I thought I had everything figured out in Microprose' European
Air War until the upgrade patch came out. I believe the patch
tweaked in favor of the A.I. (artificial intelligence) too strongly.
But that's open to conjecture.
Whatever your assessment of the overall impact of the patch, these elementary
observations on tactics should assist you if you are new
to EAW.
ROLL & DIVE
The most often used maneuver by the A.I. is the split S. It seemed
faithful enough to real accounts at first. When you take on the
Luftwaffe fighters and follow a 109 or 190 through a Split S, you will
grey out/black out. When you recover you'll find that the
enemy has had the same strain put on him and must recover too.
No cheating here!
The P-47 generally can't get lead on a 109 or 190 in the
nose-down pull-up move, but the 109 and 190 can pull
lead on the '47. The P-51s, on the other hand, can stay with the German
planes without difficulty.
What about the P-38s? Unfortunately, these aircraft in EAW get control
compression too early, at 440 mph TAS. It should be more like 500 mph.
The Spits, Hurricane and Tempest
fly fine.
The Me110s, as in real life, are just meat on the table. Modeling is so
stong in EAW that the Typhoon even models the weak tail design with
compression at a bit past maximum speed of 412 mph. Don't plan
on doing much diving or tight turning with this aircraft.
The Me 262, on the other hand, with its superior speed is excellent for running through bomber
formations with the 30mms pumping. This will get you kills and keep you almost
invulnerable, as did the real thing! Anyhow, so far so good.
COVER ME!
The most important area of tactics in EAW is control of
wingmen. Learning to command and monitor your flight is not merely a
matter of understanding tactics, but also of learning how the
simulation designers have modeled the various
responses. Everyone has different expectations of what should
happen.
In EAW you have to keep your fingers flying on the keys to
direct your guys. "Cover me" is a command for the wingman or the
whole squadron, but I don't feel any safer when sending this command to my
wingman. Often he acknowledges my orders even though he's too far away to be useful.
Click for 1024x768
So what do you do if you've made a bad move and the bandits are thick and heavy?
Well, you could email me for help, but you'll be down in flames before I respond!
The best move seems to be to use the "Anyone Help" command, which seems
to
get multiple, quick responses. If you wingman is near enough you can
direct him to kill your target. In fact, if he is very close to you
your wingman is
smart enough to fire on the enemy without being told. As in real life,
there are some disadvantages here since several
people have been shot down by friendlies. I've taken a few rounds from
my wing, but never yet been disabled.
Takin On the Heavies
The 1.1 patch addressed the bomber armor and gunner ability and both
have been upgraded. The heavies take more hits to die and
you will take more rounds from the Allied gunners as well. The good
side is that with the 1.1 patch you can direct one of your sections to
attack
ground targets while you take on interceptors.
One of the lesser used calls that you should not forget is the
call to ground control for help. Sending this request will call in the
reinforcements, and when they are available they will save your butt.
If you
are in a weakened squadron with four A/C instead of twelve, issue this
call while on the takeoff runway.
The Luftwaffe and the Green
A puzzling thing, both pre and post-patch, is the ability of your
squadron mates. In Aces Over The Pacific/Aces Over Europe if you
waded into a battle and began scoring, it was infectious. Your
A.I. mates did well too.
In EAW you can take out five bombers, get
your 190A shot to hell, limp back to base and find your
kills were the only ones scored! What the hell were those guys
doing? You kept telling them to concentrate on the bombers but to no
avail. Eight pilots with 30+ victories each consistently fail to score!
Now I know why
Hermann Goering was always pissed!
Do not be dismayed if you
feel like you are the only one helping the Fatherland. You can
always make a first pass on the U.S. bombers before the escorts
interfere. Just keep it up!
Puzzling over this one, I've tried different methods to encourage my guys to succeed.
I thought those pesky escort fighters might be distracting my guys,
so I have told Schwarms 2 & 3 to hit the bombers while my section
tangles with fighters. I have sent Schwarms 2 & 3 to mess with
the escorts while my flight hit the bombers. Same result- low
scores. You must carry the whole Staffel!
Sure, historically a staffel did not knock down ten bombers from a
formation. Germany is going to lose the simulated war anyway,
but I feel that my A.I. comrades should fare better. And remember, if
you are flying in a campaign fatigue is modeled so don't send the same
pilots up every time.
WINGMAN BLUES
Flying as an American there is a difference in wingman
performance most of the time. Other
guys get kills with you. The Brits fall in between the performance of
the Germans and Americans, returning less often without kills than do
their American
counterparts. Experience shoud make a difference, but seems to have
little effect on the
outcome.
Before engaging you MUST instruct pilots under your command to
drop their auxiliary tanks. Sure it's one of the first things a
combat pilot is trained to do, but your A.I. fly boys all missed
class that day. After scattering to engage enemy planes you will
see tanks still slung under the fighters upon regrouping. Duh!
I find attacking German bombers in 1940 is just as easy in the
pre-patch version. While many on the forum board say the He 111
and Ju 88's are tougher, consider this. I began a Hurricane
career. I had never flown the Hurri against bombers and it was
the first career in it I tried.
In my first mission I knocked
down seven 111's from 6 o'clock before running my .303's dry.
No real damage to my plane allowed a leisurely flight home with my
wingies. I use all settings to full except enemy skill at
"veteran." But again, mine were the only kills scored!
Tackle the Big Boys
When approaching any gaggle of aircraft from 6 o'clock the
closer plane to target is the one that is higher on your screen.
The U.S. bombers stack their formations differently than, say,
Aces Over Europe. As in reality, they're more vertical than
horizontal, and this gives better fire coverage. We've all found this
out the hard way!
The best way to take out bombers is from six o'clock. Oblique
angles from 7-9 and 3-5 o'clock low or high offer slim
advantages and you'll find yourself spraying several planes where
you should concentrate on one.
Fire rockets from 2000 feet or
650 meters, slightly above the target. Commence short bursts to
range in your guns from a bit farther out and watch the tracers for adjustment of nose attitude.
I have tried most methods of pounding the big boys. Head-on
exposes you to less fire but the window to aim and fire is short
and you must turn, overtake the formation, and gain enough lead
to turn and attack again. I have found that creeping in at just
barely 6 o'clock low is good. Open up at 2,000-2,500
feet(700-800 meters).
Fighter vs. Fighter
Fighter vs. fighter can be an endless tactical dialogue. For
now we will touch on the basics.
The German A.I. never challenges my formation head-on like I tackle
them when I fly as an Ally. I have always taken the cue from Bob
Johnson's real P-47 experience in sim flying- break up the enemy attack
head-on.
Mimicking the real head-on attacks has mixed
results. If the aircraft are axis to axis and at equal altitude
or a hair below, you can usually score. The P-47 has high marks
here with its firepower. It you are not intersecting exactly
nose to nose you can easily miss the deflection. Use the
magnification key "+" to see ahead. Remember that distances close
rapidly when you are flying head to head. Aim carefully.
Enemy artificial intelligence seem to use mostly the same moves
over and over. The Germans will roll over and split-S repeatedly
until they run out of altitude, then they will roll a lot to
throw off your aim. However, their constant rolls allow you to close
the distance. They also do a maneuver that appears to be the beginning
of
a split-S then they twist around rolling, toward their original
heading.
Avoid getting too close; 700-900 feet (225- 300 meters) is good.
Much closer and you miss quick moves. The Germans
especially love to chop the throttle and make you over-shoot.
Outside loops are a usable defense if you begin with plenty of
altitude. They seem to throw off the A.I. If you don't have the energy
you will know soon enough as the plane will not bend over and
through in comparison to the rate the ground is rushing up at you. At
least you can turn your outside loop into a dive and hopefully distance yourself
from your pursuer.
I recall the gripe of pilots in Aces Over Europe that
you could do nothing to get away. The A.I. had a single-minded
mission - to get you. Unlike AOE you will find that during the initial clash of
combat you will not feel as though every enemy fighter is
gunning for you.
If you are over friendly territory and damaged you can use the
"shift e" command to locate an airfield. Landing there will not
improve your score apart from landing in a field but doing it
lends the "feel" of an emergency limp in.
I have noticed that late '44 on to the end the German A.I. uses a
unique move. They put their planes into extremely SLOW maneuvers
which throw you off tremendously. I have heard that they have
been known to even drop their landing gear in order to slow down
though I've not seen it. There are other
other complaints I've heard about the A.I., but this is sophisticated
stuff!
ENTER THE PATCH
After installing the version Me 110.
Heavier aircraft will be at a disadvantage in vertical manouvers as speed bleeds off. If you
do not nail your enemy first the lighter planes will out maneuver
you at slow speed and likely end up on your butt! Shoot from as
far away as your skill allows.
Post Patch Modeling Flaws
The patch definitely makes the Me 110's better than reality. A P-47 can
no longer turn with them, they seem to always be going too fast, and
they perform the same vertical stunts as the single-engined fighters!
Their low altitude split-
S exhibitions leave my jaw on the table. Yes, they do smack into
the ground sometimes while fleeing you but usually they survive.
Beginning a split-S at 2,500 feet is risky at any speed in any
plane, but post patch Me 110s do it. A Spit is about the only
plane that can follow. Try it in anything else and kiss the
ground!
Running enemies into the ground happened in WWII with all
planes, of course. But in EAW you do not get credit for
the destruction of an enemy aircraft by this method! My friend Clint Burdick,
P-47/P-51 ace in WWII, ran an FW 190 into the ground, claimed
it and was credited. The EAW A.I. Victory Review Board
is tough!
The Me 410 had a top speed of 388 mph @ 21,000 ft (about 7,000
meters). Yet post patch at 5000 to 8000 feet they are exiting the
combat arena
nearly that fast. Yes, allowing for a light angle of descent speed will
realistically climb, but in EAW they can sustain it. The 110s are
easier to catch, just keep after them and nose down to gain energy.
Allied Aircraft Modeling
The Hurricane has been branded by many as having a more lively FM (flight
model) than is believable. I noted it in the beta I had
and it seems to lean that way in all release versions too. It
can be hacked into submission by changing the roll/turn rate.
I have noticed no difference after the patch in attacking German
bombers in the Battle of Britain with a Spit or Hurri. I DO notice more difficulty
in taking down Allied heavies in version 1.1. Many have talked
about the 110 and 410 gunners being too good. No one has
mentioned any other German A/C gunners' skills having changed.
What about the Ju 87? I truly am never bothered by the rear guns. A "tink" and
"plink" of the little shells on my plane has little effect. I
don't know why some are having trouble, unless they are coming in too close and too slow and not jinking enough.
Spitfire
I have found that sneaking up from 6 o'clock low on a German
fighter who is intent on the bombers is effective. If the pilot is any good he'll
see you from 2200 to 2400 feet out.
Fire at 2500 to 2700 feet or so and you'll hit him. Punch "+" for
magnification at 3,200 feet and fine tune your aim. Aim one width of
the pipper above the guy to
score, and anticipate a break up and to the left.
Before the patch if your landing gear would not come down you
really had to bail out sinces bellying in always resulted in an
explosion and death. Now you can belly in, but be careful, and I have yet to
ditch in the water and live.
Hack It Up: the Big Guns
Attacking the bomber stream in the 109G with 2 13mm's and 1 20mm
gives you an idea how inadequate the craft was as a bomber
destroyer. I got SO tired of the endlessly repeated missions of
a long career flying the "G." I finally used the tricks I had
figured out in hacking to change the "G" to the "H" or the 190A.
While looking at the program files for EAW I noticed text describing
the
under-wing guns which were mounted on the "G" model, as actually was
done by the Luftwaffe. EAW programmers somehow glitched this and the
guns went missing. Furthermore, the
110G was supposed to have 2 30mm's and did not. Never fear, hackers are
here! Paul Morais and Charles Gunst put
together a patch that corrected all this, and the "G" now mounts
adequate weaponry for bomber attack. (On the next page is the download
link.)
The 110G has its 30mm's,
plus the "K" has the extra 2 30mm's in the wings as did the Bf
109K-6. The FW 190A has two extra 20mm's for a total of six.
These field modifications are great but I find the standard four weapons
to be good enough. The great thing is that if you do not want to use
the extra guns you can revert back to standard by simply dragging
the plane's .FLT icon out of the /EUROPE subdirectory to your
desktop.
Now you can have effect on the big guys. I personally do not
care if my plane is shot up and I am forced to land in a meadow if I take out
three or four bombers. The same goes for bomber intercept RAF vs. Luftwaffe.
Hey, when you're over friendly territory you can afford to take
chances!
HELP FROM DOWN UNDER
While I had found a couple of easy modifications to change planes or
change one plane's performance for another's, Charles Gunst in
Australia took it all ten steps further with his add-on modules
that allow you to fly most of the non-flyable aircraft. This,
coupled with the superb Meatwater sound packs, really pumped up
the sim. Don't worry; Gunst's add-ons incorporate the extra
guns, and we will cover more on hacking in the near future.
This is certainly not all there is in tactics. Cruise our forum
boards to see what other pilots have found and watch for more here in the next few days. Best tactic? Always check your six!