I always see complaints about H.O.'s so i decided to write this up while bored one day.
A Basic Head On Defense and Reversal.
This is an extremely simple, yet often effective way to avoid head on attacks (H.O.’s) and reverse the attacker. It is NOT a solution to all cases.
The Situation:
You are Co Alt, Co E with an enemy plane. The type of plane is not very important for this discussion, but lets say it’s a bird with plenty of cannon. You turn toward him and quickly realize that you will soon be flying right into a barrage of 20mm or 30mm rounds. What do you do, how do you avoid this?
Step One: Reaction
How much time do you have to react? If both planes are traveling at 300 mph, at 3000 feet you have just 3.4 seconds until a collision. Most H.O. attackers start firing at 1000 feet, leaving only 2.3 seconds to react. Average human reaction time is .2 seconds, leading to 2.1 second window with 3000 feet of separation to decide what action to take.
Step Two: Initial Action
The H.O. is eminent. What do you do, try to take this guy on, guns blazing? Sometimes this may work, but this is a game of chance. Wouldn’t you rather turn the tables in your favor? This simple maneuver will avoid the H.O. and reverse the attacker. First, nose down slightly. Don’t point at the ground, but get your plane below his. This will not only create some separation but it will put you out f view, under the nose of the attacking plane. It will let you gain some E on your opponent. Next, create some horizontal separation. Aim your plane slightly left or right. This makes it harder for the H.O. attacker to hit you, he will need to pull a negative g, sweeping, blind deflection shot. While yes, sometimes a player will make this shot stick, it is not usual. Another advantage to meeting the attacker like this is that it will put him into a nose down merge. You are no in a good position on him.
Step Three: The Merge
You have avoided the H.O. attack, the enemy fired, but your position lead to a miss, and left the attacker is a poor position. You should be below and to the side of him, the attack should be above and to the side of you. The attacker should also be nose down to you. When he is roughly 400 ft ahead, pull an immelman. An immelman is simply a half loop. You should fallow his plane in your views, the attacking plane should be in the back up view, then the up view. After completing the immelman you should be above and behind the H.O. attacker.
Step Four: Post Merge
The enemy is now where you want him to be. The poor positioning of his plane on merge has allowed you above and behind him. It is only a matter of time before you get your shot.
Signs to Look For:
If the enemy tries to get below you, he is very likely trying a similar maneuver on you. If you notice this, the enemy will usually not H.O. you (stress on usually, not always). This could be a rare occasion in aces high, you could be in for a good fight.
What Can Go Wrong:
-If you pull your immelman too soon, he could simply follow you up and your as good as dead.
-The attacker could land a hit on the deflection shot.
-Watch out for enemy a bit further back, they can slide in and ruin your day.
This is not a perfect solution to all H.O. situation. It is merely a guide to help you avoid some of them.
Have fun and good luck.
