Ares Games
Results 1 to 15 of 15

Thread: The Stall-Turn or Hammerhead Turn Maneuver

  1. #1

    Default The Stall-Turn or Hammerhead Turn Maneuver

    The Stall-Turn or Hammerhead Turn Maneuver.

    I’ve been considering this maneuver since we worked on the Loop as a viable option in the game, and this is what I’ve come up with.

    This is a three card maneuver so that it is in keeping with the concept of the maneuver rules in the game.

    Only planes which have an Immelmann card in their maneuver deck can do this.

    -Preparatory to doing the three card Stall-Turn Maneuver: This Maneuver can only be played if the previous card was a long straight maneuver.

    1st Card is the short Climb Card, Gain 1 climb counter. (Card 'A' in the first illustration below)

    2d Card is the Stall card. (Card 'B' in the first illustration below) Do not move the airplane card forward as normal. Keep it in the location it was in after placing the first card, hold down the top right (or left) corner of the airplanes card (in effect-pinning it in place), and rotate the planes card to the right or left 180 degrees, facing it in the opposite direction, but simultaneously flipping/moving/rotating the aircraft one card width to which ever side you rotated the card towards.

    3d Card is a long straight maneuver card. Lose one climb counter. (Card 'C' in the first illustration below)

    (Aces could have the option of replacing the third card with any level flight card, vice the long straight card)


    See these illustrations to show how the aircraft does this maneuver:
    Attached Thumbnails Attached Thumbnails StallTurn2.png   StallTurn3.jpg   stall-turn.jpg  
    Last edited by usmc1855; 07-03-2010 at 11:14.

  2. #2

    Default

    Brian you have scored again.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  3. #3

    Question

    This is in effect a 4-manoeuvre sequence. I'm not sure how often anybody would use it in lieu of a normal three-manoeuvre Immelmann sequence.

    Does it deliver anything different-enough that would make us inclined to use it during an air combat? In what situation?

    The "Tight-Loop" (my wording) that Brian and others developed a couple of weeks ago was an excellent, new, 3-manoeuvre sequence because we had nothing like it. Andrea's "Large Loop" (my wording) was not nearly good-enough to simulate a tight, fast, WW I combat loop intended to turn the tables on a closely pursuing enemy.

    In this case, what does it give us? Brian? Rob? Historically, was it used very often?

    Without some better "arguments" my Gaming Group would likely reject it as an unnecessary complication.

  4. #4

    Default

    Col. William A. 'Billy' Bishop, V.C. wrote of using this maneuver rather successfully in several dogfights in his book 'Winged Warfare'. I've also found a few references to it in 'Aces Falling' War Above The Trenches, 1918. by Peter Hart.

    Below is a little info on this particular maneuver:

    "Max Immelmann's actual "Combat Immelmann" was what most modern combat pilots would call a version of the "Boom and Zoom" He would make a high energy pass at his opponent, pulling up into an efficient vertical climb until he was sure he was out of guns range of his enemy, and when at almost a vertical stall position then he would use his rudder to tip his nose over and drop back down from a position of advantage and repeat his attack.


    In any case, the World War I "Immelmann turn" was a far less polished maneuver. This attacking maneuver was probably used by Max Immelmann and may have been originated by him. It was certainly used by other World War I fighter pilots. After making a high speed diving attack on an enemy, the attacker would then zoom climb back up past the enemy aircraft, and before stalling, used full rudder to yaw (maneuver around the aircraft's "normal axis") his aircraft around. This put his aircraft facing down at the enemy aircraft, making another high speed diving pass possible. This is a difficult maneuver to perform properly, as it involves precise control of the aircraft at low speed. With practice and proper use of all of the fighter's controls, the maneuver could be used to re-position the attacking aircraft to dive back down in any direction desired. This form of "Immelmann turn" was called Renversement by French pilots. The modern aerobatic maneuvers that most resemble the World War I Immelmann are the "wingover", and the "hammer-head turn".


    As a practical combat tactic, the Immelmann had already fallen somewhat into disfavor by 1917/1918, as it became obvious that the zooming aircraft presented an easy target as it hung nearly motionless at the top of the maneuver - provided the aircraft under attack was sufficiently powerful and well armed to follow his adversary, or was fitted with flexible forward and upward firing guns. The Immelmann could still be used in World War II by fighters attacking unescorted bombers that could not follow the fighter up into the climb, as long as the zoom climb took the fighter beyond the range of the bomber's defensive guns.


    At the end of the day... Some may like it, some may not. It's a 'House rule' and not part of the official rules. While it is based on and historical maneuver, it may not fit mechanically with how some like to use the maneuver rules as provided in the game.




    Last edited by usmc1855; 07-03-2010 at 12:56.

  5. #5

    ktodd's Avatar
    Users Country Flag


    Name
    Keith Todd
    Location
    Oregon
    Sorties Flown
    62
    Join Date
    May 2010

    Default

    Very informative topic, especially for WWI air novice.

    Keith

  6. #6

  7. #7

    Default

    I understand, but am not sold. I will present it to my gaming group nevertheless. Just for my own curiosity about their reaction, if not in anticipation of their acceptance.

    Naturally I will keep the idea in my steadily growing "other manoeuvre possibilities" file.

    There was unanimous acceptance of the "Tight-Loop", and this was achieved just by E-mails.

  8. #8

    Default

    I like it! It seems a more viable maneuver for reversing direction than the Immelmann. It would seem to leave the fighter less vulnerable while reversing the direction. Maybe my son and I will give this test run tomorrow.

    Scott

  9. #9

    Default

    I like it vice the Immelmann. This maneuver seems to take place in a shorter distance while placing your plan just off from previous center line. Of course I am talking as a rookie with few flights under my belt.

    Is there already a thread or folder for "house" maneuvers such as these? If not, perhaps the Colonel can start one to make it easier for us newbies to find?

    Cheers,
    KW

  10. #10

    Default

    Now Brian how would you do this with the WW2 version of the game? In some of the History Channel shows the Zero couldn't do a God's G turn and only the sturdier planes could pull G's like that. I would love your insight on this, maybe in the WW2 section of the forum.

    Thanks
    Tom

  11. #11

    Default

    Quote Originally Posted by CappyTom View Post
    Now Brian how would you do this with the WW2 version of the game? In some of the History Channel shows the Zero couldn't do a God's G turn and only the sturdier planes could pull G's like that. I would love your insight on this, maybe in the WW2 section of the forum.

    Thanks
    Tom
    I don't know. Haven't given it much thought. I've invested all of my time (and money) into the WW1 stuff, and have only played the WW2 sets twice.

  12. #12

  13. #13

    Default

    The Hammerhead Stall actually allows you to roll out of the down side of the maneuver letting you turn up to 90 degrees. Depending on how much you roll you can turn the nose anywhere from 90 to 180 degrees. In fact, to accomplish another attack, Immelman would have had to roll out of the 180 before he reached the bottom as the target was continuing to move. I'm not sure how you would duplicate that, other than allowing you to play any turn card to the side you stalled toward.

  14. #14

    Default

    This is an interesting concept. Anyone tried it in actual play yet? How'd it go?

  15. #15

    Default

    i rly like this because the imalmen (spelling fail) or slit-S either raise or lower ur altitude(plz ignore my spelling in a bit of a rush)



Similar Missions

  1. Can't turn 90 degrees?
    By rcboater in forum WGF: General Discussions
    Replies: 9
    Last Post: 05-04-2010, 18:56
  2. Turn vs Manuever
    By ff151 in forum WGF: Rules Help
    Replies: 13
    Last Post: 02-02-2010, 18:56
  3. Props don't turn
    By afilter in forum WGF: General Discussions
    Replies: 7
    Last Post: 01-15-2010, 08:23
  4. What constitutes a turn?
    By ff151 in forum WGS: Rules Help
    Replies: 2
    Last Post: 11-18-2009, 20:48

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •