What's the difference of coming in a 5-7k diving on guys at 2k any different than coming in at 10K diving on guys at 5k? Besides how does he know before getting there that they didn't climb to 15K? Anyway thats nor here nor there, I don't know Yenny from adam and he could be a total duche for all I know. But this thread is not about that, it's about betty whinning on 200 when she died ranting on about him BnZing her to death when I didn't see that. He dove in, pulled up, flipped over and toasted her. He asked if she wanted him to post film and he did. Second film I saw him trying to fight a yak that kept evading him then he gets jumped by several others, then when he is slow and turning with a hurri the others basically let her fight him after he was in a bad way. What he has done in other fights is not the topic of the thread. Just looking at this with out bias toward either player. To often on here friends tend to come on and stick up for people even if they are in the wrong because they either like them or don't like the other person and don't respond with either truthful or rational replies.
As a BnZmer I usually don't want to be more then 2-3k higher then my opponent. To me BnZing is like the rescue team, and an awacs in a furball. I want to be 2-3k above the fight because I need to be able to see and call out check sixes and clear people's six. If you're 4-5k then most the time you are way way too high and would dive down WAY too fast to make a good accurate shot. What I do in a furball is providing check 6, and situation awareness for my team, and also see who needs a clear six. I usually the enemies planes "roping" themselves very often, and I would execute a quick dive and pick them off, which is why I don't want to be higher then 2-3k above the fight. Opportunity shots like shot doesn't last long, the higher you are the more chances of you missing those opportunity shots.
Communication is the key for BnZing, a lot of time when I clear a countryman's six, I'd call on vox letting him know how far I am from the opponent on his six, and my time frame til arrival. That way he can have a good idea what he needs to do, if the bandit is too close he can reply with direction he's breaking, or if bandit is far he can set up a rope. I always fly about 8-10k into a furball area, because I know most the fight will be around 4-5k, but I choose 8-10k as a safe insurance that I won't be jump on arrival. 8-10k is always good enough if situation turns bad and you get 3-4 on your tail. D9 can always nose straight down and hit the deck for separation, or if you got a few LA-7 on your tail, at 10k you can always outrun them. That's why I always choose 8-10k as my entrance alt.
I only fly BnZ when it's a thick furball situation, I find out BnZ doesn't work where there's few enemy because you need #s to mask your entrance. D9 can't tnb so I am not looking to get into one unless I am force to. I choose BnZ in furball because it give me a higher chances of taking my bird back home. I found out whenever i take my K4 to a furball, I usually dont bring it back home. Playing so late at night lately I end up having to dust off my K4 and take it around looking for a fight, and leave the D9 in the hanger=/. I seldomly run into a 1 vs 1 w/ my K4, it's either 1 vs 2 or 1 vs 3 most the time, or the other way around. When I fly K4 I hope for 1 vs 1, but I don't expect it. I usually welcome the horde =), hoping to take a few down b4 I get shot down. However, through all my recent K4 addiction I found to love my countryman bnzmer. They seem to be the best thing in a furball at many times, when it gets hairy and I need a clear six.
I found out D9 is the hardest plane to survive as a BnZmer, just because it "can't" turnfight at all. Once in a while when I have to take a D9 vs a spit in tnb, I'd win, but 95% of the time, any spit pilot would take my D9 down if I'm caught otd doing 200 knts. I fly F4u-4, tempest, p-51 as bnzmer sometime, and those planes are just great. F4u-4 and tempest I feel like rambo flying them. They allow me to get into a tnb situation as needed when I BnZ. Let say I need to make a few turns to maintain on someone's six, in F4u-4 and tempest I could NP, if I get jump by LA-7 or spit, I can tnb v. them in F4u-4 and tempest just fine. Usually I'd win against most spit pilots in f4u-4 and tempest in tnb situation, granted they r not saantana or so. I also found out my k/t ratio in F4u-4 and tempest is almost 40% more then D9. Which probably because they allow me to get down and dirty as often as I want and not worry about being corner. I'm a big D9 fan, because I fly them since AW so it's just hard to give it up for tempest or F4u-4, even those they offer so much more then what a D9 can.