Starfighter Combat - Overview

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An Overview of Tactics[edit]

The combat chess game of move and countermove, one stafighter against another, has been a difficult thing for experts to pin down over the years. The rules are constantly changing; what worked yesterday may not work tomorrow, or the latest technology may be defeated by an obsolete system in actual combat conditions.

Regardless of the level of sophistication of the equipment, however, the most important measure of a group's air/space power is how well the pilots can tactically maneuver to utilize and deliver the weapons available. It's been shown over and over that flying skills and aggressiveness can overcome more recently developed weapons and superior numbers.

Despite all these changes, certain basic principles have remained constant over the years. The effectiveness of an attack is basically determined by four criteria, which are listed here in order of priority.

Surprise[edit]

Although surprise is not often possible given modern technology, it can be accomplished by firing missiles early, as soon as an enemy starfighter is detected coming toward you.

Surprise can also occasionally be gained by detecting an enemy with long-range radar and making a wide, slow turn to position yourself behind your opponent. Once in the favorable position, accelerate and close fast.

In actual air/space combat, surprise has always been the dominant factor in victory. Four out of five defeated pilots didn't know they were under attack until it was too late to maneuver to safety.

Teamwork[edit]

Teamwork is the second most important factor. Unfortunately, you're all by yourself when flying your starfighter, usually a TIE-series craft.

Maneuverability[edit]

Historically, only one out of five kills has been made by out-maneuvering an opponent, but when you're involved in a low-speed, turning dogfight, it suddenly becomes very important. Develop and practice those maneuvering skills.

Weapons[edit]

As the lethality of weapons used in air-to-air combat has increased, the targets have become harder to hit due to their increased speed and maneuverability. All things considered, the current close-range missiles are not much deadlier than the machine guns used during World Wars I and II.

Aerial Combat[edit]

Aerial combat can be broken down into five stages:

  • Detection
  • Closing
  • Attack
  • Maneuvering
  • Disengagement

Though in actual practice some of these phases may be skipped, each needs to be examined and understood.

Detection[edit]

The earlier you detect the position and course of an enemy aircraft, the more time you'll have to form a battle plan and maneuver to a favorable position.

When you're not actively engaged in combat or on a bombing run, always keep your radar in the long-range mode. If nothing appears on the long-range radar, frequently check your front and rear screens for target-designator boxes. It's possible for your internal heat sensors to pick up a distant aircraft before it appears on radar.

Closing[edit]

Once an enemy has been detected, a decision must be made as to whether or not to close. You must evaluate the damage condition of your airplane, the amount of fuel you have remaining, your current mission, and weapons remaining in order to make this decision. In some cases it's best to continue a bombing run or head for home.

If you do choose to attack, you should close as quickly as possible. Your direction of approach will primarily depend on the enemy's path in relation to yours. If the enemy aircraft is flying across your path or away from you, try to get close behind it as quickly as possible, before it has a chance to turn toward you.

If the enemy starfighter is coming directly at you, you have little alternative but to close head-on.

Attack[edit]

Getting off the first shot is important. With a Preybird, this usually means a proton torpedo shot followed by an attempt to get behind the enemy plane to follow up with a concussion missile or guns. Your best move is to attack from behind. If this isn't possible, then the head-on approach is your next choice.

You must also decide which weapon to use. Proton torpedos are probably out of the question at this point due to the minimum-range requirements. If concussion missiles are chosen, care should be taken not to get too close during the attack.

If the first-shot attack is not successful, you'll move on to the next phase of air combat.

Maneuvering[edit]

If your long-range or rear surprise attack is not successful, you must then try to outmaneuver your opponent. Decide before-hand what type of weapons you want to attack with and what type of flight plan you'll follow.

If you're at low altitude (below 10,000 feet), a close-range, turning fight is not recommended. The energy you lose during this kind of flight can put your starfighter in a stall. You can quickly find yourself out of altitude, out of energy, and out of ideas. At low altitudes it's best to keep your speed up and maneuver for a missile shot, then climb while the enemy starfighter is trying to avoid the missile.

At high altitudes, a close-range, turning, gun attack is possible. Your first move for this type of fight is to cut your power to 75 or 80 percent, which gives you your best turning performance. You may need to increase power during a sustained turn to avoid stalling. Keeping your speed low also keeps the enemy in front of you; you're less likely to overshoot.

Disengagement[edit]

In many combat engagements, there's no real disengagement. The enemy fighters continue to follow you all the way back to the base or until they're shot down. There are times, though, when it's necessary to put space between you and your opponent, to regroup or take a missile shot.

In general, as it has been historically, the best way to disengage from an enemy fighter is to shoot it down.

The Eight Rules of Air/Space Combat[edit]

Air combat has changed dramatically since the Clone Wars. Basic tactics and rules then, however, have stood the test of time well. The following are eight rules of air combat to help them survive and win.

  • Try to secure an advantage before you begin your attack. This advantage could be altitude, position, or surprise.
  • Always carry through with an attack once you've started.
  • Fire only at close range and when your opponent is properly in your sights. When applied to missile attacks this means shoot when in good position with a good angle and within the minimum and maximum firing ranges. When applied to guns it means fill the screen with the enemy plane.
  • Always keep your eye on your opponent. Don't be deceived by ruses. Be prepared for your opponent to cut his speed to force you to overshoot.
  • Always attack from behind your opponent. This is not as important now as it was in earlier conflicts, though it still applies to a good gun attack.
  • When attacked, turn into the attack; don't try to evade. This still holds true. Always be on the offensive.
  • When over enemy lines, never forget your own line of retreat. When your fuel and/or weapons are low, start thinking about how you're going to get back to base.
  • Attack in groups of four or six. Unfortunately, this is not always practical, but plan ahead accordingly.

Remember that air battles are lost, not won. The pilot who makes the fewest mistakes wins.