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Page 33

MarkShot's STK/EAW Guide
By Mark "MarkShot" Kratzer


Table Of Contents Download/Print PDF Version


Phases of the Attack
I tend to think there are more less three distinct phases of the attack. These are:


  • Phase I - Fake B&Z
  • Phase II - High yo-yo sucker plays and domain sucker plays
  • Phase III - Chewing up his turning circle

We will explore each of these.

Phase I - Fake B&Z
Note that I am referring to Phase I as the "fake" B&Z. Why? Because it is almost impossible to blast someone on a high speed pass in a 1v1 fight. He knows you are there and it is just too easy for him to get out of the way. In perhaps four months, I have only had maybe two or three such shots. Of course, if you see a real opportunity for a shot, then go for it. The main point of this phase is to see if your opponent can be easily suckered.

So, you fly a classic B&Z profile. Get as close you can get without risking a nose to nose encounter, then zoom climb straight up. (This was covered in the original STK/EAW.) If your opponent is foolish, then he will follow you straight up. When his speed has dropped off significantly, then double back and kill him. You can do one or two of these Phase I attacks. I used to catch about 30% of those I played with doing stuff like this, but I think the skill level is getting better, since I would say its now down to 10-15%.

Phase II - High yo-yo sucker plays and domain sucker plays
At this point, you continue to charge your opponent looking for a quick passing shot. Either you get it or he rolls away from you with his superior turning ability (he is closer to corner). In most cases, you won't get it. And even if you do, only take the easy ones. Don't blow all your energy pulling hard for a poor shot opportunity.

As he rolls away from you, break into a climbing turn. (See the Energy Fighting topic.) You are looking to do one of three things.

  • If your opponent turns after you, then you will level off into a flat turn when you are at corner speed. You will then be out turning him with an energy advantage. This would be a serious mistake by your opponent. See the topic about Domains.
  • If your opponent heads off in the opposite direction, then you will perform a high yo-yo and immediately take another run at him.
  • If you opponent attempts to maneuver below instead of turning his back and heading in the opposite direction, then you will level off into a flat turn when you are at corner speed. You will look to see if the turn(s) he is making and with the separation he is providing, if you have an opportunity to fall in behind him.

Let's assume that your opponent knows better than to enter your domain. You goal is to quickly perform another run on him while exercising reasonable energy management by using the vertical. You want to force him to quickly execute another maneuver to counter you. This process of causing him to continuously maneuver to counter you goes back to the goal of getting him off balance. At the same time, each subsequent run you make in Phase II, should put you closer to encroaching on his turning circle.

There are two common mistakes I see generally made in Phase II.

  • Being overly concerned with loss of energy or rebuilding energy. In practice this means that each new run is reinitiated with excessive separation (beyond 4,000'-5,000'). This does not further your goal of putting the defender off balance and picking up the pace. It is very hard to encroach on the turning circle of a good defender who is not off balance.
  • Being totally unconcerned with loss of energy. In practice this means that after two or three runs the attacker is no longer the attacker. Effectively, you started with an advantage, but you now have a neutral fight.

If you opponent manages to hold you off for quite a while by losing altitude, this is fine. You will simply need to continue in Phase II until your opponent is at sea level.

Phase III - Chewing up his turning circle
If you have performed Phase II well, then your opponent is now continuously turning. You still hold a significant energy advantage (60-100mph). He is off balance and trying to address it with fast foot work. Each successive run has reduced separation between your planes at the start of the next run.

Your runs are now starting at separations of around 3,000'. You are on the edge of his turning circle. The next run or two will put you inside his turning circle. At this point, you have capitalized on your initial energy advantage. You simply need to continue applying Energy Fighting techniques and you will work your way closer to his six. This is the end game.

A common mistake at this point is to abandon vertical maneuvers and go for a quick angles grab. This usually results in a fair fight (neutral) or if your opponent is an Energy Fighter, then you may even end up on the defensive. Remember a fair fight is not your objective when you start with a major altitude advantage. You are after a one side victory and nothing less.

Common Mistakes by the Attacker
There are four common mistakes that I see from attackers when I am defending.

  • Lack of aggression - Such opponents know well enough to maintain an energy advantage. However, they do not realize that if they continuously provide me with 6,000-15,000' of separation after each run, that I could simply dodge them all day. They are presenting no threat to me and it takes only minimal skill to get out of the way of an attacker who is at least 100mph faster when you are at corner speed. Basically, lack of aggression although not endangering the attacker does little to endanger the defender either.
  • Diving below - Such opponents dive below my altitude and make high speed and high-G turns below me. That plays right into the hand of the defender. Nothing converges energy states quicker than this type of attack technique. Often within 2-3 runs, the attacker has totally depleted his energy advantage.
  • Speed matching - Such opponents try to slowly approach from the rear and above with minimal closure. Their goal is to slowly settle on your six with a 25-50mph energy advantage. Their goal is perfectly reasonable. However, their execution is poor. Their plan depends on making the single perfect move or turn to gain angles and have an energy advantage. If their opponent either effectively counters them or the attacker's timing is not perfect, then they will have blown it. If they blow it, then what they get is a neutral fight. The problem with Speed Matching is that it is not a progressive strategy. Progressive strategies tend to be much more effective than single maneuvers.
  • Overheating the engine - If an attacker fails to manifest any aggression and continues with many attack runs, he could well overheat his engine. As the defender, I often cruise along throttled back keeping my engine cool until the wrestling match truly begins. Thus, many times I have been victorious due to an attacker's overheated engine even though I have been in the air much longer than him.

 



© This STK/EAW Guide is Copyright 2000 Mark Kratzer. All Rights Reserved.

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(This article may be found at http://www.combatsim.com/htm/2000/09/stk_eaw_new)