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Fighter Combat - Tactics and Maneuvering

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28 FIGHTER WEAPONS<br />

defender's intentions after he successfully defeats the attack. A nose-high<br />

turn usually results in a greater overshoot <strong>and</strong> may allow the defender to<br />

gain an offensive position by reversing back toward the attacker as the<br />

overshoot occurs. If the defender plans to disengage after defeating the<br />

attack, a nose-low barrel roll usually places him in a better position to<br />

begin a nose-low extension, as described earlier.<br />

In some cases when an attacker is detected closing rapidly to guns range<br />

from the rear, defenders prefer to delay a break turn until the last possible<br />

instant, hoping that this break at close range will prevent the shooter from<br />

gaining enough lead for a snapshot <strong>and</strong> possibly cause an overshoot.<br />

Although this method can be effective, it cannot be recommended. Snapshots<br />

at high angle-off are relatively easy to defeat with out-of-plane<br />

"jinks." An attempt to avoid such a snapshot by delaying the break may<br />

give the attacker an even better shot if the break is misjudged, <strong>and</strong> it<br />

generally results in a more defensive situation for the defender after he<br />

beats the shooter's first pass.<br />

One problem with out-of-plane maneuvers is that they require a good<br />

amount of angle off nose or tail to be effective. If the attacker is detected<br />

too late to generate AOT, or if he attacks from head-on, a turn in any<br />

direction is essentially an in-plane maneuver. When the shooter is located<br />

well to one side of the target (i.e., has a "beam aspect"), relative target<br />

motion <strong>and</strong> lead requirements are created by the target's speed, while<br />

relative motion head-on or tail-on must be generated by target G. The<br />

defender therefore must turn hard in any direction (using either positive G<br />

or negative G) long enough to change his flight path significantly, but not<br />

long enough to allow the shooter to correct his aim <strong>and</strong> track. If the<br />

defender can maintain sight of the attacker, he can estimate when the<br />

shooter has repositioned <strong>and</strong> again quickly change the plane of turn. If not,<br />

the defender must estimate the time for each new break based on what he<br />

knows of the attacker's sight system <strong>and</strong> maneuver capabilities. The clue<br />

he would like to avoid is the sight of tracers ripping by the cockpit. In<br />

either case, each jink should be made in a plane at least 90° from the<br />

direction of the previous jink. The pattern of jink planes must not be too<br />

predictable or the attacker, particularly if he is unseen, may position early<br />

for the next jink <strong>and</strong> wait for the defender to fly into his sight. The<br />

defender's roll rate <strong>and</strong> technique are of great importance in this maneuver.<br />

If the attacker has better roll performance, he may be able to track the<br />

defender from a stern position regardless of his evasive attempts.<br />

When he saw me behind he began to whip back <strong>and</strong> forth, left <strong>and</strong> right, as<br />

violently as he could. I followed, but it was hard to line him up for a shot.<br />

Finally, as we kept whipping back <strong>and</strong> forth, right <strong>and</strong> left, I began to shoot<br />

before he whipped <strong>and</strong> he had to fly through my fire.<br />

Major Robert S. Johnson, USAAF<br />

This jinking procedure should be continued until the attack is terminated,<br />

usually either when the shooter closes to min-range or the defender<br />

opens to outside max-range. If the attacker already has closure <strong>and</strong> cannot<br />

be outrun, closure may be increased to hasten his passage through the

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