Fighting against the Allies

G

Giant2111

Guest
....is a pretty tough business since 1.2. No, this is not a complain. I´m looking for some :help:, and/or advice. Any central pilots out there? The only plane, I can hold up easily against the allies is DR.1. I know there is a way, may someone can point me in the right direction.

Thx!
 
Giant,

Im no expert but i do enjoy flying for Jasta 11 and Jasta 13 respectively and i do have to say that the DR1 and upward is by far the most stable of all the warbirds flown by the central powers in my opinion..

The albatross is very hard to fly, (all versions) it likes to stall and can be a pilot killer if not learned first its goods and its bads (almost like the Sopwith Camel) remember biggles adventures in time quote.. 'If you can fly the Sopwith camel you can fly anything..' VERY TRUE!! The albatross is very slow on its turns but makes up for it with its massive firepower.. make good use of the two main guns.. 1000 rounds per aircraft if placed right can have deadly effects for the hapless RE5a..

Besides that the albatross and its many versions are excellent divers unlike some other aircraft it deals well with the stress, and can come out of the sun quite unexpectively and fast on bomber formations.. that is quite an advantage in itself.

im sure others can give some better tricks but i must say that if you take the time to learn it it can be a deadly killer :)

Blue781 :friday:
 
Use boom and zoom tactics. The Dr.1 is about the only German crate that does well in turn fighting. The D.VII is also good at turnfighting but excels at BnZ. If a formation is under me I like to dive head on at them (unless Im approaching from thier backside and they havent seen me) and fire short bursts at one plane I've singled out. When Im down at thier altitude I zoom up. Once again they are below me and Im free to make another pass. Dont try to turn with them. Circle above them until an opportunity presents itself to dive down on their tails. Zoom up and do it again. Use lots of Immelmann turns also (not the WW2 one). Dont get fixed on one target either. Look for one enemy who isnt really paying attention to what your doing, maybe he's following one of your wingies, and get on his tail. Once he breaks off you break off and look for another.One thing I always try to remember is "make them fight your
fight".

Oh and memorize and utilize the "Dicta Boelcke". Hope I helped, even if it was just a little bit.

-Rooster
 
You guys are a lot of help. I will give it a try. I know the dicta, also.:ernae:
 
Well, GIANT, you must find out for each plane, what it can do well, and what it can't do well. And then, use the first, and avoid the latter. As simple as that (Lol!)
The easiest to fly German planes are the D VII and the Pfalz.
The D VII is THE killer pig - nothing can compete against her. But you'll have to learn aiming good - she reacts immediately on all stick movements.
The Pfalz is a sturdy battle plane; not brilliant in anything, but solid, good firepower, reliable (doesn't stall much and recovers easily).
The Dr.1 is very good for turn fights, and climbs quite good. It can turn flat like on a plate, 180 degrees! But it's slower than most opponents.

The Albatros is a bit more difficult to fly, stalls a bit quicker, and close-to-ground stalls mostly end deadly. But when you invest a lot of time in learning to know her, she's a great plane. Very solid, can take some hits.
In dives, she can escape all the light ones (Nieuport, Sopwith), but don't dive too steep - the lower wing can then begin to vibrate and break!
45 degrees should do fine. When vibration begins, pull out of dive.

The D II was a superior weapon, when it came out, and the D III was again. "Superior weapon" - not "superior plane" ! The Allied can often turn better; Pup and Nupe are so agile, they sometimes look like butterflies, dancing around you. But butterflies are frail - and you got the TWO guns.

A last tactical idea: learn to shoot well. When you can damage every plane in a furball a bit, they become soon less manoeuverable - and then comes your time...
 
I was getting chewed up all the time trying to learn the Alb DII. It has NO roll rate whatsoever and turns like a boat. Good power though so if you are patient and pick your fights carefully you might be able to use that superior firepower.
Then I switched to the Albatros DIII and mein gott, that is a HUGE improvement over the DII. This thing can actually fly! Having a marvellous time now with Jasta 19 (love their paint scheme too) where I'm holding my own so far.

During a recent Scramble mission I just took off and climbed away from the scene. Got my whole flight (5 planes) to the safety of altitude, when we swung back the 6 Nieups had left and the 3 pilots in first flight was shot down. They got two Nieups though. But I'm still alive.
 
GEIER - the turn will be much better combined with a soft dive.
All this flying is about "energy management".
A heavier plane needs more energy for actions.
As the engine's energy is limited, you must gain energy by pushing the nose below horizon level.

I can fly her pretty well now and chase even Camels through steep turns.
But the Camel will always be a bit better there - so you have to find another way.

Don't try to follow your oponent, whereever he pulls - do the fight in the way, that fits YOUR plane.
 
Isn't it wonderful that now each different model of aircraft actually FEELS and FLYS like a different model of aircraft! To a certain extent, it used to be like every one was a very similar FM with just a different skin on it. Now, you CANNOT fly a SPAD the same way as a Dr.1 (or as Olham so aptly pointed out a D.II like a D.III). Hats off again to the DevTeam at OBD!:ernae:
 
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