Their Finest Hour
Part 1

Game Review:
LucasFilm Games' Computer Flight Sim

by Gary "Mo" Morgan

Introduction

This is my first contribution to AIR POWER. As the designer of Avalon Hill's "Flight Leader" and "TAC AIR" games, AIR POWER readers might be expecting an article covering those games, but I believe in the first rule of tactics - "Don't be predictable!" I will discuss Flight Leader (and possibly TAC AIR) in upcoming issues of AIR POWER, but for my first effort, I'd like to expose the AIR POWER readership to a spectacular air combat game that may deviate from the modem, jet-combat, boardgame mainstream.

I just got my first two issues of AIR POWER. I haven't seen any articles on computer air combat games, but I did see an article on Air Force / Dauntless so I can discuss WWII air combat in AIR POWER with some confidence. J. D. Webster told me that AIR POWER was a forum for "discussing any type of air conflict game / simulation, from any period". I like that degree of freedom, and I will take advantage of it.

Game Overview

The 50th anniversary of the Battle of Britain will be celebrated this August, and may already be imminent by the time you read this issue. Probably the finest air combat game on the market, produced by Lucasfilrn Games, covers this conflict and is appropriately titled "Their Finest Hour" (TFH), based on Winston Churchill's memorable praise of the RAF pilots.

First of all, TFH is not an arcade game; let's get that straight from the beginning (I read J.D.'s concerns about computerizing Air Superiority!). It does realistically simulate nearly every aspect of aerial warfare and is one of the best tactical laboratories I've seen in my 20+ years of gaming.

Play this game at least one time, or watch someone else play it. I got it for Christmas and have put several hundred hours into it since. I expect to put several hundred (or thousand) more hours into playing it in the future. It never becomes boring and I never fail to learn something new whenever I play it. There is nothing like flying air-to-air every day, as those who have done will attest.

I sent in a basic introductory review of TFH which will appear in an upcoming issue of Fire & Movement magazine. Some AIR POWER readers will see that review, so I would like to progress beyond that basic level, and discuss some advanced air tactics and techniques in this article.

After reading some of the articles in AIR POWER, I know I won't "lose you" by writing at this level, and readers should gain some insight on the capability and potential of this game to simulate air combat. Even though you may not be familiar with TFH, you are pretty serious air tacticians and I will orient my comments to your level. You've probably heard about this game and may already have it. If you love air combat games, and have access to a computer, you will probably get it soon.

TFH is a follow-on game to Lucasfilm's BATTLEHAWKS 1942 which simulates U.S. versus Japanese air combat in the Pacific theater. I haven't played BATTLEHAWKS, but plan to get it soon. What is so fantastic about TFH?

Unlike most other air combat simulations (F-19, F-15 Strike Eagle II, Falcon, etc.), TFH is a "many vs. many" simulation. Here lies its greatest strength, and its most significant departure from an arcade wargame. The player actually flies one of the aircraft in each battle (while the computer controls all the others) as a "flight leader" for one side (RAF or Luftwaffe), and must do some serious tactical planning for each scenario.

The success or failure of each mission depends on the player's situational awareness (SA), tactical airmanship, and aerial leadership. I've run through complete campaigns (about 10-12 missions) on both the German and the British sides, and the orientations are totally different.

The Germans are waging an offensive counter-air (OCA) campaign, and are vying to achieve air superiority in order to risk an invasion of England.

The Brits are waging a defensive counter-air (DCA) effort in order to preserve their airpower to contest the skies over England. In part one of my two part series, I'll discuss some tactical considerations players may ponder when playing as the Luftwaffe. In part two (next issue), I'll cover RAF tactical considerations and wrap up with some suggestions.

In order to begin play, the player must select a Mission option from the main menu. Selectable options are: Training Mission (can't be shot down), Combat Mission (can be shot down), Campaign, or a Custom Mission previously built with the Mission Builder utility (more on that later). Single training and combat missions are selected from menus for each option. Each aircraft type has at least four training missions and four to eight combat missions available, which are graduated in challenge and complexity. This array allows the player to progress through a training or "checkout" program and learn die basic skills required to perform the mission(s) required of that aircraft. Once a basic level of skill has been attained, the player should attempt a Campaign game.

Luftwaffe Offensive Counter-Air Considerations

Strike Mission Planning

The Germans are attempting to systematically destroy the RAF. They have a significant superiority in numbers of aircraft and can afford to exchange them in combat. The Germans are the only side equipped with strike and bomber aircraft. The Ju-87 Stuka is the primary attack aircraft, but they also have fighter-bomber variants of the Bf-110 twin-engine and Bf-109 single engine fighters which can be used in the attack role. Three medium bombers are also available, the Dornier Do-17, the Heinkel He-111, and the Junkers Ju-88.

Each aircraft performs realistically with varying speed, climb, turn, payload, range, durability, and firepower. The instrument panel layouts in the various cockpits are arranged like their historical counterparts, so players familiar with flying the Bf-109 may have some trouble getting used to flying the Ju- 87 or Bf-110 (they must learn a new crosscheck). The German aircraft, except for the Bf-109, are also equipped with gunner stations, and the player can toggle between the pilot and each gunner stations as necessary. Multi-place aircraft also have automatic modes (autopilot and autogunner) which can be selected when the player needs to run a critical position. Each medium bomber also has a bombardier station which cannot be run automatically. Level bombing is quite an art!

While single training and combat missions are preplanned, in the campaign game, the player must both plan and fly an entire mission, which requires selection of aircraft types and allocation of the available aircraft into flights of like types. The German player can only select two types of aircraft (at least one iron hauler), while the British player can only select one type (either Spitfires or Hurricanes).

Not all of the possible German aircraft are available during each mission of a campaign. Each flight has a designated start point and altitude, and players may start aircraft airborne (recommended) or may require them to take off from an airbase.

German aircraft may not begin over English soil (they must start "feet wet" over the Channel or "feet dry" over France) when the human is playing the German side, but when the computer is playing the Germans, it cheats by starting them over England!

The maximum preplanned altitude is 20 (20,000 feet), but players may climb their aircraft up to its maximum ceiling when actually flying. The default altitude is 10, which is a good altitude for dive or level bombing. Sequencing flights of aircraft, assigning mission objectives for each flight, and dictating formations to fly are all part of the planning process, in addition to route planning.

Don't expect to have you attackers arriving at the target too far behind the offensive CAP - the attackers have a nasty habit of crashing before they get to the target if you wait too long (either a software bug or the programmer's way of making you get them into the battle). Failing to formulate a good, coherent attack plan usually results in marginal mission performance.

Targeting and Campaign Strategy

Only one English target may be attacked on each mission, but the results from mission flown by the player are echoed over three other notional (and similar) attack missions.

The RAF targets fall into several categories which are tallied (as percentages) and updated. If an RAF target category falls below the minimum level before the projected invasion date, this ends the game with a German win. RAF aircraft, pilots, airfields, command and control, factory output, and radar are the categories.

If aircraft, pilots, or airfields fall below the minimum levels, the game is decided (generally, not enough pilots are lost to end the campaign). The more damage done to radar, the closer the German attack bombers may come to the target before being engaged by the RAF (this is most critical when the player commands the RAF side against the computer).

As factory output is damaged, RAF aircraft losses stop being replaced and the aircraft level continues to fall. The computer Germans typically begin the campaign by attempting to knock out the RAF radar capability, completely if possible. Next, they work on the factories, attempting to totally wipe out any production capability, and lastly they pound the airfields.

If good progress has been made on all these categories, the run an occasional hit-and-run on a command and control headquarters.

The human German normally only gets to use 4-5 aircraft per mission during a campaign game. The computer German normally gets to use 6-8, with the capability to regenerate some destroyed flights of Bf-109s. The computer RAF usually gets 5-6+ Spits or 'Canes with some regeneration capability. The game can only run a maximum of 15 aircraft at one time. It is incredible that an IBM PC or AT can generate dynamic flight data on 15 aircraft, including the resolution of ordnance employment, in real time. Larry Holland is a real programming wizard! In order to plan an airstrike, the player must develop a balance between iron haulers and protective escort.

Strike Package Composition

Having too many escorts cuts down significantly on the number of attackers available. Having too many attackers means that escort will be minimal or nonexistent. The computer sometimes escorts bombers, but frequently on deep targets will send unescorted bombers (lots of them - normally 3-4 flights of 2-3 each). It always escorts Stukas, normally against coastal targets since the Bf-109's legs are short.

An interesting option is to use fighter-bomber Bf-110s and Bf109, usually with one or two escorts, against coastal targets. Offensive CAP can be broken into three possible categories: roving (unattached) CAP, dedicated co-altitude CAP, and dedicated high-altitude CAP. The computer normally ties its CAP to specific flights (behind them), but I've had good luck with roving CAP, particularly going in well ahead of the attackers to "clear the air".

Escorts always complicate things for the Brits. If they go directly for the attackers, they get jumped by the escorts; if they try to take out the escorts, the attackers usually hit the target quickly. Allocating CAP to go against the escorts waters down the forces available to hit the attackers.

Air Combat

I love being a 109 driver! The 109 can outclimb anything and can outturn a Hurricane, but it can't outrun a Spitfire. When mixing it up with a Spit, I go up into the sun to lose my pursuer. The 109 has the 20mm cannon on one joystick button, and the machine guns on another. Your 20mm ammo is limited, so use it for a "coup de grace" to make the target explode. The Bf-110 has a deadly array of forward-firing ordnance, so don't be shy about making head-on passes. The visual simulation is almost movie-like, and when you score hits pieces of wing fabric tatter and fall off. When a target becomes heavily damaged, you see some smoke and fire. When a target becomes severely damaged, it goes out of control (uncommanded rolls) or explodes. You will usually see a guy bail out before either one, but sometimes they "ride 'em in".

As I said, TFH is a "many vs. many" simulation. Expect to get into some really big furballs, and watch out for fratricide. Make sure that guy ahead of you is a bad guy. I like to fly with a wingman in my flight. He will maneuver to maintain formation, but will separate from you when engaged. You should try to work with him for mutual support during engagements. A computer two-ship will normally split, and when you go for one guy (a "drag" maneuver), the other will roll in behind you (at your six) and ventilate your airplane.

Periodically (especially right after an update), you'll want to check the map display to get some GCI "bogey dope" information. You can find out who is where, at what speed and altitude, and going in which direction. It will also give you a snap vector toward each flight entity. Keep your SA up, maintain your energy, watch your gas, and conserve your ammo.

Its almost impossible to hit from anywhere but zero aspect angle (directly behind the target). Use of the vertical is really important for energy management and to gain turning room. Sometimes a guy will drag you down to the deck, and one of you will either hit the ground or the water (cross check your altimeter). Better to pull back and let him come up to you.

I've been in some "bogey gathering turns" and had lots of Brits around me making gun passes. When I roll out after one comes through, one of his buddies usually rolls out on my tail. As in any air combat, "checking six" is paramount. It pays to have your non-joystick hand on the cursor keys so you can hit the 3, 6, or 9 o'clock views quickly and not lose sight. You begin airborne at 75% power, which is a good cruise setting.

When you get near the merge, I recommend going to 100%. This will minimize the tracking / firing time on gun passes, but will cut down significantly on guys closing at your six. You can always reach up to the "+" and "-" keys to advance / retard the throttle, but if you aren't at max power, you can kiss off using the vertical. Computer pilots range in experience from Novice to Ace. The good ones can really give you a challenging maneuvering fight.

Bombs On Target

Probably the most satisfying endeavor in TFH is making a good bombing pass. The toughest is level bombing in one of the medium bombers, particularly while under attack by Spits or 'Canes. Don't attempt to bomb until you have flown several practice bomber training missions (with an unlimited bomb supply). I stay level at 10,000 feet and "wire" my airspeed (either at 75% or 100%) to minimize the variables. I "pickle" the bombs on the halfway mark between the first and second (75% power) or second and third (100% power) range rings on the bombsight. This will get you close. Glad the German's didn't have the Norden bombsight - the Brits might be drinking Auslese instead of bitters.

As the bombardier, you can control the aircraft, but you are looking down so pulling the joystick left results in the picture swing to the right - disorienting. Try to make only minor adjustments after lining up from the pilot's cockpit. The best view for approaching the target comes from the nose gunner's view, but he can't control the aircraft. When flying a bomber, you must hop from stations to station, firing the guns, flying the plane, and dropping the bombs.

The autogunner mode uses up ammo quickly and isn't very effective. When the computer German is flying a bomber, his bombardier and gunners are very effective. When you are the German, the computer doesn't do so well crewing your plane.

Dive bombing is more fun and can be more accurate. While the Stuka has the reputation for dive bombing accuracy, I do better with the Bf-110. The Bf-110 is like the F-4 Rhino - big, rugged, fast, and deadly with a two man crew (my plug for backseaters!). The dive brakes slow the Stuka and Ju-88 down to give you maximum correction time "down the chute", but neither climbs very quickly (for a second pass) and both are slow an vulnerable after the bomb run. The 110 gives you less time down the chute, but it seems to be more accurate for dive bombing. (It also has a level bombing capability, but no mention is made of how to drop a level bomb without a bombsight.)

To dive bomb, I use the View Below (cursor "5") to see the target come under my plane, then push over to attain a steep dive angle. Down the chute, I put the target right below the sight and pickle when I can't stand it anymore (the ground rush). The Bf-110 only carries two bombs and the 109 only carries one. Stukas carry five, four on the outboards and one on the centerline.

You can select centerline, outboards, or both on one pass. Putting four or five bombs on a target really cooks it. Use the "camera" feature to film your bomb passes then you can watch them later to see how you did. Incidentally, the gun camera feature must be seen to be believed. You can view almost anything you film from any aspect. You can also save the clips as a file, to be watched in the future.

After I pickle and recover from a dive pass, I usually use the adjustable view key (cursor "9") to pan down and watch the bombs impact while the plane continues to climb or fly level. You can also hear a hit or miss, but these can be confused with an aircraft exploding in midair or impacting the ground. Aircraft hitting the water make a distinctive splashing sound.

All ground targets contain a small target set, usually of three buildings, either aircraft or hangers (not the runway) on an airfield, radar buildings (not the tower) on a radar site, factory buildings on a factory, or command buildings at a headquarters. These buildings are the desired mean point of impact (DNTI) for attacking the target complex. When a bomb scores a hit, a big "bang" sounds (as opposed to a soft impact "miss" sound), a big, brown smoke cloud rises from the target, and the building changes in appearance from a brightly colored, boxy structure to a gray/black collapsed form.

Normally, bomb damage assessment is based on the number of direct bomb hits scored on individual buildings, with one bomb impact typically resulting in 17-33% damage to the target. Four or five total hits to all three buildings will result in complete destruction of the target, with a lesser degree of damage for fewer hits.

Remember, the other three notional attack missions achieve comparable results, so destruction of the primary target carries a lot of weight in the campaign. I normally check the Briefing option during planning to see what other targets will be hit.

When I play the RAF side, I try to see which airfields will be under attack and plan to land my flights elsewhere in case the airfields are destroyed.

Attack Tactics

Assuming you've picked a target, assigned aircraft to flights, and know how to bomb, you need an attack plan. Try to vary altitudes if you have multiple attack flights (the computer always uses multiple attack flights), and plan to bring them into the target from different directions. This complicates the defensive problem. Although its a lot of fun to fly a 109, you can't really count on hitting the target unless you lead the attack and drop the bombs yourself.

Don't try to plan an all- CAP mission (no attack aircraft): the Brits won't takeoff and you'll waste time and get no results. Remember, time is on the side of the RAF. Fighter-bomber missions can be survivable and still hit the target. Try to start your attackers as close to the target as the computer will allow. This minimizes the time the RAF has to shoot up attack aircraft before they reach the target. Guard your Stukas closely since they are the least durable attack aircraft. Fly your attackers in a vic formation to provide mutual gunner support. Use Ju-88 and He-111 bombers when available. They carry the most bombs (Ju-88), are the most durable (Ju-88), and have the greatest firepower (He-111). The Do-17 is a poor third choice. Don't use anything but bombers for inland targets.

Their Finest Hour, The Battle of Britain and Battlehawks 1942 are registered trademarks of Lucasfilm Games Flight Leader and TAC AIR are registered trademarks of the Avalon Hill Game Company.

Part 2


Back to Table of Contents -- Air Power # 9
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