Post by magnifiscent on Nov 7, 2013 12:47:30 GMT -8
Final episode of the series on Boelcke's Dicta.
Tip for Squadrons: In principle, it is better to attack in groups of four or six. Avoid two aircraft attacking the same opponent
This is probably the rule that has aged the worst of all the the Dicta, though the the underlying principles are still very sound.
In the early days of air combat, aces like Boelcke and Immelman would pretty much hunt the skies alone. As the war progressed, more and more pilots took to the skies and a single plane would quickly find itself overwhelmed. Eventually, numbers will win out. Boelcke stressed to his students the importance of attacking together and working as a team to prevent being overwhelmed as individuals.
This is a lesson that was taken to heart by most countries. By WWII, flying in groups of 4, 6, or 8 became very common. In the United States Army Aircorp, the primary building block of a unit was the 'flight.' (the analog to the infantry squad). Flights were built of either 2-plane or 4-plane elements (1 pair or 2 pair). One plane in the pair was a lead and the other was the wing. It was expected that these two planes would work together and cover each other.
At first this might seem like it contradicts the second part of the rule, but it really doesn't. Teamwork is vital. Conversely, simply adding an extra set of guns to a situation was not only of dubious advantage but added whole new dangers. We've all been in that situation where two friendly planes get in each other's way while attacking the same target. Sometimes you shoot friendlies by accident, sometimes you run into them, sometimes you just foul each other's shots so badly the bandit escapes. In arcade mode with essentially unlimited ammo and respawns, this isn't a huge problem. In HBs, or real life, this is a major problem, one that Boelcke identified and taught his students to avoid.
Concentrating fire doesn't really gain you much in the air. It tends to more often expend twice as much ammunition as necessary to kill a target. In a situation in which ammunition is likely to run out before you run out of targets, you want to try to make every bullet count. Filling the air with lead while also trying not to hit your squadron-mates is stupid. You're going to be less accurate.
In the system that was developed by WWII, the pair of planes would each have very specific overlapping jobs. Everyone has experienced the tunnel vision that develops when trying to kill an enemy fighter. When you're dog fighting, it's very difficult to out-fly your opponent AND be completely aware of everything around you. In a team, the lead plane can focus on out-flying the enemy because the wingman has his eyes on the surrounding situation, watching for new attackers and developments in the larger fight. The Wingman protects his lead by providing information as well as physical protection.
It is the hardest thing in the world to lay-off an enemy fighter and let someone else have the kill. Learning to control yourself as a wingman is an exercise in true discipline, but pays off in ways you can't anticipate.
While it's not necessary, in arcade, for us to conserve ammunition and fly like we're on our last plane, we would do well to start developing habits that will allow us to better succeed in historical battles.
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That brings this series to a close. Thanks for sticking with it and I hope you learned as much as I did.
Tip for Squadrons: In principle, it is better to attack in groups of four or six. Avoid two aircraft attacking the same opponent
This is probably the rule that has aged the worst of all the the Dicta, though the the underlying principles are still very sound.
In the early days of air combat, aces like Boelcke and Immelman would pretty much hunt the skies alone. As the war progressed, more and more pilots took to the skies and a single plane would quickly find itself overwhelmed. Eventually, numbers will win out. Boelcke stressed to his students the importance of attacking together and working as a team to prevent being overwhelmed as individuals.
This is a lesson that was taken to heart by most countries. By WWII, flying in groups of 4, 6, or 8 became very common. In the United States Army Aircorp, the primary building block of a unit was the 'flight.' (the analog to the infantry squad). Flights were built of either 2-plane or 4-plane elements (1 pair or 2 pair). One plane in the pair was a lead and the other was the wing. It was expected that these two planes would work together and cover each other.
At first this might seem like it contradicts the second part of the rule, but it really doesn't. Teamwork is vital. Conversely, simply adding an extra set of guns to a situation was not only of dubious advantage but added whole new dangers. We've all been in that situation where two friendly planes get in each other's way while attacking the same target. Sometimes you shoot friendlies by accident, sometimes you run into them, sometimes you just foul each other's shots so badly the bandit escapes. In arcade mode with essentially unlimited ammo and respawns, this isn't a huge problem. In HBs, or real life, this is a major problem, one that Boelcke identified and taught his students to avoid.
Concentrating fire doesn't really gain you much in the air. It tends to more often expend twice as much ammunition as necessary to kill a target. In a situation in which ammunition is likely to run out before you run out of targets, you want to try to make every bullet count. Filling the air with lead while also trying not to hit your squadron-mates is stupid. You're going to be less accurate.
In the system that was developed by WWII, the pair of planes would each have very specific overlapping jobs. Everyone has experienced the tunnel vision that develops when trying to kill an enemy fighter. When you're dog fighting, it's very difficult to out-fly your opponent AND be completely aware of everything around you. In a team, the lead plane can focus on out-flying the enemy because the wingman has his eyes on the surrounding situation, watching for new attackers and developments in the larger fight. The Wingman protects his lead by providing information as well as physical protection.
It is the hardest thing in the world to lay-off an enemy fighter and let someone else have the kill. Learning to control yourself as a wingman is an exercise in true discipline, but pays off in ways you can't anticipate.
While it's not necessary, in arcade, for us to conserve ammunition and fly like we're on our last plane, we would do well to start developing habits that will allow us to better succeed in historical battles.
---------------------
That brings this series to a close. Thanks for sticking with it and I hope you learned as much as I did.