by Tony Valle
Vertical rolls (VRs) are often used in an Air Superiority game ineffectively or inappropriately. When used properly, a vertical roll is a wonderful tool and can be effective both offensively and defensively. When mistimed or poorly executed, it becomes a dangerous initiative sacrificer which comdemns the pilot to a reactive rather than aggressive flying style. The first point that should be noted about vertical rolls is that they are essentially multi-turn maneuvers. The pilot must either set-up the climbing VR by climbing on the previous turn, or recover from the diving VR by diving on the subsequent turn. Pilots that use the VR without planning ahead usually gain a very temporary advantage. This is especially true for diving VRs. A fast aircraft which enters a half roll with dive usually takes itself out of the fight for at least two turns, sometimes more. No only does it give up a lot of altitude, it is forced to dive the next turn while it is almost certainly below the opponents. Making this mistake in a 2 v 2 engagement is often tantamount to hanging your wingman out to dry. Note that even aircraft with high pitch rate are now forced (under 2nd Edition rules) to dive on the turn following a vertical dive. Climbing VRs are easier to recover from. Since you can immediately go into level flight, you can potentially put weapons on someone if you did not climb too far. On the other hand, climbing rolls give up a lot of energy. You should be certain that you have the upper hand before you toss away 150 mph to generate some angles. A point that some people overlook is that both kinds of VRs are best made when the aircraft is slow. In the dive, it means losing less altitude, enabling you to get back into the right quicker. In the climb, it means being forced to climb fewer levels. Since your engine power does riot change, you'll keep your speed up if you can take less decel points in the vertical climb. The technology level of the aircraft actually sets the tone of a vertical roll. In older aircraft, without all angle missiles, a VR is usually a defensive maneuver. You can easily get pointed at your opponent, but he is often able to point back at you, leading to a neutral position (though he may have more energy so you can actually give up an advantage if you are not careful). With all angle missiles, a VR is very aggressive. It usually leads to an exchange of front-quarter shots. If you like your weapons better than his, that's good. If not, you may need to try a different tactic. Remember that a diving vertical roll can also be used to get your energy back up and in an aircraft with a superior climbing performance, you can often follow a diving VR with a climbing VR to reposition above and behind your opponents. You must be careful not to initiate such a maneuver when your opponent has good energy, however. Ask J.D. sometime about our 1v1 at 1990 Origins. He was rolling like a maniac in an F-18 doing about 250 mph, but could never get a shot off at me since I was still holding about 550mph and could stay out of his arcs. Speed is life, right J.D.? Back to Table of Contents -- Air Power # 11 Back to Air Power List of Issues Back to MagWeb Magazine List © Copyright 1990 by J.D. Webster This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |