take over which will generally bring about the "Engage, select your own targets". Sometimes you may accidentally use the "Give freedom" too early and your other flights don't acknowledge you right away I suggest the following. During the merge (under 2nm) give the "break" command (keyboard command "z"). This seems to wake up the AI and often your other friendly AI can take out several MiGs on the very first pass.

Hengist feels it is very important to use the Alt+F1 command to padlock your opposite number. Generally speaking each AI aircraft from both sides are assigned to go after a particular enemy aircraft. When you hit Alt+F1 you padlock the enemy that is assigned to you. If there are more enemy aircraft than friendly in the area or some friendly aircraft get shot down there maybe more than one enemy aircraft with your destruction in mind so you still have to watch your six. Another reason you have to watch your six is the wingmen assigned to cover the bandit you are attacking.

Wandering
Sometimes you don't have the energy and are not close enough to press the attack and the bandit you are padlocked too will start to leave the immediate combat area. Unless I can press the attack and still stay in visual with several friendly aircraft I will break off and padlock a friendly in a busy area and go to help. When re-entering the combat area I will cycle through friendly aircraft and look for one in trouble and use the "break" command and try to get the bandit off him with some long range short bursts. Because of the enemies limitless MiG resources it is far more important to save a friendly than it is to shoot down a MiG in the grand scheme of the Spring Offensive.

You will also notice that your wingman may disappear in a hurry if you wonder off. He will often get on a bandit that may have poised a threat to you in the initial merge and be nowhere to be found after you wandering off after some fleeing bandit. The ultimate nightmare is when you wander off and another MiG squad shows up. Suddenly you'll be in a very target rich environment and all by your lonesome.

Still another reason not to wander is the "Regroup" command. It will take much long to regroup if you are very far away from the majority of your squad.

The following three PICs are the A,B,C's of changing your active waypt:

Mouse click to expand

Mouse click to expand

Mouse click to expand

Regrouping
Don't wait until every last bandit is shot down before starting to regroup. Once the furball is clearly in your advantage use the regroup command to bring everyone back together in a cohesive fighting machine. Throttle down to 60% and stay in the area where any left over bandits are and watch all the friendly aircraft come into the area. Any left over bandits can be dealt with rather quickly using the same rules mentioned above with the merge. This practice will cut down on those times a second group of MiGs will catch you or some of you other flights with their pants down chasing after a few scattered MiGs. This may be perhaps the most powerful technique to keep your loses low and you kill rates high. For all of you who have cursed the fact that MiG Alley doesn't have an attack my target command, this procedure will dull your pain and add a lot to the level of immersion experienced in MiG Alley.

Mouse click to expand

Shoot n Scoot
There has been some debate on whether you should press the attack until the MiG is dead or put a few short bursts and leave the wounded bird for the AI aircraft. It doesn't seem that there is a simple answer. The way I judge it is this. If I'm at altitude I will just put enough lead into him to make him dive away because if I follow I get into the "Wandering" syndrome as stated above. In furballs down low I am especially careful with my energy and often will convert kinetic energy into potential energy by going vertical to keep from over shooting. Sometimes overshooting can work to your advantage as it often triggers your wingman into action. When you go by the bandit your wingman immediately sees him as a threat to you and often will press the attack. This can be a way to conserve ammo by putting a burst into the bandit then overshoot and climb into a loop and watch your wingman press the attack and finish off the target. This doesn't work every time, but when it does it is very satisfying.

MiG, 12 O'clock High!
Don't play their game. They would love for you to come up to their altitude and get nice and slow so they can zoom and boom and pick your guys off piece meal. Ignore the high flying MiGs until they come down and become a threat to your squad or whoever you are escorting. If I see a high flying squad of MiGs that is my cue to go to the in flight map and see who is most at risk and head in that direction.

I like to thank Dan "Crash" Crenshaw for the use of the one circle two circle PIC and recommend his book "How to Live and Die in the Virtual Sky". You can take a look at my review here KC23's review of "How to Live and Die in the Virtual Sky"

To find out more, click on the book:

Find out more by clicking on the image

Prev Page   |   Next Page




random screenshot

What CPU do you have?

Amd XP 2-3000
Intel 2-3 Ghz
Intel 1-2 Ghz
Amd 1-2 Ghz
Below 1 Ghz

30094 votes in total

random irc quote:
<Saghn1212> frug's still coming down from his hangover
Sponsors
H O S T E D   S I T E S
Stardog's Sim Shack
prop sim news & articles
eRAZORS eTeam
erazor's falcon 4 exe
Mig Alley Skin Central
skins & art for mig alley
Comanche Hokum Central
eech news & articles
Falcon 4 Unified Team
official f4ut site
Cougar World
thrustmaster hotas cougar