"Emil" Driver

Combat Tactics

Taking the Achtung out of Achtung Spitfire!

By J. D. Webster

Editor's Note: Wow! This great article first appeared in Airpower #42 and is reprinted here courtesy of J.D. Webster. Read on.

The Messerschmitt Bf 109E (Me-109 in W.W.II Allied parlance) was Germany's key, and only, single-engine fighter during the Battle of Britain. A good fighter overall, the "Emil," however, meets its match in the legendary British Spitfire MK.IA. This article is intended to give neophyte "Emil" drivers in COA's ASP game some key tactical principles to follow when engaging the highly-dangerous Spitfires. To begin with, let us examine the two aircrafts' capabilities within the context of the game and reality.

Historical Design Backgrounds

The Bf 109 was designed in 1936 to be a fast, low-wing, all metal fighter with speed, climb and dive capabilities superior to those of fighters of its day, which, almost universally, were still 200 to 250 mph biplanes. Maneuverability was not a key criterion in its design, but speed and climb capability were.

Though the initial production models of the Bf 109 were underpowered, they still proved effective and in late 1937, German Messerschmitt pilots serving with the Condor Legion in Spain proved that, with their superior speed and by using slashing vertical attacks, they could defeat the enemy's slower but more maneuverable biplane fighters. The key to their success lay in the Bf 109's ability to initiate or break-off combat at will. In that context, its original design precepts were fully justified. By 1940, the Bf 109 design was already four years old and in the middle of its development potential. With the "E" model, the 109 had been greatly improved and refined. Cannons were added to its armament and a more powerful fuelinjected engine was fitted. However, as other nations also began to field fast, all-metal monoplane fighters, the Messerschmitt's original performance advantages started to disappear. The Spitfire would be its equal in all respects.

The Spitfire's design actually began later than the 109's, and it was intended as a short ranged interceptor from the beginning. The Spitfire's design criteria included a good rate of climb and a hard-hiitting battery of eight M.G.s, the minimum number of guns deemed capable of delivering a fatal blow with a two second burst to the fast German twin-engine bombers of the day. Fortunately, the Spitfire's designer was also concerned with providing his new fighter as much maneuverability as possible to defeat contemporary monoplane fighters, hence its light weight, excellent streamlining, and large elliptical wing.

The Spitfire was also blessed with the Merlin series of power plants, the world's finest in-line engines in their class at the time. While the Bf 109's design was purely functional, the Spitfire's can only be classed as artfully brilliant, combining speed, performance, grace and beauty, all in one package. In 1940, the Spitfire MKIA was the first Allied fighter of the war to match or exceed the Bf 109's capabilities.

Data Card Comparison

Take the Bf 109E-4 and Spitfire MKIA data cards out and lay them side by side. In ASP, the two airplanes are very closely matched; however, each has unique advantages. "Emil" drivers must recognize the advantages both antagonists hold and utilize their own while nullifying the Spitfire's. This is not an easy task.

Level Speeds

Looking over each ADC, we find that both aircraft's maximum speeds are identical up to the VH band, where the Bf 109E-4 gains a slight 0.5 (25 mph) advantage. In terms of minimum speeds, the Spitfire is clearly superior in all bands, able to stay in the air at speeds up to 0.5 slower than the Bf 109 up to the MH band, and up to 1.0 (50 mph) slower in the HI and VH bands. Key point to remember: Don't get slow with a Spitfire!

Reality Check. Both aircraft have similar powerplants providing nearly equal thrust. Though the Bf 109 is slightly lighter and smaller, and has a few extra horses, it is not as aerodynamically streamlined as the Spitfire. Its slight advantage in power-to-weightht ratio is canceled out at top speeds by its increased drag. The Spitfire has a large, elliptical wing with a high coefficient of lift and low wing loading allowing it superior slow speed capabilities. The data cards properly reflect this.

Dive Speeds

At altitude, in the MH to V. bands, the Spitfire can dive faster. In the M band, both have the same speed and doA low, the Bf 109 becomes slightly faster. Kc point to remember: At low altitudes, the 1C can dive faster.

Reality Check: The Spitfire's wing is thinner, having a higher limiting critical Mach number than the Bf 109. This gives it a higher speed up high. In denser air, where critical Mach numbers are less a consideration the total drag, the larger size of the Spitfire and its wing come into play. In terms of size and mass, the Bf 109 is smaller and denser, em bling it slightly more speed before it reaches its drag wall. The data cards properly reflect this.

Turning Speeds

There is no comparison. The Spitfire was designed to be maneuverable and fast; the Messerschmitt was not. The low aspect ratio, low wing-loaded Spitfire can put more Gs at lower speeds than any Bf 109 can ever dream of. To turn with a Spitfire, for even short periods of time, the Bf 109 must be very fast to begin with. When a 109 turn it will bleed speed faster than a Spitfire due its higher wing loading. Key point to remember: Never turn with a Spitfire!

Reality Check: The wing-loading of a Spitfire at combat weight was about 24 pounds per square foot. The Bf 109's wing loading was much higher - over 25% greater at around 32 pounds per square foot. Also, the maximum coefficient of lift of the Spitfire's wing at high angles of attack was almost 1.5 times that the Bf 109, so for the 109's wing to pull equal, Gs with a Spitfire's wing, it must typically use a higher angle-of-attack, suffering more reduced drag per G. The data cards show this.

Climb Capability

In the maneuvering, twisting arena of the combat scale, where fighte:r are zooming in close proximity to each other there is little to choose between the two. They have the same climb decel and same power numbers except up high, where the Merlin proves to be the better engine due to its higher critical altitude rating. In sustained climb performance, the Bf 109 is slightly superior in all altitude bands except the VH band. Key points to remember: The Spitfire can outzoorn you in the MH and higher bands - otherwise, you are even. At the tactical scale you can outclimb a Spitfire.

Reality Check: At the combat scale, the game simplifies the complex dynamics of climb performance to the point where minute differences in performance are washed out. In reality, the Bf 109's extra horsepower and thrust, combined with its higher density, should give it a better zoom ability at high speeds than the Spitfire. While at low speeds, the Spitfire, with its greater coefficient of lift, would zoom better for a brief period until the aircraft settled into sustained climbs. The game doesn't bring this out in the combat scale. At the tactical scale, however, the Bf-109s better sustained climb performance is shown. In a sustained climb, where both aircraft are at their best climb speeds, excess power is the deciding factor and the 109s extra horsepower dominates here.

Roll Rates

The Spitfire and Messerschmitt are equal until they reach speed 8.0 (400 mph) or better. At 8.0 and above, the Spitfire is superior in rolling. Key point to remember: In Dive speeds, the Spitfire rolls better.

Armament & Durability

The Bf 109 has cannons which can be decisive given a decent hit; however, the limited amount of ammo available for them hinders their employment. The 109's M.G.s have tons of ammo, however, and can be used all day. The Spitfire's eight M.G.s provide comparable firepower at all ranges but are limited to a total of eight shots.

In terms of absorbing hits and armor protection, the Spitfire MKIA and the Bf 109E- 4 are identical; however, the Messerschmitt's cannons will be inflicting twice as many critical hits, on average, to Spitfires as their .303s will inflict on 109s. The Spitfire is also vulnerable to fuel-fed fires. Given equal shots traded, 109s will shoot down more Spitfires than the other way around.

Key points to remember: Make sure you are taking more shots overall. Don't waste cannon ammo get in close before firing the big guns, snipe with the M.G.s in the meantime.

Motive Power

The Spitfire and Bf 109E-4's engines provide equal power up to the ML band, above which the Merlin becomes progressively better. The Merlin, however, is not fuel injected, which could have an impact in certain situations.

Comparison Summary

In short, the Spitfire is superior in turning at all altitudes at speeds less than 5.0 (250 mph). It is superior in acceleration, zooming, and diving in the MH+ bands, and at speeds of 8.0 or more the Spitfire can roll better. The Spitfire is not superior, however, in terms of speed, acceleration, zooming or diving in the ML band or lower, nor is it superior in turning as long as the Messerschmitt keeps its speed fast enough to BT turn. The 109 has equal firepower and harder hitting guns. In the LO and VL band the 109 can dive faster and it has a fuel-injected engine.

The "Emil's" Combat Envelope

Based on the above analysis, it is obvious that the Bf 109E-4 can fight the Spitfire on even terms only in the ML band or lower and only at speeds of 5.0 to 7.5. Any slower, and you are doomed if you try to turn. Any faster and the Spitfire can play your inferior roll rate against you. Staying in this envelope ensures the Spitfire has no clear-cut advantages.

Emil Driver Tactics to Live By

Given that the 109E-4 has no performance advantages over the Spitfire Mk.IA it is imperative that the "Emil driver" secure some other kind of advantages before committing to, or continuing, a fight, be they altitude, position, and/or speed-related (preferably some combination of all three). The following may seem like common sense but here are ten rules to live by:

1. Attack from Above - Remember, 500 feet of altitude is worth a BT turn to a 109 in energy. You should always try to engage the enemy with between 500 and 1,500 feet of altitude advantage.

2. Attack from Behind (duh!) - By making a rear attack, you force Spitfires to turn defensively, costing them energy. Even if they turn hard, you can probably get off some high angle shots as you go by without expending nearly as much energy as they do.

3. Attack with Speed - Every 0.5 of speed you have over your enemy is worth 5 accel points - or almost two increments' worth of energy in zoom climbing. The combat cruise speed of a Spitfire is 5.5 in the ML band. You should attack with at least 2.0 or more FPs of speed advantage; that is, never less than speed 7.5.

4. Never Turn with Spitfires - In the ML band, a Bf 109 starting at speed 7.0 can theoretically make six BT turns in level flight before slowing down to a speed where BT turns are no longer possible. Being faster than 7.0 that doesn't increase sustained turn capability very much, as excess speed decel will come into play and no power is available above 7.5. This implies that you can turn with a Spitfire for a while, but after 90 degrees of turn, his performance advantage will begin to show dramatically. If you are slower than speed 7.0 this will happen sooner. Turn only for a quick gun shot.

5. Never Get Slow with Spitfires (Be Patient!) - Spitfires are tough targets and most of the time they won't cooperate with being shot. If they do turn out of your way, don't turn after them, futilely bleeding off your speed.

Instead, take your energy advantage and either gain distance while the Spitfires try to reverse to pursue, or zoom for altitude and reposition for another pass.

6. Use the Vertical for Facing Changes After you make a pass at Spitfires and separate, get above them, and then go into the vertical either up or down in order to reverse directions for another pass. Don't waste energy turning in the horizontal - it takes longer and the Spitfires will slice inside those turns. Remember, facing while in the vertical is cost-free!

7. Use Tag-Team Tactics - If there are two or more of you, split up and attack from different directions. Do not attack at the same time, but rather, with a one or two game-turn separation so that the Spitfires are under constant threat, forced to turn, and never allowed time to rest and build up energy.

8. Shoot from In Close - Maximize the effects of cannons. Always shoot from a range of 3 or less. Avoid long bursts. In general, they are wasteful and the risk of jamming the cannons may not be worth the odds increase.

9. Know When to Fold 'Em - Spitfires are dangerous foes. If they get behind your threeor nine- lines and you don't have neither a significant energy advantage nor enough separation to re-engage, call it a day. Although you'd like to, you are not going to get a kill every mission.

10. Egress Decisively - When you decide to run, do so with gusto. Turn away and dive as necessary to gain speed. Get to maximum speed as quickly as you can and declare separations. Live to fight another day. Putting Theory Into Practice: The following are gaming techniques that use the above principles and can help increase your chances for victory (or, failing that, survival) against Spitfires:

Tactical Play Scale Consideration

Situation 1 - Attack from Below: You have just won first sight against a group of Spitfires but you are underneath them. Don't attack! Never initiate combat with Spitfires from below - it's suicidal. Assuming they don't see you, full climb until you are 500' or more above the Spitfires while working your way out to the D- band of the TMG before maneuvering behind your quarry. This minimizes your chances of being spotted. If you are spotted, you can accept combat with two turns of tactical movement in which to gain an altitude advantage even though you will not have a positional advantage. If you don't want to accept combat, it is always easier to disengage from the D band. If you are not spotted, great! - continue to work for a bounce. Attack from above!

Situation 2 - Attack from Level: Regardless of your position, immediately half climb until you are above them. Attacking on the same level as Spitfires may not seem that bad, especially if you are behind them, but you are giving up an energy advantage and maneuvering room that you will probably need. It only takes one tactical turn to gain secure these advantages. As before, if you are not behind the Spitfires, move out to the D band first, climb, then work to their rear.

Situation 3 - Attack from Above: This is where you want to be. If you are not on or behind the 3:00 or 9:00 lines, move out to the C or D band and work to the enemy's rear.

Half climb until you are at least 500 feet higher, but strive for a 1,500 to 2,000 foot altitude advantage in case you are spotted early. Once to the rear of the enemy, drop down enough to get into dive speed while staying more than 500 feet above the enemy. Close in for the "bounce" staying within those parameters. Never initiate combat from the B band, and avoid initiating from the A band, if possible. Combat- scale setups that give the Spitfires more than ten hexes of horizontal distance allow them to whirl around and face you before you are in gun range. The only place to reliably initiate combat with Spitfires and achieve success regularly is from a rear bounce, in close. Any other position will require skillful maneuvering and some luck to overcome a competent Spitfire player.

Situation 4 - Defense Against a Low Attack: You are the TMG defender and you have just spotted Spitfires maneuvering to attack you. Do you run or do you fight? Let's examine both alternatives. First of all, remember that you are a fighter pilot, and you should only run when things are bad. Your job is to kill the enemy, after all! Even though you started on the TMG as the defender, there are several situations that will allow you to turn the tables and become the attacker. They are:

    a.) When you have a significant altitud( advantage (600+ feet) and the enemy is any where in the C or D band. In this case, accept combat, and full climb as many turns asallowed to gain as much additional altitude advantage as you can. If you can start at leas 2,000 feet above the enemy, even from head on, you will hold the initiative at the pass.

    b.) When you have a more significant altitude advantage (1,500+ feet) and the enemy is in the A or B band and forward of the 3:00 and 9:00 lines. Accept the combat. With your height advantage you will be able to match any climbs the Spitfires make in combat scale play while keeping your advantage in height over them. Once overhead, you cat roll inverted and pull down into the attack.

    c.) When you have a very significant altitude advantage (3,000+ feet) and the Spit fires are on or to the rear of your 3:00 and 9:00 lines, and in the A or B bands. In this case you can flip inverted and enter a vertica dive, split- essing to face the Spitfires.

In the following situations, it is probably better to try to escape than to engage: '

    a.) If the Spitfires are situated on, or be hind, your 3:00 and 9:00 lines and in the A or B band and within 1,500 feet of you, do not engage. You do not have enough height to split- ess down at them, and a turning dive to fight will just allow the Spitfires to carve to your inside. At best you will manage head-on with little or no altitude advantage.

    b.) If the Spitfires are to your front, in the A or B band and within 500 feet of your altitude. Since they can zoom with you in combat scale play, you will not have enough of an, altitude advantage when you meet. Trading head-on passes is a dangerous way to start a fight and after the pass you will probably never see the rear of a Spitfire again. You would have to turn to re-engage and they are better at that than you are.

If you decide to escape in these cases do so by full climbing. In situations other than those described above it's a fifty-fifty bet as to whether you can maintain a height advantage by the time you meet and pass the Spitfires. Consider escaping before trying a risky combat. Remember, when fighting Spitfires you want to have some speed, height or position advantage to get an edge at the start (Never fight fair in air combat!).

Situation 5 - Defense Against a Level Attack: Unlike when the Spitfires are starting below you, a competent Spitfire player will not give you any edge, and even if you accept combat with them in the C or D bands and climb, they will be able to stay close enough to you to nullify any height advantage. The only time you should willingly accept combat with Spitfires on the level is when they are in your front arc. At least in this case you can meet them head-on and then disengage. Don't stay and fight unless you happen to cripple one on the way by. Just make your head-on and run.

If the Spitfires are anywhere but to your front and in the A or B band, there is no question. Go for an escape using a steep/vertical dive profile. You have a fuel injection which will give you a little edge plus the distance. Though there is a chance you might get caught, the odds are better that you won't. Believe me, trying to fight off Spitfires that set up behind you is a poor proposition. You will lose. If you are caught in your escape attempt and forced into combat scale play, go into the death spiral escape maneuver described later in this article and seek to disengage. Don't even think of trying to fight.

Situation 6 - Defense Against Attack from Above: Ach! This is the worst situation for "Emil" drivers. The Spitfires hold all the cards. Regardless of their position and band, never accept combat. This is no different from your attack from below rule of survival ("Don't! "), except now you are the defender and 'can't improve your position. Escape by steep/vertical dive as above and hope for the best.

Combat Scale Set Up Considerations

Okay, being the good "wily Hun" that you are, you managed to achieve what you feel is a favorable position and chose to engage some Spitfires. The following are some suggestions that can help you gain additional edges prior to combat:

Your Formation: If you have succeeded in bouncing the Spitfires, and can shoot within a game turn or two, you want as many guns as possible up front. Place your wingman within two hexes, 200 feet, and slightly to the rear. When play starts, get in -your shots, then execute your pull ups and start working for your re-attack. Bank as necessary for pursuit.

If attacking Spitfires from the front or rear, but out of gun range, it helps to set up your wingman at the extreme edges of formation parameters. Put the wingman four to six hexes in back of the lead, in trail or offset one or two hexes. Always set the wingman up the maximum- permitted 600 feet higher. The reason for this is that it gives the wingman time to react to the Spitfires' counter-moves as your leader makes his pass. Plan on using the one-two punch attack. If far enough away, don't bother with banking.

If attacking Spitfires from the beam or sides, and out of gun range, put your wingman on the side of your lead that is toward the Spitfires' rear arcs. As above, separate him as much as possible; only this time four to six hexes to the side, one or two hexes back, and the full 600 feet higher. Bank the wingman, and the lead if appropriate, in the proper direction for immediate pursuit.

Scattering the Enemy: If you are fortunate enough to get some scatters on the enemy formation, you have two goals to keep in mind when you scatter:

    1.) To disrupt the enemy formation.
    2.) To isolate one or more targets.

When you strive to disrupt a formation, you want to hinder its usefulness as a unit. Dropping the opposing wingmen down in altitude takes away some of his potential energy but may not disrupt the formation. Facing them 30' out-of- line with their leaders is the most effective way of disrupting formations because it means that, for a turn or two, their aircraft will veer out of formation, maybe getting outside of initiative parameters, and forcing them to maneuver to regroup. Be careful about which way you face them. Never adjust their facing in a way that helps them turn back into you, for the Spitfire player may decide to fight as individual aircraft rather than a team.

The easiest way to isolate a target is to drop it back two hexes from its leader and face it 30 degrees out of synchronization with the rest of its formation.

Combat Scale Attack Tactics

The following are some general strategies to follow during a combat scale battle.

The Shooter - Cover Gambit: In this tactic, you attack the Spitfires aggressively with one Bf 109 (the shooter), while hawking the fight with the second one (the cover). Basically, the shooter goes all out, chasing Spitfires until his speed is depleted to the point that it is too dangerous to stay. He then rolls over and dives out. Meanwhile, the cover follows about five to ten hexes behind, to the outside of any turning, and around 1,500 feet higher. About two turns before the shooter runs out ol speed, the cover should enter a vertical dive and swoop into the fight. The cover should target any cripples left by the shooter, take any easy shots along the way, and/or, if necessary, follow the shooter out to protect him from pursuit. The cover should not engage the Spitfires, but rather stay fast and slash through, following the shooter out of the fight. Both should then separate and evaluate a re-engagement once clear.

The One-Two Punch: This strategy is very similar to the shooter - cover gambit. The difference is that, a couple of game turns after the first attacker goes in, the second one started down while the first is stirring the pot. This tactic works best with split attackers coming in from different directions. The second at. tacker, instead of covering, attacks full bore The first aircraft should break off as the sec. ond one enters the fray while he still has en ergy, and zoom up to cover the second aircraft which will break off by diving awa3 once out of speed. This strategy resembles the shooter - cover gambit during the end phase. Timing is critical for this to work.

The Slasher: This is for conservative "Emil" drivers. You simply dive in as fast as possible, take whatever shot you can and exit immediately. You do not turn more than 601 to get any shot and you exit back into zoom climb, clearing the area and re-evaluating your chances for a second attack. With this strategy you can drag your wingman in right alongside you so that both can take shots at the same time. Though a fairly safe strategy, you will seldom get good shots.

The Sandwich: This tactic requires you to split your forces and position them one to either side of the Spitfire force. Both attack simultaneously from opposite sides, so that whichever way the Spitfires turn, you will have some tails to look at and hopefully fire at. As with the slasher, don't get slow, just get in and out fast because you have no cover or support.

All of the above attack strategies presuppose that you are attacking from above as explained earlier. You will need the energy and speed gained from diving to attack in order to keep an edge against the Spitfires and to separate successfully.

The Blow-through: If you are attacking from the same altitude as the Spitfires, you will not have an energy advantage to work with. The only logical way to fight is to charge in and go straight through them. Take only easy shots that require 60' or less of turning to achieve. Exit out the other side and keep running. Don't try to zoom up or reverse, the Spitfires will catch up to you or cut you off. Accept that you will not get many kills in this situation, but you will live if you stick to this strategy. Combat Scale Defense Tactics

Okay, the shoe is on the other foot, and you are the defender having been bounced or having unsuccessfully tried to escape, or worse, having ignored all the advice given on the previous pages of this article. There is a dastardly Britisher on your tail, grinning gleefully, and blazing away with eight .303 popguns.

What do you do? That depends on whether he is in lethal gun range or out-of-range and on how much closure he has.

The "Adios-MF" Gambit: Assuming the Spitfire is more than four hexes away and has little or no closure, your best strategy is to slam the nose over (neg. G) and steep dive to the max, followed by a vertical dive. During your steep dive move, execute one skid with a facing change, if necessary, to kick him off your 6:00 line. You don't want that Spitfire to have a no deflection shot if, by chance, he can still get into range. For you, the fight is over, keep diving and run for it. Disengage and never look back. If he is not positioned to avoid negative G, you will gain a turn of acceleration over him.

The Old-Nose-Out-of-Phase Ploy: If a Spitfire is diving steeply down at you and has lots of closure, and you happen to be in level flight with enough speed to enter a zoom climb and can end up above the Spitfire's start altitude (assuming it moves after you), you might try this ploy. Do a maximum zoom climb while banking to end up inverted (so you can pull back down after he goes by). Your objective is to gain as much altitude while traveling forward the least distance possible. Turn to face in the same direction as the Spitfire if you can. The Spitfire will not be able to shoot you, and if fast enough, may spill out in front. Of course, this option must be evaluated in the context of where you will be after the maneuver with respect to any additional Spitfires in the fight, since you will be significantly slower than when you started and possibly much worse off overall.

The Death Spiral: You have a co- speed or closing Spitfire camped at your six o'clock, at range three or less, and gunning. You will be shot to pieces if you try to simply dive away. Going into a break turn or less will also be futile, as you know, and even if you have the speed to ET you will still get hosed badly at least one more time in addition to risking GLOC and wing spar damage. What do you do? Well, you have two choices. If you have several thousand feet of altitude, you can enter the death spiral. If not, you can hit the silk.

The death spiral is the only viable last ditch defense for a Bf 109 under the gun. Get into a vertical dive as quickly as possible (roll inverted to enter it if you must). Vertical dive to the max, while snap-rolling to accomplish banks along the way. Use your first bank to face away from the pursuer, then use all your HFPs to gain horizontal separation as well. Use additional banks to face back toward him, or to beam him by the end of your move in order to present a difficult shot. Try to give him the "x6" front arcs if you can. If he continues to tail you, repeat the spiral and see where he positions. Once you have generated enough horizontal distance to prevent him from vertically diving onto your hex and then banking to face your six line, be ready to flatten out the dive and run or cut across his path. When you run, if you can out-distance him, just haul-ass and clear out. If you can't, consider including a turn which is hard enough to swing him out of your rear arc so he can't tail. This will give you a chance to win initiative and counter his pursuit.

Death Spiral Example
Data Cards for Spitfire and Hurricane: Large (very slow: 379K)
Data Cards for Spitfire and Hurricane: Jumbo (monstrously slow: 1.4MB)


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