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Posted

So was futzing again today in a just guns server. Really starting to get the hang of close in fights with the F14. So then on to the open weapon server.

My question is the transition from BVR to the Merge.

Every time I was in a guns/ missile server, I either took a missile in the face or broke the wings trying to evade one. Knowing the maneuvering limitations of the F14 at speed (aka don’t just yank ) how does one go about setting up in the interim between the BVr to the merge? Do you just limit to long range shots and scoot? Seems like in the 18, you can jink an incoming face shot and force a dog fight.

What do y’all do?

Thanks

I9 (5Ghz turbo)2080ti 64Gb 3200 ram. 3 drives. A sata 2tb storage and 2 M.2 drives. 1 is 1tb, 1 is 500gb.

Valve Index, Virpil t50 cm2 stick, t50 base and v3 throttle w mini stick. MFG crosswind pedals.

Posted (edited)

I guess it depends on the distance, altitude, which missile is shot at you and the plane you're fighting.

 

I tend to avoid the merge in general, and especially against F-16s, F-18s and Su27s because of their AIM-9Xs and R-73s...

 

At 10Nm and at medium/low altitude, you can snake, pump or notch a missile like the AIM-120, R-77 or R27ER.

Watch out for the R27ET though since you won't get any RWR warning. As soon as you spot the launch thanks to big smoky trail, start flaring and you'll be fine.

 

Less than 10Nm and things start to get tricky. I can make a defensive shot to prevent the bandit from shooting at me and maintain a slight offset (crank) so I can either start a barrel roll and stay hot on the target, or notch then pump and recommit.

 

I would also like to know how other people do it !

Edited by Panther 976
Posted

It's a wide subject to discuss but if you really want to stay alive you don't merge unless forced. No fighter can "jink" any missile consistently. It's a risky game. Yes, you see that a lot in DCS because all you can lose is a score, pride and time to reload but no pilot IRL would take the risk.

 

1v1, you put your BVR shots on enemy, he defends and gets away, you can follow if you're fast enough and go for a kill. But if he survives BVR and shot at you too it's time to leave fast and look for friendly buddy/sam cover.

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Posted (edited)

You might be starting with a slightly biased desire to dogfight, but all-aspect off-boresight missiles distort the WVR landscape to a point where long close-in fights are not really a realistic thing. That's not to say you need to go to the other extreme and "shoot and scoot" as you say, but modern missile WVR is quick, dirty and brutal, often a "first shot wins" game or a mutual kill. WVR will happen and it often needs to in order to secure a kill, but it's the endgame of the longer fight leading to it, not an end in itself.

 

Your goal in a merge shouldn't be to get close just for the sake of having a good old fistfight. Your goal should be to get close with an overwhelming advantage, get the kill, and get out as quickly as possible, because you'll be on the other end of that if you don't.

 

"Fair" head to head missile jousting is a crap-shoot, regardless of how lucky you get in other planes. You wouldn't constantly take head-on gun passes (I hope) in a guns only scenario or e.g. in a warbird, there are merge tactics for guns only that generate flight path separation and energy advantage while keeping you ouf the enemy's engagement envelope. Same with missiles, you don't charge a guy charging you and hope you jink better, you're just rolling dice at that point. Unfortunately, when missiles make the "death zone" a 15 mile 60 degree cone off the enemy's nose, plus a 5 mile half-sphere forward of their wing line, this becomes very, very tricky.

 

You basically have two ways to generate a decisive advantage at the merge:

 

1) Force the enemy fully defensive as you press through your BVR. This is where your energy generating prowess and long range missiles shine. This is where your snaking, cranking, barrel rolls, all those tactics come in: at medium ranges where you can defeat the enemy missiles and win the fight kinetically, not at near-merge ranges where you're jinking and praying. If they blink and defend badly, or turn tail, you press and kill. If they notch you or press back, you light your cans in their face and reset, no shame in that.

 

2) Sneak up on them so they don't know you're there. The Tomcat has datalink but you're no EOS-assassin Flanker and you're much more likely to be high and fast in the BVR as this benefits you. Your bag of tricks here should be sneaky re-engages after the above mentioned reset. If you're on the deck with an AMRAAM on your tail and presumably the guy who fired it as well, dive over a hill while faking a turn one way then immediately turn hard the other way. If you do it right and they take the bait, they'll lose you completely and you come back over the hill point blank at their 3 or 9 o'clock. Sidewinder to their tailpipe and get out of there.

Edited by VC

VC

 

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Posted

Great post, thanks. I have been approaching it with the intent of a rear aspect kill after a vid. after squeezing off a 120 yesterday to record my first BVR kill (a team kill) I was reluctant to loose a 54 and was looking for a tussle close in. Live and learn.

Thanks again!

I9 (5Ghz turbo)2080ti 64Gb 3200 ram. 3 drives. A sata 2tb storage and 2 M.2 drives. 1 is 1tb, 1 is 500gb.

Valve Index, Virpil t50 cm2 stick, t50 base and v3 throttle w mini stick. MFG crosswind pedals.

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