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Thread: Climb/descend tactics

  1. #1

    Default Climb/descend tactics

    Hi guys,

    Lets discuss some tactics here.

    For you guys what are some good tactics regarding climbing and descending? More importantly, when do you climb and descend?

    I would says it's always a good move to stay at your highest level before you gain 1 peg. This way, whenever you really need to get out of a hairy situation you make 1 climb maneuver and you gain a peg. Do you guys agree or is there some sort of flaw in this tactic?

    If you are flying an aircraft with a better climb performance than your opponent, what would you do? Would you simply out climb them until you are on their 6 and then descend?

    Please, share your opinion about my tactics and more importantly, share your tactics!

  2. #2

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    That is something I start at (scenario allowing) in both wars; I feel it does "game the system", but that's what we have to pay with.
    Keeping above your opponent, esp. which the uniform dive rates we have in WoG, is always the way to go. The only exception is dealing with 2 seaters and bombers, where the approach from below is preferred. Bugt then, they should have a lower climb rate than a fighter.
    Karl
    It is impossible for a man to begin to learn what he thinks he knows. -- Epictetus

  3. #3

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    When flying any fighter with a climb rate of 2, I try to fly with a climb counter, so that if my opponent gains a counter, I can quickly climb a peg, or dive and lose my counter, to avoid collisions (I fly aggressively, and collisions are a speciality of mine!).

    Climbing above my opponent and diving on him gains the +1 on damage cards, so I try to use that when I can; if my climb rate is superior to his, I'll regain altitude as quickly as possible (see collision avoidance, above); if my climb rate is worse, I'll dive away, extend the range, then climb back up while out of danger, before re-engaging.

  4. #4

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    This is good advice, Tim... and not all that different than that which was used in reality.

  5. #5

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    Quote Originally Posted by Flying Helmut View Post
    When flying any fighter with a climb rate of 2, I try to fly with a climb counter, so that if my opponent gains a counter, I can quickly climb a peg, or dive and lose my counter, to avoid collisions (I fly aggressively, and collisions are a speciality of mine!).

    Climbing above my opponent and diving on him gains the +1 on damage cards, so I try to use that when I can; if my climb rate is superior to his, I'll regain altitude as quickly as possible (see collision avoidance, above); if my climb rate is worse, I'll dive away, extend the range, then climb back up while out of danger, before re-engaging.
    Especially when out numbered one should bounce up and down like a yoyo.

  6. #6

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    Boom and zoom, gotcha guys. Thanks for your opinions!
    Just to check. For instance the spitfire MkIX has a roc of 2. Meaning on the 3rd climb maneuver he gains a peg correct? Or he gains a peg on his second climb maneuver?

    Also, if he has 1 climb counter and 2 pegs. He performs a descend maneuver. What happens:
    1. he loses 1 peg and his counter
    2. he loses his counter
    3. he loses 1 peg
    Sorry for the green questions, I am still kind of new to this game

  7. #7

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    He gains a peg for his SECOND climb manoeuver.

    In the dive example, he loses his climb counter AND one peg.

  8. #8

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    Most of my games are limited to Level 1 - 5.

    Standard starting level is 4 for all and especially for the dive bombers to give them a minimum chance of maneuvering and to drop their bombs.

    With fighters I always try to climb* as fast as possible becauce "aim from above" is a standart rule in our games.

    * if your misson goal allow this.


    To have one or more climb counter(s) is essential to avoid collisions with the heavy ones, which normaly stay on their level.


    A dive maneuver is something I don't use that often. The loss of one complete altitude Level is hard to compensate if you have not a Spifire IX or Ki.84 with a climb rate of 2.

    Most used maneuvers to work with are climb, Immelmann & Split-S at a dogfight.

    So I choose a Level I want to fight at and have always +/- 1 climb counter around this level.

    Dive maneuvers are for escapes, burning planes and to hunt bombers that try to escape by reducing altitude.
    Last edited by Marechallannes; 10-13-2015 at 01:31.
    Voilŕ le soleil d'Austerlitz!

  9. #9

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    Official alt rules are easy once you grab them. I use them as often as I could - without flying higher option. 1 - 4 levels are enough. Using the alt rules gives one new options, like overdive. Recently I introduced them to green players and the game was smooth. IMHO there is no need to alter them with any house rules.
    <img src=http://www.wingsofwar.org/forums/image.php?type=sigpic&userid=2554&dateline=1409073309 border=0 alt= />
    "We do not stop playing when we get old, but we get old when we stop playing."

  10. #10

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    Quote Originally Posted by Marechallannes View Post
    A dive maneuver is something I don't use that often. The loss of one complete altitude Level is hard to compensate if you have not a Spifire IX or Ki.84 with a climb rate of 2.
    The same can be said for WGF games... altitude is a limited resource one should spend wisely, if at all.

  11. #11

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    Quote Originally Posted by Marechallannes View Post
    Most of my games are limited to Level 1 - 5.

    Standard starting level is 4 for all and especially for the dive bombers to give them a minimum chance of maneuvering and to drop their bombs.

    With fighters I always try to climb* as fast as possible because "aim from above" is a standard rule in our games.

    * if your mission goal allows this.


    To have one or more climb counter(s) is essential to avoid collisions with the heavy ones, which normally stay on their level.


    A dive maneuver is something I don't use that often. The loss of one complete altitude Level is hard to compensate if you have not a Spitfire IX or Ki.84 with a climb rate of 2.

    Most used maneuvers to work with are climb, Immelmann & Split-S at a dogfight.

    So I choose a Level I want to fight at and have always +/- 1 climb counter around this level.

    Dive maneuvers are for escapes, burning planes and to hunt bombers that try to escape by reducing altitude.
    I totally agree with this Sven.
    Kieth and I were only discussing this together on Sunday.
    The over-dive followed by a turn can win you enough distance to outrun most opponents, and get off the table if you are down to a couple of hit points, but in most fights very few pilots stray more than + or - one peg.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."



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