Author Topic: Boelcke's Dicta  (Read 1530 times)

Offline DamnedRen

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Boelcke's Dicta
« on: August 11, 2007, 02:06:43 AM »
There once was a guy named Boelcke who was one of WWI's top German Aces. He came up with a list of rules which would help his squadmates learn to dogfight and stay aive while doing it. Here's a list and a somewhat simple explanation designed to try and get new dogfighter's think about life in the world of aerial comvat. And, perhaps live a little be longer in the Arenas of AH2.

1)Try to secure advantages before attacking. If possible keep the sun behind you.

Planes were slow back then but pretty much turned equally. As such subtle speed/energy differences can allow one pilot get an advantage over another. Altitude overhead can provide an energy advantage because you easily convert it by dropping the nose and getting an assist from gravity. You can also horde speed and energy in a fight. Forcing one guy to break hard causes his energy state to lower. You can use it to advantage in many ways. Reference the sun behind you...AH2 may be a little more difficult a place to use the sun but you can use it to your advantage.
 
2) Always carry through an attack when you have started it.

If you plane to get in on someone you must get aggressive and attack. If you give the guy pass by bearing off due to timidity then you may be giving the guy the necessary angles to get a shot off on you. Go after him. Shoot him. Of you give hima break you have only yourself to blame when you're the one who ends up in the Tower. Ref angles...cool word but just means giving yourself the turning room required to get into a shooting position.

3) Fire only at close range and only when your opponent is properly in your sights.

This can be a tough one for a new guy. You must be able to fly into reasonable range to shoot the guy. If you cannot maneuver your plane to within 200-300 yards then you should go into the TA and work with the trainers until you can. Ok, close range and properly in your sights. 100-200 is close...inside of 100 and you risk collision damage with shot up parts unless you are on a crossing path. At 100 -200 yards there isn't too much lead required.  Wait for the shot and take it when you KNOW you have it.

4) Always keep your eye on your opponent, and never let yourself be deceived by ruses.

Biggie here. If you can't see him AT ALL TIMES how can you expect to see him make a mistake? Or, see you are loosing a turn fight its time to exit. You better know where he is, which way he turned, what's he'd doing in the turn. Two way street here. You dive on a guy and it looks so durn good and you're just about ready to get a bead for a shot. That's when the hairs on the back of your neck should begin to tingle.
The reason is you are about to get shot by his buddy. Hmmm, nice drag...Speaking of drags...A drag is not a drag if you die doing it. Transmit your intentions to assist the guy you are draggin for.

5) In any form of attack it is essential to assail your opponent from behind.

There is no chance that spitfire can shoot you with his tail pointed at you. HO's are fun but stupid. If there is a 50/50 chance if you dying from a HO but a 98% chance of you winning the dogfight why would take the risk?

6) If your opponent dives on you, do not try to evade his onslaught, but fly to meet it.

Don't give him an HO shot but you turn and become agressive back into him.

7) When over the enemy's lines never forget your own line of retreat.

Simple one here yet forgotten over and over again. For example. You fly to a contested field. The field is a mess. Your plan is to egg the radar tower then fight. Enemy planes can be seen in the far distance. So you  arrive at the field and dive right in. Your drop is good and the radar goes down. You look up and there are enemy planes above and around you. What'd you just do wrong? You didn't plan your dive with an attack that takes you away from the inbound enemy and toward your home territory. You should be exiting back toward home and under the umbrella of your own incoming fighters not deeper into enemy incoming.

8) For the Staffel: Attack on principle in groups of four or six. When the fight breaks up into a series of single combats, take care that several do not go for one opponent.

Staffel is squad or flight. Biggie here and one thing people seem to forget. There are more than enough bogies to go around. If you're up with three other squadies and you see a bad guy below. Two go in and two stay up as cap. if all go down, they are all trying to get the kill and stepping on each others toes.
While they're down there the odds increase dramatically that more bad guys are gonna show up and get in. This is important to a single flyer also. It's real tempting to dive in on some lone dude with 5 guys on him. You will get the kill right? Maybe instead you blow all your alt and energy and it becomes your turn to get jumped by higher enemys along with your countrymen.

Hope this helps.

Offline Spikes

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« Reply #1 on: August 11, 2007, 10:55:33 AM »
Great info!

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Offline Krusty

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« Reply #2 on: August 11, 2007, 11:37:46 AM »
EDIT: Sorry for the hijacking that is about to take place, Ren. I know you mean well but I've got a strong opinion on the matter.

To be honest, I don't think those are good rules to live by in AH. WW2 was so much simpler. Hell chances were your enemy didn't know how to do much other than fly straight. It was such an astounding show of skill to do an immelman.


WW2 and AH2 progressed SO far past WW1 it's like rules for fighting with stones when you're trying to master the laser gun.


I think that those rules will only serve to deter pilots, as they are mostly timid and (let's use a word from the AH community) cowardly.

Offline Shamus

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« Reply #3 on: August 11, 2007, 11:52:17 AM »
Good tips...although #5 make me a bit queasy.

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Offline DamnedRen

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« Reply #4 on: August 11, 2007, 12:48:19 PM »
Quote
Originally posted by Krusty
EDIT: Sorry for the hijacking that is about to take place, Ren. I know you mean well but I've got a strong opinion on the matter.

To be honest, I don't think those are good rules to live by in AH. WW2 was so much simpler. Hell chances were your enemy didn't know how to do much other than fly straight. It was such an astounding show of skill to do an immelman.

WW2 and AH2 progressed SO far past WW1 it's like rules for fighting with stones when you're trying to master the laser gun.

I think that those rules will only serve to deter pilots, as they are mostly timid and (let's use a word from the AH community) cowardly.


Good thought but I think there is a definate difference between flying smart and flying cowardly. Ah2 is the perfect example of the pilot being required to think about his environment which is what I'm using the Dicta for. Think about this for a minute...

How many new guys get up and see another plane then say to themselves, "Well, here I go again. Let's see how long I can last in this fight". Twenty seconds later they're back in the Tower. It sure is fun for the vet's to get a quick kill but doesn't give the new guy any guidence. How many new guys have you seen shooting at D1000-1500? Why can't they get within D600, let alone D100-200?

Ref the Immel in WW1...I believe it was so successful because the guy performing it had a plan. He forced a hard turn which bleed off the enemy's E then went up and parked. He probably wasn't even aware it was  the difference in E but only that it worked. The guy he used it again either learned not to do it or pushed up daiseys.

Most of the EUR WW2 guys in Germany actually followed alot of the Dicta. From the history books those 109's boys always tried to position themselves to adequately cover buffs unless "Ordered" not to. The Allies learned the same lessons the hard way. The English flew Vic 3's which offered limited winging protection. Limited protection = the guy who was protected was lead. The Pac guys learned the Thatch Weave. That meant winging. Heck, the Flying Tigers ALWAYS flew to "meet" the enemy. They also found they could dive through from above, take a shot and keep on going. Hmmm, position of advantage? How many accounts have been written about the pilot that put his plane into position using the sun then diving down for a fast pass, shot and bug?

I don't think this opening discussion ever mentioned anything about being cowardly. Just flying smart. Yes, someone can dive into every single fight and die alot. They can also think about the immediate setup and make an intellegent decision to develop a workable plan to increase they're chance of a succesful engagement.

I mentioned buggin out. This raises one question. If you know the fight is heading south on you why stay and die? You know the outcome. Do you just have to be Mr nice guy and give away a kill you didn't have to? Are you flying just to give all those enemy pilots a better score? Why not extend out 1-2k and reseting the fight. No one said you gotta run away. Just reset a fight to at least an advantage or a neutral start.

I like your comments as it also shows the community we are all here to have fun and being cowardly is merely a lack of training and tired of getting killed. There is a way to fix that. Spend some quality time with Trainers. They can show you tactics and how to emply them. Then each engagement will be more fun. After a while you will be looking forward to testing your new found skills. There is a huge difference between flying cowardly and flying smart. One never lets you really feel the thrill of virtual combat and the other gives you the satisfaction of knowing the guy you just fought is back in the tower trying to figure out what to do next. :) 'Sides, I'm fairly sure most folks don't pay their $15 a month just to get up and be a target for every Tom, Dick and Harry in the air. They would like to killl a few guys too~!

Offline Gooss

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« Reply #5 on: August 11, 2007, 01:22:32 PM »
Thanks for putting this post together.   These dicta still apply.  All the time, I tell myself, "Fly this sortie like I've done it before."  Then I'm in the tower again.  Sigh.  This stuff keeps you alive.


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Offline Patches1

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Boelcke's Dicta
« Reply #6 on: August 11, 2007, 03:10:03 PM »
Nearly a Century later...the Dicta remains a guide to follow.

Krusty is just one of those kind of pilots who doesn't differentiate between
the words "extend" vs "run" and "smart flying" vs "dying to Krusty's guns".

Boelcke did make the differentiation and that's why his Dicta stands today vs Krusty's allude to cowardice.

Follow Boelcke's Dicta...Krusty is skilled...but will still fall if you follow Boelcke.

Good stuff, Ren! Keep it coming, Sir!

Just some thoughts.
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Offline oldtard

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Boelcke's Dicta
« Reply #7 on: August 11, 2007, 03:59:10 PM »
great post Ren but I am going to have to disagree with you krusty this applies to AH2 the same as it applies to WW1.
ALL pilots in all wars Lived by these rules if they wanted to live past their first combat encounter.
If pilots flew in RL like they do for the most part in in AH they wouldnt last longer than 15 min in the air.
Most everyone that play this game that I have encounterd watches the show Dog Fights and when you think about  it when you hear these pilots talking they are still using the same basic princeables as they pilots in WW1.
All the pilots I have seen on the show basically all did the same thing they only engaged with the enemy when they had the advantage or they got jumped and with skill and lots of luck they managed to get them off there 6 sometimes they reversed it and killed the enemy or they just flat out ran for there life praying there plane would hold together.

I think Rens post is great for the new guy it give them a starting point sure they have to learn alot of stuff but you have to start with the basics

Offline StuB

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« Reply #8 on: August 11, 2007, 09:43:58 PM »
I have to disagree here.

Not trying to flame, but I am a little surprised, as you of all people know that during scenarios one of the hardest things to get across to everyone is that they need to make a serious effort to not get shot down or KIA. This is not always an easy thing to do when you are trying to accomplish something.  

For me, Boelcke's Dicta is what helps me spend more time in the air and less in the tower.  

I'm not in a squad so all my flights in the MA's are pretty much solo.
There are alot of people flying with wingmen there, so I am usually at a disadvantage.  When I fly I generally have a goal in mind and I have to exercise some discretion in order to have any success in accomplishing it.  Following Boelcke's rules definitely helps.  

Just as some people take kindness for weakness, some take discretion as timidness, or intelligent as cowardly.  They are not the same.....but I think it's funny that there are people that would label anything concerning cartoon combat as being cowardly anyway.

As adrenaline pumping as some of the sorties in AH get, I have yet to experience the same "I'd rather not have to do this" feeling that I sometimes get as a cop.  

Quote
Originally posted by Krusty
EDIT: Sorry for the hijacking that is about to take place, Ren. I know you mean well but I've got a strong opinion on the matter.

To be honest, I don't think those are good rules to live by in AH. WW2 was so much simpler. Hell chances were your enemy didn't know how to do much other than fly straight. It was such an astounding show of skill to do an immelman.


WW2 and AH2 progressed SO far past WW1 it's like rules for fighting with stones when you're trying to master the laser gun.


I think that those rules will only serve to deter pilots, as they are mostly timid and (let's use a word from the AH community) cowardly.
"Facing up to 200 Russians eager to have a nibble at you, or even Spitfires, can be quite enjoyable...but curve in against 70 Boeing Fortresses and all your past sins flash before your eyes."

Major Hans "Fips" Philipp
Geschwaderkommodore, JG 1
206 Victories. KIA 8 October, 1943

Offline Hazard69

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« Reply #9 on: August 11, 2007, 10:38:46 PM »
Quote
Originally posted by StuB:
As adrenaline pumping as some of the sorties in AH get, I have yet to experience the same "I'd rather not have to do this" feeling that I sometimes get as a cop.



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Offline Blooz

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« Reply #10 on: August 11, 2007, 11:01:32 PM »
OK then Krusty.

How about the advice of the #1 Ace of all time?

He narrowed his rules down to just four easy to remember steps.

http://www.savagesquadron.com/dicta.htm
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Offline Zazen13

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« Reply #11 on: August 12, 2007, 10:53:55 AM »
Sound tactics are universal. Whether applied in 1917 or 2007, it makes no difference. What Boelke laid out was and remains the framework for all air combat tactics to this day. If you read Shaw's, "Fighter Combat; Tactics and Manuevering", you'll see the exact same principles put forth, expounded upon and applied to modern air combat. Also, throughout that book are anecdotal accounts from all era's that re-iterate the exact same principles in vivid and practical detail.

The simple truth is, in cartoon combat as in real combat, dead pilots get no kills. Any tactics employed that keep your weapon involved in the overall protracted engagement is a good thing. Sometimes that means dis-engaging from a bad situation then re-engaging with an advantage, sometimes that means beating feet when things really get bad, sometimes that means securing a significant altitude advantage to offset numerical inferiority. But, the mindset is to consistantly exercise good tactics and allow yourself the chance to perform in combat to the maximum potential of both yourself and your chosen aircraft.

To ignore sound tactics and piss against the wind so to speak is pure folly. Sure, doing that could provide some sort of learning experience on occassion. But, for the most part the net result is simply you die and fail to realize the maximum potential value of yourself and your plane to the engagement.

There is the one immutable problem when equating Boelke's laws to our game. That is obviously that highly trained and experienced pilots in war are a precious and rare commodity. Of course, in the game, trained and experienced pilots are an infinite resource. So, the emphasis on the preservation of that resource is a non-factor in AH. But, this does not mean that there is no value in exercising sound tactics to keep yourself "alive" and an active participant in the engagement. If for no other reason than the time involved in getting yourself back to combat readiness after being re-planed causes you to temporarily be a non-factor in the fight.

In AH, during a protracted engagement between two fields, the value of good tactics exercised collectively becomes quite evident. If two teams meet between two fields with relatively equal numbers the side that inflicts the most causalties to the enemy while suffering the fewest of its own will tend to "push back" the fight toward the enemy field. If both sides kill and die at the same rate the "front" remains static. Sure, because we don't really die the total number of pilots involved never changes, but the relative E states of those planes will inevitably tip more and more in the favor of those that die less and against those that die more as they are forced to re-plane and re-aquire E. Not only that but the 'less effective' side will have less room to accumulate E prior to being engaged as they are pushed back closer and closer to their field. Therefore, good tactics ends up causing your team to be in a position to capture more bases in the end.

So, as you can see Boelke's tactics are just as relavent in cartoon air combat as the real thing, just for slightly different reasons due to cartoon pilot immortality...
« Last Edit: August 12, 2007, 11:17:40 AM by Zazen13 »
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Offline TequilaChaser

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Boelcke's Dicta
« Reply #12 on: August 12, 2007, 01:46:21 PM »
Great Post Ren , Thanks!

and nice follow-up Zazen, thanks as well!
"When one considers just what they should say to a new pilot who is logging in Aces High, the mind becomes confused in the complex maze of info it is necessary for the new player to know. All of it is important; most of it vital; and all of it just too much for one brain to absorb in 1-2 lessons" TC

Offline DamnedRen

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« Reply #13 on: August 12, 2007, 04:04:41 PM »
As Zazen mentioned we have unlimited resources in the form of books, trained pilots and trainers at our fingertips in AH2. We also have the one thing that all those WWI and WWII and even Korean War Pilots never had. We have a flight sim which provides us with the ability to try out any and all tactics and we can do it over and over until we get it right or decide, "hmmmm, maybe the tactic won't work in that situation".

How many of those original WW pilots actually got the chance to try any and every tactic over and over without bein forced to push up daisy's? We just end up in the Tower...

If you really think about it $100 says every single one of those guys would have loved to have something like we have. They get to try it out see, what works then take it into the air. Imagine how many kills Hartmann would have had if he'd had a sim to try out his stuff on!

Offline Drano

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« Reply #14 on: August 13, 2007, 03:16:52 PM »
Whenever I see this I think of another version put out by our old frield Bullethead more than a few years ago now.



"Dicte Bullethead"

Know everything, report everything, use everything.

The purpose of ACM is to gain an advantage, therefore always start with an advantage.

Altitude is potential speed. speed is potential angles, angles are kills.

Time is your greatest enemy--keep the pressure on and kill quickly.

Overcome your own greed but instill and exploit the greed of others.

Play your game not your enemy's.



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