After our foray to Korea with SPIs 'Air War', there was some talk of another go, this time over Sinai in 1956 (Meteors vs Mysteres). As I had little clue what was going on in the last game, I thought I'd better practice a bit!
I added to the stuff I'd printed out for the last game with a full set of (printed) rules for flight and cannon combat as well as the data cards for Mysteres and Meteors. I also made up a battle board with four of the geomorphic air combat sheets and made some generic counters (red 1-4 and blue 1-4) plus some control counters for things like banking.
My initial plan was to treat Blue 1 as a target drone flying across the map at 15,000 feet at constant speed 3, while Red 1 was at 16,500 feet and could practice manouvering around it and maybe set up an attack run. These are both Mysteres which are actually pretty good early jets, very manouverable and relatively fast.
I'm just using little blue dice to track most things on the aircraft control sheets. You can just make out the aircraft attitude counters I made on the bottom right tracks - a very clever 2D display which shows both the degree of aircraft bank as well as the angle of dive or climb, including 'pull outs' and 'pull throughs' ie the top or bottom of a loop or split S.
One complication is that the movement point track has three markers on it - throttle, current MP and energy from dives. I'm just using three dice with 1,2 and 3 respectively showing, but I should probably make some specific counters for those (T,M,E or something).
Anyway, my plan of doing some gentle manouvres with Red 1 while Blue 1 chugged along steadily soon went out of the window. Blue 1 accelerated and made a hard turn to starboard (these old jets don't accelerate very fast!) which lost it both speed and altitude but put some distance between it and Red 1. Red 1 meanwhile banked to port then went into an inverted power dive which lost lots of altitude but gained lots and lots of speed and energy while heading in directly the opposite direction to Blue 1.
Blue 1 had completed a turn to port at low speed (they turn much better slowly) and was now facing Red 1. Red 1 meanwhile executed a Split S and roll and ended up facing Blue 1, albeit at much lower altitude. I'd accumulated a ton of energy in the dive, and I planned to use it to climb back up. My brain exploded at that point and I couldn't face the next few turns required for both sides to get lined up in what would almost inevitably be a head on pass with a very low probability of hitting anything. I had however learned a huge amount about the turn sequence and how manouvring worked. I needed to come back to it again and practice some more stuff. I'd really like to figure out how to do an Immelman and a barrel roll, but mainly to get a better feel of how to anticipate the position, altitude and speed of the aircraft as otherwise neither a turning fight nor boom and zoom are going to be possible.
A few days later I set the game again with a couple of aircraft with the aim of working through more manouvres. In the interim I'd made up some custom counters to track throttle, energy and movement points as they all share the same track, and I'd colour coded and numbered the aircraft attitude counters to match the planes so I could tell which track related to which plane easily. We started off with Blue 1 and Red 1 (B1, R1) cruising along at throttle 3, MP 3. B1 at altitude 70, R1 at 75. (or 'medium low' - it affects acceleration, turn speeds etc).
This time I left B1 to just fly straight, accelerating to maximum speed but keeping straight and level. R1 wanted to try a loop (or 'wing over' as the rules have it). To execute a wingover you need to go into a type 1 (shallow) climb, then two turns in a type 2 (steep) climb, enter a pull through (ie vertical and pull the stick back) and finally the wing over which leaves you inverted and but reversed 180 degrees. It is quite a handy manouvre to practice as if you get into a pull-through, you can do an Immelman from there and choose how many points of turn (up to six) and roll you do - ideal to bounce an unsuspecting enemy. That is five moves or 12.5 seconds of real time.
Anyway, these old 1950s jets proved to be rather hard to loop in. I discovered I wasn't going fast enough to actually enter a type 2 climb! So had to level out, hit the throttle for a few turns to speed up (acceleration isn't instant as the turns are so short), and then try again. Of course what I should have done was dive first.... anyway
I finally got to the top of the loop, meanwhile B1 had managed to fly off the far end of the board and come back on again at the bottom, barrelling along at 5 MP. At the top of the loop, I realised to my horror that my airspeed was about the reach 0 but managed to avoid stalling. Having survived, I executed the wingover and ended up inverted with an airspeed of 1, but eleven altitude levels above B1 (iirc each level is 250 feet?).
As B1 was close by, I though I'd try and execute a pursuit.
This doesn't look too promising does it! It took me a couple of moves to turn 180 degrees by banking at 90 degrees and pulling hard Gs. I lost a bit of airspeed and altitude pulling such a tight turn but was still well above B1. Time to dive and get some energy. Diving both increased my speed to the airframes maximum, 6 (just below the speed of sound), gained energy, reduced the height difference and l
closed the gap.
It took a few turns but eventually I caught B1, and loosed off a rather hopeless medium range cannon shot which missed.
By now I'd accumulated masses of energy, so was able to pull off some very fancy manouvres. I rolled left to line up exactly with B1, my dive had actually made me undershoot the altitidude, but I was able to level off, burn some more energy to pull up a couple more altitude levels and then boost my speed using yet more energy to set up a perfect shot (above). I believe diving then pulling up right on the enemy's tailpipe is called a Yo Yo.
Point blank range with four cannon, Impossible to miss. KABOOM! goes B1.
I called it a day there as my head hurt once more, but I felt I'd got on top of the manouvre system at least. I think the main lesson was that these underpowered jets really can't do the same looping manouvres as prop planes and turning was the way to go in a cannon fight. The boost from accumulated (dive) energy from the very last engagement was a revelation however as it allowed extra manouvres at the last minute to set up really good shots.
OK, feel a bit better prepared for our next team outing now. I'm really not sure why I'm demonstrating this level of obsession with mastering a dead air warfare system from 45+ years ago. An intellectual challenge to be beaten, or something.













"so long as a man rides his HOBBY-HORSE peaceably and quietly along the king's highway, and neither compels you or me to get up behind him,--pray, Sir, what have either you or I to do with it?"
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