Author Topic: A6M & How to Bait Your Enemy  (Read 2817 times)

Offline SlidingHorn

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A6M & How to Bait Your Enemy
« on: November 22, 2013, 12:43:36 PM »
I've read a lot on here and elsewhere talking about how "outclassed" the A6Ms are compared to most of the mid-late war planes.  I get that most of what they're talking about is power and durability. However, as someone who's barely outside their 2-week period, I've been flying it a lot lately, and have been more successful in it than any of the so-called "starter planes" I've tried. 

So long as one remembers the limitations of the plane and doesn't try to chase anyone out of a turn fight, it's a very dangerous bird w/ the right pilot, IMHO.

So far, I've been frustrated with those that know to not knife fight and to consistently extend (which, surprisingly, isn't that many people...) and try to get me to chase.  Don't get me wrong, it's the smart move on their part, but it does make a man feel lonely watching people flee from him (do I smell funny?  :lol).

What are some "trade (not-quite) secrets" you use to bait an enemy who might otherwise run into sticking around and duking it out with you?
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Offline Randy1

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Re: A6M & How to Bait Your Enemy
« Reply #1 on: November 22, 2013, 01:08:35 PM »
You are exactly right.  You take the plane's  best attributes and play those cards close to the vest.  If a A6M has bested me I best use my planes stellar attributes and try to reset the fight back to my advantage.  If you like the A6M, you might find the Ki more durable.

Offline Karnak

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Re: A6M & How to Bait Your Enemy
« Reply #2 on: November 22, 2013, 01:40:33 PM »
A6Ms are fun.  My only sortie to rack up more than 8 kills was a 12 kill sortie in an A6M5b.
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Offline Latrobe

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Re: A6M & How to Bait Your Enemy
« Reply #3 on: November 22, 2013, 01:50:00 PM »
To get someone to turn back for you just make a slow turn as if you're breaking off of them. Wait 1 or 2 seconds and then turn back towards them. Most of the time you'll find your opponent turning around you for and you can maybe get in a crossing shot on them. Some people even fall for this trick more than once in one fight!   :devil

Offline Triton28

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Re: A6M & How to Bait Your Enemy
« Reply #4 on: November 22, 2013, 01:56:12 PM »
Slow play them.  

Don't immediately jump on their 6 in 2 turns.  Make them think you're stupid and they're getting the angle to get them to fully commit.  Once they've committed, their arse is yours.  The trouble with this of course, is knowing how much leg to show before taking it back.  Show too much leg and you'll get it shot off.   :)  

    
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Offline SlidingHorn

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Re: A6M & How to Bait Your Enemy
« Reply #5 on: November 22, 2013, 01:59:12 PM »
Quote from: Randy1
If you like the A6M, you might find the Ki more durable.

Interesting.  I'll have to dig up some comparisons on Dr Gonzo's generator, etc. and see how they match up...

Quote from: Karnak
A6Ms are fun.  My only sortie to rack up more than 8 kills was a 12 kill sortie in an A6M5b.

I've been sticking mostly to the 32 - I like the turns better than the 5, and the payload better than the 2

Quote from: Latrobe
To get someone to turn back for you just make a slow turn as if you're breaking off of them. Wait 1 or 2 seconds and then turn back towards them. Most of the time you'll find your opponent turning around you for and you can maybe get in a crossing shot on them. Some people even fall for this trick more than once in one fight!   :devil

That's not far off from what I've been doing:  Act like I'm giving chase to give them a sense of "OMG He's gonna bite," regain some alt if I lost any in the 1st pass, and very slowly turn away.  Some come back, others think better of it & keep going ;)

Quote from: Triton28
Don't immediately jump on their 6 in 2 turns.  Make them think you're stupid and they're getting the angle to get them to fully commit.  Once they've committed, their arse is yours.  The trouble with this of course, is knowing how much leg to show before taking it back.  Show too much leg and you'll get it shot off.

This sounds like a hell of an idea - sounds like it'd take quite a bit of practice to make it convincing without getting one's self into trouble, but practice is something I'm not one to shy away from...

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Offline Saxman

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Re: A6M & How to Bait Your Enemy
« Reply #6 on: November 22, 2013, 02:38:23 PM »
Triton's really go the key to it. You need to show them a fat, tempting target (Zeros are slow and burst into flames if you look at them funny, so you're halfway there just by being a Zero). Anyone who knows how to fight a Zero will make small corrections on their attack pass, but will break off to reset before the point of overcommitting. You need to turn JUST enough that they can't get the shot, but not so much that they recognize it, so they commit a little bit more, and a little bit more, until you've got them completely suckered in. It may take a couple passes, but if you do it right your opponent will completely blow his E and you've got him.
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Offline Volron

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Re: A6M & How to Bait Your Enemy
« Reply #7 on: November 22, 2013, 03:20:13 PM »
One thing I have noticed is that a lot of folks seem to underestimate the Zero's zoom climb.  Don't know how many times someone would try to rope me, only to make themselves such a nice, fat, sitting duck.  All in all, I just love how the A6M3 handles.  Not the fastest, but oh so graceful in maneuverability. :aok
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Offline HighTone

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Re: A6M & How to Bait Your Enemy
« Reply #8 on: November 23, 2013, 05:18:47 PM »
The A6M3 is my favorite.

Let said uber ride start out diving on you six, start a 30 degree flat turn to your left and increase your turn rate as the bandit pass the D-1000 mark, when they start to shoot pull nose up and roll back into them. Repeat until you get your shot. Takes some practice, but once you get it down it can frustrate them till they slow down or run. Either way, you control the airspace.....Zeke win  :cheers:

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Offline SmokinLoon

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Re: A6M & How to Bait Your Enemy
« Reply #9 on: November 24, 2013, 08:51:41 AM »
I too like the A6M3, it does everything the '5 does in a knife fight with exception to having a superior roll rate.

The trick with either the '3 or '5 is to keep the speeds UNDER 350 TAS, once you get above that you're pushing the limits of the plane and the controls are out of their realm.  But, keep it between 200 and 300 and either model should make short work of any other fighter.  Thing is though, many players will recognize the fact that their butt is about to be handed to them and they will "extend" out, which is a very valid response.  You, as a zeke player, can't let that happen.  Grab a hold and hang on!

Seriously though, I suggest trying the A6M3 but use the roll to your advantage, and then try the Ki-84 "Frank".  While it cant turn as well it is faster, has a better climb rate, rolls very well, and can handle more damage than any of the zekes. 

Good luck and have fun!   :aok
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Offline Hap

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Re: A6M & How to Bait Your Enemy
« Reply #10 on: November 24, 2013, 08:55:17 AM »
When I run into a Zeke at alt, I say, "gosh, I hope this guy doesn't know what he's doing!"  Zeke is a fine bird when flown for its strengths.

Offline Soulyss

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Re: A6M & How to Bait Your Enemy
« Reply #11 on: November 24, 2013, 03:09:23 PM »
I filmed this fight a while back, I think the film will still work in the film viewer but there may be some bugs.

I ran into Flatiron in the MW arena a while back, and we had a 38G vs A6M5 duel.  He did a very good job of denying me the perch which was what I needed to be able to control the fight, there are some good lessons in watching how he handles the merges.  I think the goal of a A6M driver vs a faster opponent would be to open with Energy oriented tactics to deny the other player the high ground and maybe even get him to bleed energy trying to gain position.  Once you're opponent is slow you should be able to control the fight unless there is enough altitude for him to dive out and extend.  This is actually what happens here, I think Flatiron did a great job but in the end the better speed of the 38 let me control when to engage and disengage, eventually I was able to get him to follow me in a downward spiral where the speed increased till we got to a point where I had a temporary advantage in maneuverability and I was lucky to make the shot.

http://www.mediafire.com/download/n0w2ldzv6htus3b/goodfightvsa6m_1222.ahf
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Offline BoilerDown

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Re: A6M & How to Bait Your Enemy
« Reply #12 on: December 18, 2013, 10:11:53 AM »
The great thing about the Zekes is that they're used in a lot of scenarios yet rarely flown outside of them.  So when you get good, you'll be able to get a lot of high profile kills in special events, which is always fun.
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Offline artik

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Re: A6M & How to Bait Your Enemy
« Reply #13 on: December 18, 2013, 10:34:43 AM »
I mostly ignore Zekes, F4Fs, Brews... Really, in a furball they just a white noise. Unless it on my 6 at 300 yards and shooting you can just ignore him.

And if it is on your 6, just a little dive or just flying straight and they aren't threat any more...

Just a white noise.
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Offline ink

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Re: A6M & How to Bait Your Enemy
« Reply #14 on: December 18, 2013, 02:01:28 PM »
get in the Ki84.....zeros are torches that need a sneeze to start....

yup great turner....but it takes a lot more then "turning" in the MA to be effective.


or if you really like the turning, get into a Hurri2C, turns almost as well....is much tougher, and has an amazing gun platform.....after you get sick of everyone running away....jump into the Ki84  :D