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Feature
Article
It's All a Matter of Perspective - Part
Four
Feature by Andy
Bush
General Offensive and Defensive Considerations
Introduction
In Part
Three, we looked at a number of concepts and techniques.
The article finished with a discussion of how to relate these
concepts to a conventional rear aspect attack. Ill end
this series with a final discussion of how these tips and
concepts can be employed in a front aspect attack as well
as pass along a few ideas regarding defensive BFM in a typical
air combat simulation.
To briefly recap the main point in
Part Three, we learned that BFM is an exercise in fuselage
alignment and the control of closure. The same is true of
front aspect and defensive BFM. For our purposes in this article,
our objective in front aspect BFM is to maneuver to gain a
position aft of the targets 3/9 line. To do this, we
will have to turn our fuselage axis around as much as 180
degrees as we maneuver to the targets six. This will
require a certain expenditure of energy on our part...while
it may be a wonderful thing to successfully end up at your
targets six, it will do you no good if the target then
escapes your well flown attack simply because you ended up
out of airspeed and ideas at the same time!!
Well try to minimize the chance
of this happening by stressing the relationship of the horizon
to your choice of maneuver direction. Not only will you see
how to get turned around but you will gain an appreciation
of how to conserve energy at the same time.
We will then apply the same thinking
to how to defend against an attack when the bandit is behind
our wingline. Again, our objective is to control fuselage
alignment and closure, but now the shoe is on the other foot!
When on the defense, fuselage mis-alignment is often the desired
result, and negative closure in the form of an extension or
separation will keep you in one piece for the next fight!
As before, I will illustrate these
ideas using diagrams and screenshots of padlock and external
views. Remember, our objective here is to help you fly better
BFM. The academic content of these articles may make you a
bit smarter as far as BFM technicalities go, but I want to
improve your flying...and I know you do also. In the real
fighter world, a skilled pilot is often referred to as "having
good hands". Thats my goal for you...good hands...so
lets get to it!!
Basic Concepts
Fortunately, most of the important
BFM academics have already been discussed. If you are a new
reader and have not read Parts One through Three, then please
do so before you attempt this final article. I will assume
that, by reading past this point, you understand and are familiar
with the BFM concepts contained in those previous articles.
When we talk front aspect BFM, we
must include several additional BFM concepts that were not
significant in our discussion of rear aspect offense. These
include lead turns, lateral separation requirements, and the
concept of the one circle/two circle fight. In addition, because
of its very important relationship to energy levels, we will
again include the horizon in our examination of how to use
both the padlock and external view to engage a target "beak
to beak".
1. Lead
Turns.
In the world of BFM, lead turns are like cleanliness...next
to Godliness!! Nothing marks a pilot as a skilled practitioner
of BFM so much as a well flown lead turn. Ill even go
out on a limb and say that if a pilot could only do one thing
really well, then, as long as that one thing was a lead turn,
he has a leg up on anyone he comes across. So much for the
preachin...how about a definition, for starters?
Lead Turn
- the act of aligning your fuselage axis with your target
before it does the same to you. The emphasis here is on the
significance of timing in the maneuver. You are maneuvering
your aircraft relative to the targets fuselage axis
before it begins a maneuver against your fuselage axis.
The most common reference to the lead
turn is when the maneuver is flown from a front aspect situation.
In this case, you begin your turn into the target before you
pass its 3/9 line. The assumption is that the target does
not attempt to counter your maneuver. By turning before
you pass the targets 3/9 line, you are turning early...in
fact, some references use the term "early turn"rather
than "lead turn".
While the lead turn is most often
described in a frontal aspect situation, this is not the only
time the maneuver can be flown. Lead turns are often the key
to success in a scissors, for example. The point to remember
is that good things can happen when you beat your opponent
to the draw when it comes to aligning fuselages.
2. Lateral
Separation.
When we talk lateral separation, we are always thinking of
turning room...either trying to get it (in an offensive sense)
or denying it (when on the defensive). We usually visualize
our turning room needs by referencing the targets wingline
and fuselage axis. We maneuver to maximize or minimize the
distance from the targets fuselage axis as measured
along its wingline.
For frontal aspect situations, your
attempt to gain lateral separation is usually the result of
your desire to lead turn the target. The lateral separation
will give you the turning room needed to minimize the possibility
of overshooting the targets flight path.
A defender, on the other hand, often
is attempting to reduce or eliminate turning room. The usual
objective is to cause the attacker to overshoot or need excessive
maneuvering to regain a threatening position thereby allowing
the defender to gain separation.
3. One
Circle/Two Circle Fights.
Many of the manuals that come with todays sims describe
a variety of maneuvers and tactics. To varying degrees, these
descriptions are technically correct...but what is missing
is relevant info on how you can fly the maneuver given the
viewing system of the sim. Too often, the maneuver or tactic
requires a level of SA that the viewing system simply cannot
provide. This is particularly true in the case if the one
circle/two circle option.
This option occurs when the attacker
meets his target head on...often called "nose to nose",
or in fighter pilot slang, "beak to beak". For purposes
of this discussion, we assume the target will always turn
into the attacker. The attacker has the option of turning
into the target...this is the more conventional of the two
techniques and allows the attacker to maintain a tally on
the target. In this option, the attacker and target fly separate
turn circles, as a result this option is called the two circle
fight.
The attacker has a second option.
At the merge...the point where each aircraft passes each others
3/9 line...the attacker can turn away from the target. Called
the one circle fight, this technique has the advantage of
reducing maneuvering time but almost always results in the
attacker losing sight, at least initially, with the target.
It is this loss of sight that makes
the one circle option less workable in a flight sim. Some
padlocks only "work" if the target is considered
visible...if the sims padlock programming determines
that the pilot cannot "see" the target in a given
situation, then the padlock view will not be available until
the sims AI decides the target is again in visual range
and angular limits. For this reason, the external view is
superior when flying a one circle fight...but not all sims
offer an external player-to-target view.
Lastly, the one circle option is a
bit higher up the ladder in complexity. Because of this, most
sim pilots will opt out for the two circle fight. For many
pilots, it just feels more comfortable.
4. The
Horizon Line.
Once again we return to the relationship of the horizon to
the maneuvering situation between you and your target. Weve
gone over this several times before, but Ill touch upon
it one more time. How you use the effect of gravity in your
BFM can spell success or failure. Your use of Gods G
can favorably or unfavorably impact your energy state. In
this article, Ill point out some tips on how you can
use gravity to gain or maintain your competitive edge. Well,
so much for the academics...lets strap on our flying
machines and go to work!!
Offensive BFM - Nose To Nose With Your
Target - The Frontal Aspect
Well, here you are...beak to beak
with the bandit...how did you get into this situation in the
first place? For our sim flying, I see three typical reasons
why. The first and perhaps most common reason, and the one
situation that you will encounter in almost any sim, is that
the sims "Instant Action"or "Quick Combat"scenario
starts you off nose to nose at some given distance. Or it
may be that you have selected this relationship on the sims
set up page...no matter. A front aspect situation is common
to all sim scenarios and is one you want to be proficient
with.
The second possibility is that you
have deliberately maneuvered to this position. This can often
be the result of H2H or multi-player scenarios where you and
your opponent take the shortest distance between two points
to engage each other...in this case, this results in a face
to face situation.
Lastly, you can end up with a front
aspect engagement as the result of a swirling, multi-player
scenario. In these circumstances, many pilots opt out for
staying fast and engaging only those targets that they meet
in the front quarter ( front quarter - plus or minus 45 degrees
off your nose). These situations are known as "targets
of opportunity" set ups...they are unpredictable, occur
with little advance warning, and require immediate decision
making on your part. Your "opportunity' in this instance
is fleeting...your success or lack thereof is going to depend
on your ability to choose a course of action that keeps the
bandit out front and you behind...as it should be...so lets
get down to specifics. As in the previous discussions, Ill
recommend a few tips that you may find helpful in dealing
with a front aspect threat. Because a lead turn is the maneuver
of choice in beak to beak passes, most of these tips deal
with specifics relating to performing lead turns.
Tip #1.
If at all possible, your first job is to get the lateral separation
necessary for a good lead turn. In a perfect world, this separation
will be exactly what is needed for you to roll out in the
targets six. The distance will be double your turn radius
as determined by your entry airspeed and "g" pulled
in the turn.
But the world is seldom perfect, as
we all know. If you are flying a jet sim, double your turn
radius works out to be around 6000 -9000 feet. For the typical
set up, you will seldom see this amount of separation unless
the target simply is unaware of your position and gives you
the time to maneuver that far out on his wingline. Fat chance!!
Instead, you will most likely get
one shot at a hard turn away from the target to go for some
lateral separation...then you are going to have to roll back
into the target to watch it. The following picture shows approximate
lead turn initiation points that you can use in any forward
view.
Heres an idea. This separation
does not always have to be measured along the wingline...in
fact, you can visualize this distance as an approximate circle
drawn around your nose...the center of your HUD. If you can
maneuver your plane such that the target approaches any edge
of that circle, you can then turn towards the target to align
yourself with the target. For you engineer types out there,
consider this circle to be the locus of points for the initiation
of a lead turn!!
Depending on your energy state, you
may find certain advantages in flying below the targets
flight path as you look for your turn entry point. This descent
below the target may increase your energy level and may make
it more difficult for the target to visually keep you in sight...in
fact, because the target will be looking down through its
fuselage, its padlock view may be adversely affected.
In this instance, you will be faced
with an upwards turn towards the target...a nose high lead
turn. The target, if it responds to your lead turn, must turn
down and towards you. This will tend to accelerate the target
and thereby increase its turn radius. You, on the other hand,
will have Gods G to help you shorten your effective
turn radius. While each situation is different, one technique
is to pull down and away from the target on about a 45 degree
angle below its wingline. This will result in your pull up
being a pitchback initially, rather than a loop. This maneuver
is less demanding on your energy state and is easier to fly
with regard to the horizon.
Heres a nose low lead turn seen
from the external view. Note that the turn is again begun
before passing the targets wingline, and your lift vector
is oriented below the targets flight path.
Tip #2.
As you initially turn away to establish separation, make your
turns hard and quick. Rotate your lift vector to the direction
you want to go and then pull hard to move the nose the desired
amount. Then, relax g and roll back to reacquire the target.
Minimize the time that you have your belly up to the target.
You can improve your SA by flying this maneuver in external
since the angular relationship of your fuselage axis relative
to the targets will be more evident than it would be
if you were using padlock.
Tip #3.
Visualize your lead turn point using angles off your nose.
As a technique, allow the target to fly to a point about 20
- 45 degrees off your nose as it approaches you. For many
sims, if you are passing directly abeam and level with the
target, this is an area between the outside edge of the HUD/gunsight
and the rounded canopy frame or edge of the monitor screen
when you are using the forward view. Obviously, you do not
want to wait until the target is past your wingline...or you
past its wingline. Another way to view this is to imagine
a line from the targets nose that is about half way
from its wingline to its nose...as you cross that line, begin
your lead turn.
Tip #4.
Now, lets talk energy! As you plan your lead turn, bring
the horizon into your crosscheck. Remember the high wing/low
wing analogy from previous articles. If your smash (energy
level) is high, then orient your lift vector above the targets
flight path...if you need to conserve your energy, then roll
to point your lift vector below the targets flight path
before you turn. Your turn radius will vary slightly in size
depending on which option you choose, but the effect on your
energy state will be more important to you in the long run.
Lets look at this situation using a padlock and forward
view.
In the next picture, the padlock guidance
is directing a roll to the right. Here is an excellent example
where I would disregard the sims AI and fly my jet the
way I want to fly it...in this case, I would continue my pull
into and below the targets flight path. Dont ever
expect the sims AI to be 100% correct!
Tip #5.
Include environmental conditions in your maneuvering plan.
If possible, get your turn displacement separation on the
sun side of the targets flight path...then, when you
turn back into the target, the target will have to look into
the sun to see you. Consider the background color of the sky
and ground. Try to fly towards the darker of the two...this
will make it tougher for the target to keep you in sight.
Avoid "skylighting" yourself against clouds or sky
if you can.
Tip #6.
I recommend you fly your lead turns in padlock or external.
In any case, watch the targets response to your lead
turn. It probably will turn into you. Be ready to immediately
BFM the targets response. Remember the concept of "flying
to the elbow". Use split-plane maneuvering to conserve
your energy and turning room. Continue to maneuver to the
targets extended six.
Tip #7.
Planning a two-circle entry? This is the most commonly flown
merge plan. If so, you will need some separation prior to
the initiation of your lead turn.
Tip #8.
Or are you going for a one circle fight? Your entry to the
merge is much different for this tactic. You DO NOT lead turn
as a rule. You DO NOT want any lateral separation at the merge.
You want to maximize you ability to turn inside the targets
turn circle. To do this, fly right at the target to minimize
spacing. One technique is to fly slightly high so that you
are slicing down and back into the target...this orientation
takes advantage of the effect of gravity on your turn radius
and energy state as you turn hard back towards the target.
Wait until the target passes your 3/9 line before you turn...this
helps assure the target remains out in front of your wingline
as you come around in your reversal. In the next figure, the
F-15s initial one circle turn started out pretty much
level. But then the Su-27 started a vertical move. The F-15
continues its one circle turn, but counters the targets
reaction by canting the plane of the turn into the vertical.
In the turn back to the Su-27, the F-15 is thinking "high
six...fly to the elbow"!!
Tip #9.
When should you consider the one circle option? As a rule,
ONLY when you are flying a superior turning aircraft. Otherwise
you run the risk of having the target out turn you and forcing
you into a defensive position.
Tip # 10.
Anticipate the need for a low yo-yo to regain closure if you
have elected to fly a two circle fight. As you come around
in your turn, keep your lift vector on or in front of the
target until you can analyze your relative energy state. If
your closure is high, then fly to the elbow. If not, then
pull your nose to a point in front of and below the target.
Then unload (relax g) and accelerate.
Tip #11.
Lastly, well return to the initial set up. Are you confused
about what to do? Unsure of which plan to implement? Totally
clueless? Dont feel bad...weve all been there
before. Point at the bad guy. Reduce your separation to a
minimum. Go full power and blow through. Extend out for separation
while rolling unloaded to keep the target in sight. Then reassess
your position and opportunities...re-engage if appropriate.
These tips are not the "be all
to end all" of head-on BFM. But they are a good starting
point. And they all are usable given the viewing systems of
a typical sim. Give them a try...experiment a little...find
out which are good for you...and which are not. Then bring
on the bad guys!! In the next section, well spend the
remaining time on defensive considerations.
Defensive BFM - Bandit Behind Your Wingline.
Congratulations!! You have neatly
trapped the bandit at your six...now what do you do? First
of all, all is not lost! You do have some options. A little
skill and cunning on your part and you can turn the table
on the bandit...but one thing is for certain. You wont
be able to defend yourself if you lose sight of the bandit...so
the first and most important thing for you to master is to
use your views to keep the bandit in sight. Do this with either
padlock or external.
When the bandit is behind your wingline,
he is trying to get into his weapon engagement zone (WEZ)
for whatever weapon he is using. Your objective is to keep
him out of this WEZ. You do this two ways...either gain enough
separation to get out of the weapons range limitations
or rotate your fuselage axis to generate too much angle
off for the bandit to handle.
Im going to offer some tips
for you to consider. Use these tips and techniques to achieve
one of three goals:
1. Goal
#1.
Cause the bandit to overshoot or reposition by rotating your
fuselage axis faster than he can rotate his...this is a fancy
way of saying "turn tighter than him", but it underscores
the central theme of these articles...control of your fuselage
axis.
2. Goal
#2.
Stagnate the bandit outside of his WEZ. Do this by controlling
your closure (actually, in effect, you are really controlling
HIS closure) to keep him at arms length.
3. Goal
#3.
Lastly, and again with closure in mind, force a 3/9 overshoot.
Simply speaking, make the bandit fly past you.
To make these goals, you have a limited
number of maneuver options. These are kick turns, hard
turns, break turns, and unloaded accelerations.
A kick turn is a hard turn
(5-7 gs) of short duration. It is used to move the bandit
out of your deep six. A kick turn lasts one to two seconds
and usually moves the bandit out to your 5 or 7 oclock
position.
A hard turn is an energy conserving
turn flown at less than max g. It is typically a sustained
turn (as opposed to a kick turn) and is intended to keep the
bandit in sight while denying him the ability to close.
A break turn is a last ditch
defensive move designed to sacrifice energy and nose position
in order to stay alive. It is flown at max g and max power.
It is flown out of the bandits plane of maneuver
for a gun attack, and, for a missile attack, in the plane
of maneuver of the missile. NOTE: For a gun attack, you BFM
the bandit...for a missile attack, you BFM the missile!!
An unloaded acceleration is
an attempt to maximize energy gain. Do this by relaxing your
stick pressure to less than one g. Bank angle is not important.
Use your HUD g reading if available to hold the unloaded g.
OK!! Weve got our goals...weve
reviewed our maneuver options...lets get to those tips
that are going to hopefully save your bacon!! In the following
discussion, well use the padlock and external views
to visualize the important points.
Tip #1.
Recognize your cone of vulnerability. Right off the
bat Im throwing a toughie at you. Remember the depth
perception problem I mentioned in the previous article? Well,
its alive and well as we try to defend ourselves using
our two views. Its tough to judge the bandits
range as you look to your six. Some padlock views include
bandit range...externals often dont. A rough rule of
thumb...if you can recognize the bandits type of aircraft,
you are vulnerable. If the bandit is still just a little dark
"spot", then it may not yet have entered your cone
of vulnerability...but sims differ in this regard. There is
no easy answer to this inherent problem in our sims.
Tip #2.
Rule Of Opposites. This applies to your BFM with the
bandit behind your wingline. Hes coming on like gangbusters,
and youre doing the chicken like nobodys business.
It may be a gross generalization, but keep this in mind. If
the bandit goes up, you go down. If the bandit
pulls down into you, you pull up into him. Saying
it another way, if the bandit goes nose off of you, unload
and extend. If he tries to get his nose back on you, then
turn hard into him to take away his turning room.
Tip #3.
Turn only to increase aspect. Aspect in this case is
the position of the bandit off your tail. Your defense should
be a series of hard turns and unloaded extensions. Be careful
of flying in a bank as you watch the bandit. In doing so,
you often inadvertently have g on your aircraft...this causes
you to turn, and this allows the bandit to close on you. When
the bandit cuts across your turn circle in this manner, he
is arcing you. This possibility exists anytime you
have your lift vector pointed in the bandits direction.
Dont let the bandit arc you.
Tip #4.
Know the bandits gun envelope. The path of the
bandits bullets approximates his gun line. You can visualize
this gun line as a vertical plane extending out from his nose
and down. It is lined up with his rudder (his lift vector).
For this reason, maneuver towards his wingtips and away from
his lift vector. Do this by rolling your lift vector in the
direction of his wingtip (usually the low one for energy considerations)
and pull. Remember that the bandit must be in lead pursuit
for him to have a valid gun shot. Most sims are programmed
more or less correctly for this gun parameter. If you are
looking straight down his nose, he is in pure pursuit
and may not have a valid gun solution. Look for his belly.
If you can see the bottom of his fuselage, then he is in lead
pursuit, and it is time for you to do some serious defense!!
Tip #5.
Know how to do a Gun Jink. A gun jink is a series of
random hard turns of short duration intended only to do one
thing...spoil the bandits gun shot. A gun jink will
seldom overshoot the bandit, and it wont present him
with any insurmountable closure problems either. But it may
keep you alive for a few more moments. Who knows? Maybe hell
run out of bullets!! Seriously, do your gun jink as described
in Tip #4. Roll towards the bandits wingtip. Then pull
hard for several seconds. Watch the bandit. If he repositions
nose off, then unload and extend. If he continues to move
his nose forward in your plane of motion, then roll away from
his gun line and repeat the maneuver. Dont be a wussie!!
Never give up and dont just blindly pull on the pole.
Fly smart and do your best. You are not always going to be
successful, but give it your best shot...unfortunately, so
may the bandit! Curses, foiled again!!
Tip #6.
Have a Lost Tally plan. A lost tally plan is nice to
have in your pocket for those times when the world has gone
to deep doo-doo and you dont have a clue. Were
talking here about a situation where your counter-maneuvering
has resulted in you losing visual contact with the bandit...typically
this happens in a guns defense. You whip a world class gun
jink on the bandit...then, you take a quick peek at the forward
view to check your nose position...everything is OK so you
switch back to your former view and...no bandit!! Where did
he go? The answer may lie in your last maneuver.
We begin with the assumption that
your gun jink or gun break was successful. This means that
the bandit was forced to reposition to avoid a flight path
overshoot or 3/9 line reversal. You now have to ask yourself...Where
would he most likely go?. Quite often, the answer is
up...the bandit is rotating his nose out of your plane of
motion. He split planes you and goes vertical to slow his
forward motion (closure). Once he has his closure and angle
off under control, he will roll back into your direction and
press the attack again. This is traditional, and therefore
predictable, BFM. So you look to where you expect him to be.
If you were in a hard left gun jink, then look high and to
the right. While this can be done in padlock, it is very disorienting.
I recommend that this is best done in external because of
the overall scope of the view. If you lose tally in padlock,
switch to external to see the bandit.
Tip #7.
Giving the bandit a Head Fake. Sometimes a little trickery
is just the thing to bamboozle a bandit. Heres a defensive
ploy that can catch an over eager bandit. Imagine yourself
on the defensive. You have a bandit closing in on your six.
You want to start a hard turn since the bandit is not yet
in gun range, but you do not want to bleed any energy...in
fact you want to separate and go on your merry way. So you
give him a good head fake...you want him to buy off on it.
If he does, youll have the time to extend away. Heres
what you do.
Roll into the bandit and show him
a lot of planform (that means he is looking at the top of
your aircraft). then go full power and start a hard turn into
the bandit. Watch him. As he moves away from your six out
to about your 5 or 7 oclock (or more), keep your bank
the same but unload to less than one g. You want it to look
like you are still in that hard turn. You want the bandit
to yo-yo off...when he does, you can extend away.
Tip #8.
The Split S as a defensive maneuver. In the sim world
as well as real life, the Split S can be a winner of a defensive
maneuver. Heres why. Most pilots are fairly comfortable
in maneuvering nose above the horizon...but when they point
the nose down and see a face full of dirt, they tend to have
second thoughts. You can take advantage of this. Often, you
as the defender may have a better feel for your altitude above
the ground as far as a Split S is concerned. You may feel
that you can make the turn without going splat. The attacker
may not have as good a SA. As you roll over and start your
downward pull, a bandit may follow you down...with one big
difference...he may pull lead. If he does, he may get a nasty
surprise. Just about the time that he is congratulating himself
on closing up the distance as he follows you down, he will
rapidly become aware that the world is getting very, very
full of dirt, very fast. If he is smart, he will abandon all
thoughts of chasing you and, instead, go into a full blown
dive recovery just to save his miserable skin. He may make
it...he may not. In either case, you are most likely long
gone. Hey...it aint pretty...but it works!!
Tip #9.
Last Ditch Maneuvers. Sometimes nothing you do works.
Sometimes the bandit is the Red Baron and nothing will shake
him off your tail. Sometimes you are going to have to throw
caution to the winds and bet it all on one last attempt to
save your skin. This is known as the Last Ditch Maneuver.
Last ditch maneuvers are maneuvering techniques that attempt
to force an abrupt role reversal through a severe change in
closure and/or angle off. In real life, they typically rely
on the extreme negative effect on airspeed that high angle
of attack (AOA) maneuvers have. But what works in real life
may not work in the sim...and too often this is the case.
But, as sim flight models become more like the real world,
you may find that you can employ these techniques against
your opponent.
Here are two excellent examples...the
High g Roll Over The Top, and the High g Roll Underneath.
In both examples, the assumption is that the bandit is just
about to pull the trigger, and you need to do something miraculous.
In this case, miracles can happen!
Both maneuvers are based on you using
max aileron and rudder abruptly and simultaneously. They only
differ in which way you roll. Lets set ourselves up
in a hard left break. For the roll underneath, we would quickly
increase back pressure as we add aileron to continue the roll
past the vertical. We coordinate this roll with full left
rudder. This is a not a smooth airshow maneuver. Slam the
controls into position. You want the stick full aft with full
left aileron and full left rudder. The nose is going to whip
down and around violently...you will be back to your starting
position very quickly. Your objective has been to cause a
closure problem that the bandit cannot solve. When you come
back to your starting position, neutralize your controls and
look for the bandit. Be ready to use your No Tally defense.
For the over the top maneuver, the
technique is quite similar. Lets put ourselves back
into our left break. This time, however, we rapidly increase
back pressure as we add right aileron and rudder. Again, we
does this very aggressively. The result is a nose high roll
to the right that basically from the bandits perspective
appears to stop our forward motion. The drag caused by the
AOA of this maneuver is considerable. We are going to come
out of this maneuver as a wallowing duck. Thats the
bad news. The good news is that the bandit may well be looking
at you over his shoulder inasmuch as he has shot past you
like a hot knife going through butter. Ta-da!! Now you are
the chaser and he is the chasee...what a nice turn of events!!
Because of the disorienting nature of this maneuver, I again
suggest flying it in external. Use your No Tally defense to
look forward and high for the bandit.
Whats the difference between
these two maneuvers? Entry energy level. If you are slow,
go underneath. Got extra knots to spare? Go over the top.
Closing
This finishes this series of articles.
My hope is that you have a better grasp now on how to use
the padlock and external views in your offensive and defensive
maneuvering. Weve only scratched the surface here. Many
of my suggestions are quite basic and should be seen as general
advice only. As your BFM skills improve, you may find that
these ideas are too simplistic for your level of game play.
All I can say is "Outstanding... Youve passed the
course!!"
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