by J.D. Webster
Learning PointsNote that in both examples the winning player prevailed in spite of bad initiative rolls. I wanted to demonstrate that superior play can compensate for bad initiative rolls. Despite never winning initiative, the second 109 driver won through anticipatory strategy. He knew he couldn't turn with a Spitfire, so he converted his extra energy and superior position into a dramatic altitude gain, which caused the Spitfire to react by changing the flow of the fight into an unfavorable vertical one. He correctly anticipated his opponent's desire to grapple at close range and watched gleefully as the Spitfire whipped up and around, bleeding energy. He then continued upward, out of harm's way, knowing (anticipating) that at some point the Spitfire would have to ease off to regain energy. When it did, he worked toward its rear, hanging patiently overhead until an opening developed. The Spitfire pilot, impatient and eager to close with the 109, reversed upward too early. He should have extended several turns more for energy and then pitched back to end up above the 109E. Instead, he reversed in front of and below the German, giving his foe a decent shot without being able to return fire. His aggressive (and reactionary) tactics cost England another valuable fighter. Below are short summaries of the moves.
Turn 1 Bf 109E: Level flight, emerg. pwr., 5 HFP (HT to NNE), 2 HFP. End speed = 7.0 (1 accel carried). End altitude = 15.0. End bank = right bank. Turn 2 Bf 109E: Zoom climb. emerg. pwr., 2 H FP, 5 VFP ( + 1100 feet). End speed = 4.5 (2 decel carried). End altitude = 16, 1. End bank = right bank. Turn 2 Spitfire: Zoom climb, emerg. pwr., 1 HFP (BT to SE), 1 HFP+ 1 VFP (BT to SSE), 1 VFP (BT to S), 2 VFP (BT to SSW). Total altitude gain = + 900. End speed = 2.0 (3 decel carried). End altitude = 15.9. End bank = right bank. Turn 3 Bf 109E: Vertical climb, emerg. pwr,, 2 VFP 1+ 300) (bank to face NW), 1 HFP + 1 VHP 1+ 300) (bank to face W, declare vertical reverse to face E). End speed 2.5 +.5 (1 decel carried). End altitude 17.0. End bank inverted right. Turn 3 Spitfire: level flight, emerg. pwr., 2 HFP. End speed = 2.5. End altitude and bank unchanged. Turn 4 Bf 109E: Vertical climb, emerg. pwr., 2 HFP (bank to face S), 1 VFP (+ 200). End speed = 2.5 (1 decel carried). End altitude = 17.2. End bank inverted right. Turn 4 Spitfire: level, emerg. pwr., 2 HFP (EZ turn to SW). End speed = .0+.5 (2 accel carried). End altitude 15.9. End bank = right. Turn 5 Bf 109E: Level, 2 HFP (fall 100'). End speed 2.5 (2 accel carried. End altitude 17. 1. End bank inverted right. Turn 5 Spitfire: Zoom climb, emerg. pwr., 2 HFP, 1 VFP (+300). End speed -_ 3.0 +.5 (1 accel carried). End altitude = 16.2. End bank = right. Bf 109E in blind arc. Turn 6 Spitfire: Vertical climb, emerg. pwr., 1 HFP, 2 VFP (+ 500, declare vertical reverse to face NE) End speed = 2.5+.5 (1 decel carried). End altitude= 16.7. End bank= inverted right. Turn 6 Bf 109E: Steep dive, idle (speed 2.5 +.5), 1 HFP (EZ to SSW), 1 VFP (-300, EZ to SW, bank to upright right), 1 HFP (start EZ right). End speed = 2.5 (1 decel carried). End altitude = 16.8. End bank = right. Range two shot, head- on. Hits resulting in progressive kill of Spitfire several turns later. Final CommentsTrue, these examples were slightly contrived to illustrate the foibles of reactionary play and the benefits of anticipatory play. Certainly, in regular play, the initiative die rolls would be more evenly distributed between both sides. However, I did want to make the point that good tactics and play car make up for the initiative bad-luck factor. I believe many players are overlyreliant on winning initiative to win games. If you are depending on initiative rolls to get ahead, or feel that initiative luck has too much of a factor ir play, then you are showing the classic signs of being a reactionary style (wail and see) player. Sure, it helps to win initiative, and initiative can definitely affect the outcome of games regardless ol your style of play, but losing initiative ic a lot less traumatic if you are playing ir such a way as to make it less impor. tant. If you fit in this category, anc many of us do, its time to start developing better game SA with study, practice, and intuition. Also, I must add that in both examples, the losing players made minor tactical mistakes which allowed the other side to eventually prevail despite the lack of winning initiative. Definitely, if the other player is fighting his aircraft well, and doesn't make any mistakes, and you never win initiative, you are proba. bly not going to be able to win the game even with your best play. However, you should be able to avoid being shot down. Good anticipatory play by both sides with neither side making tactical mistakes usually results either in bloodless maneuvering fights in which no one is shot down (so long as the opposing aircraft are in a similar performance class - as the Spitfire and 109E are in these examples), or in a head-on collision as both players decide to force the issue out of impatience. Remember, not every combat between opposing aircraft resulted in losses. In fact fewer than 25% of typical WWII engagements resulted in casualties to either side. Of course, a single mission may entail a number of separate engagements. By the way, the principles illustrated and talked about above are even more critical, and can be more decisive, in multi-aircraft engagements. There are geometrically-expanding numbers possible engagement dynamics and developments as additional aircraft are thrown into the fray. One Final NoteThe above examples of play were made using the stock aircraft data cards out of the Achtung-Spitfire! game box, and not with the corrected Spitfire MK.IA card (published last issue). No special or optional rules outside of those found in the Achtung - Spitfire! rule book were used. Thanks for your time and attention. I hope this discussion further your skill in, and enjoyment of the games. More Situational Awareness for Fighting Wings,
Situational Awareness: Reactionary and Anticipatory Play Situational Awareness: Learning Points and Conclusion Back to Art of War Issue #30 Table of Contents Back to Art of War List of Issues Back to MagWeb Master Magazine List © Copyright 1999 by Clash of Arms Games. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |