GZG List archives -- December 2006
Re: [GZG] Question about comment
Ah, memories. Back in my old Dawn of Aces days, my preferred ride was the SPAD VII. It climbed a little better than the 13 and was a little easier to fly; the tradeoff was giving up one gun.
Success is all in which "game" the pilot chooses to play. Sticking to Mike's Great War example, trying to turn and burn with a Sopwith Camel or a Fokker Dr.I in a SPAD (don't ask, in DoA one can fight whomever one likes) is an early ticket to a smoking hole in the ground. But entice some hotshot in a Camel to try to match climb rates after one has boomed & zoomed through the furball, and then watch him stall and spin when one reverses into him after he has foolishly frittered away all his energy...good times, good times.
And now that I've thoroughly hijacked the thread...I'll bring it halfway back. Fly your ship within its envelope in such a way that the other guy has to fly outside his.
For warships as opposed to fighters, a similar principle applies: Try to arrange matters so that you are within your immune zone and the enemy is not within his.
Easier said than done, I grant you, but that's why one gets paid the big bucks. :-)
Merry Christmas and best regards,
Ken
Mike Hillsgrove <mikeah@xxxxxxxxxxxxxx> wrote:
(snip)
What makes the Navy effective with anything you give it is that the
pilots are trained better. You can give a superior pilot a SPAD 13 and
he will find a way to win with it. Won't be easy, or as often, but he
will find a way.
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