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What Makes
a Good Mission? Interesting Tactical Problems
There's
absolutely nothing wrong with a "fly there, bomb that,
fight these" mission. However a whole campaign full of
co-alt, equal numbers fighter merges can get a bit samey.
So what else can we think of?
- One little-known trick is to use
the escort target type for your own flight. This has a number
of uses. First example you are a flight leader tasked
with taking a pair of novice pilots up for their first combat
mission. You are deep inside your own lines when you encounter
a free-hunting pair of enemy fighters of similar capability
to your aircraft. Now you have to fight them and make sure
at least one (or even both!) of your rookies make it home
to mama: that's a whole lot more you'll need to concentrate.
Another example using the same escort target trick
you are a wingman and must keep your leader alive at all
costs. Try not to use this if he has to attack bombers as
defensive fire is something the player cannot influence;
he can, however, keep enemy fighters from downing his leader.
- To avoid co-alt merges with fighters
there are a number of things we can do. One is to run a
target aircraft (Storch, Stuka flight etc.) across the path
of the player flight then run enemy fighters in at high
alt a minute or so afterwards. In conjunction with the player
as wingman method described above this is very effective.
To succeed in the mission the player needs to resist the
temptation to join in the attack on the Storch while instead
keeping one eye on where his flight leader is and another
open for enemy threat aircraft. With good timing and a lot
of playtesting you can design a mission that offers a bit
more than the standard "there are the bad guys, let's
kill them".
- Other things we can do to vary
altitude are to tie the friendly or enemy fighters to escorted
bombers, place an overcast (for example I-16's with rockets
tasked with a road patrol will have to fly under the clouds
and can be jumped by Messers we placed over them.
- Not all fighter intercepts have
to be from above. By the end of the war it was too dangerous,
especially in the west, for the Germans to fly around at
altitude. As their main targets were Allied ground-attack
aircraft they would often fly at very low level, hunting
for Typhoons or Sturmoviks up at 1000m. The Germans would
then use their speed to zoom up unseen and attack. In the
sim we often look up for bandits so a few Doras going very
fast at 100m can come as a nasty surprise.
- Another way of spicing up missions
is to introduce force dissimilarity. In Hannig's book he
mentions being in a pair of 190's at high altitude watching
several flights of LaGG's climbing up to meet him. The two
190's used their dominant altitude and firepower to more
than cancel out the numerical advantage enjoyed by the enemy.
This makes for a good mission if the player is self-disciplined
enough to keep his speed high and his wingman with him.
It can be interesting too from the other side: imagine 8
or so I-153's armed with bombs at low level being bounced
by veteran or ace Messerschmitt F models. The AI Messerschmitts
are canny enough never to allow a Chaika on their tail
they will extend or climb away until they can regain the
advantage. The player therefore will need to disengage from
the fight, climb away and re-enter the fight at a position
and time that will trap the Messerschmitts beneath him,
for example during a turn.
- A straight 4 v 4 engagement can
be fun but how about this? The pilot is #3 of his flight
of 4 Messerschmitts when they come across a pair of I-16's
with novice pilots. At the very latest after one of the
I-16's is shot down a responsible pilot will pull his pair
above the fight while the leader and his wingman go after
the remaining one. That way he will see the three I-16's
coming in at 3000m two minutes later. Instead, as we all
know, many pilots will take their Messer down into the fight
only to get jumped from above by aircraft they never saw.
Players will remember a mission that made them think.
- It was quite common for aircraft
to be dispatched to aid others. Dribbling aircraft into
a fight at various altitudes and on both sides keeps the
player awake. Or having the player scramble to back up an
existing fight can pose another dilemma: get there quick
and try to tip the balance with numbers or climb and try
to enter the fight from above?
- Using the "empty" loadout
for aircraft can give a number of options. Firstly, and
most obviously, we have the unarmed recon plane not
really a factor on the Eastern Front barring the Finnish
G-8's and a few Mossies and Spits at Murmansk, but certainly
useful in the Western Front and the Pacific. An unarmed
Lightning at high speed and alt can make a good intercept
target if you run it such that the player needs to climb
at maximum efficiency to catch it.
- Unarmed offers other possibilities,
such as bombers at night. We can place 6 bombers, 5 unarmed,
1 armed. Only one will be alert enough to fire back at the
night-fighter. We lack AI Lancasters and Halifaxes but imagine
half a dozen single IL-4's mine dropping at night along
the Baltic coast and the player is in a 110 sent to stop
them. One will "see" the attacker and fire back,
the rest will not, though they will take evasive action.
Setting them to rookie level AI means there is a good chance
of getting a clean bounce on them too.
- What else can we do with unarmed?
We can have a badly damaged bomber that needs shepherding
back to base, full of wounded crew. There are a number of
wrecked B-17 skins (including one in the default FB or BoE
installation, I forget which) that fit the bill. This is
also a neat way to have a Berlin bomber scenario without
dozens of bombers slowing it all down: shepherding Mustangs
or Thunderbolts can attempt to drive off the marauding Messers.
- We can also use unarmed aircraft
to tempt the player into making a mistake: the player takes
off leading a pair of A-8's to cover a flight of F-8's.
Shortly after take off the group is circled by a pair of
free-hunting La-7's a couple of thousand meters higher.
These aircraft are unarmed but the player will not know
that. If left alone they will shadow the group at a distance
for a while then fly home
maybe low on fuel, out of ammo, engine playing up,
who can tell? The player's briefing was to stick close the
the F-8's, now doing an impressive 460 or so km/h towards
their target. If the player does chase the La-7's he may
get a kill but will not be with the F-8's when they encounter
some Yak-9T's at the target that rip them apart. Mission
failed. And what will the homeward-bound La-7's do? Probably
drag the pursuing fighters over a flak concentration to
a friendly CAP position.
The main
thing is to give the player choices. You tell him the right
choice in the briefing and then tempt him towards the wrong
one. Tempt him with an easy kill when he should be watching
the bombers or his flight leader and, especially if he is
playing full real, he will have a memorable trip when the
next pair of fighters show up.
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